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  • iPhone: CALayer + rotate in 3D + antialias?

    - by Colin
    Hi all, An iPhone SDK question: I'm drawing a UIImageView on the screen. I've rotated it in 3D and provided a bit of perspective, so the image looks like it's pointing into the screen at an angle. That all works fine. Now the problem is the edges of the resulting picture don't seem to be antialiased at all. Anybody know how to make it so? Essentially, I'm implementing my own version of CoverFlow (yeah yeah, design patent blah blah) using quartz 3d transformations to do everything. It works fine, except that each cover isn't antialiased, and Apples version is. I've tried messing around with the edgeAntialisingMask of the CALayer, but that didn't help - the defaults are that every edge should be antialiased... thanks!

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  • How can I disable a view behind my SlidingDrawer in Android?

    - by Sara
    I have a SlidingDrawer that pops up from the bottom of the screen and fills the screen about 80%. Even though the SlidingDrawer view is in focus, it is still possible to click on items, buttons and other elements in the view that is behind the SlidingDrawer. When SlidingDrawer is active/pulled up/in focus, I want to disable the entire view behind it so it will not be able to recieve clicks and touches. Is there a good way to disable an entire view? I have tried setEnable(false) and setClickable(false) but neither of them work. Help?

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  • How do I reduce the height of a TableView when it is constructed in IB?

    - by erotsppa
    I wanted to add a view to the bottom of my screen. The controller is a UITableViewController, how do I shrink the tableView and add a extra view at the bottom of the tableview? I've tried setting the frame of self.tableView in different places (viewDidLoad, viewWillAppear etc) but nothing happens. The tableView is created by IB and not programtically. I've tried added a footer to my table view but that's not what I want, because the footer actually scrolls up, I want a static non moving View at the bottom of the screen.

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  • creating a custom centered cyclic horizontal manager

    - by Hezi
    Trying to create a custom cyclical horizontal manager which will work as follows. It will control several field buttons where the buttons will always be positioned so that the focused button will be in the middle of the screen. As it is a cyclical manager once the focus moves to the right or left button, it will move to the center of the screen and all the buttons will move accordingly (and the last button will become the first to give it an cyclic and endless list feeling) Any idea how to address this? I tried doing this by implementing a custom manager which aligns the buttons according to the required layout. Each time moveFocus() is called I remove all fields (deleteAll() ) and add them again in the right order. Unfortunately this does not work.

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  • Scala n00b: Critique my code

    - by Peter
    G'day everyone, I'm a Scala n00b (but am experienced with other languages) and am learning the language as I find time - very much enjoying it so far! Usually when learning a new language the first thing I do is implement Conway's Game of Life, since it's just complex enough to give a good sense of the language, but small enough in scope to be able to whip up in a couple of hours (most of which is spent wrestling with syntax). Anyhoo, having gone through this exercise with Scala I was hoping the Scala gurus out there might take a look at the code I've ended up with and provide feedback on it. I'm after anything - algorithmic improvements (particularly concurrent solutions!), stylistic improvements, alternative APIs or language constructs, disgust at the length of my function names - whatever feedback you've got, I'm keen to hear it! You should be able to run the following script via "scala GameOfLife.scala" - by default it will run a 20x20 board with a single glider on it - please feel free to experiment. // CONWAY'S GAME OF LIFE (SCALA) abstract class GameOfLifeBoard(val aliveCells : Set[Tuple2[Int, Int]]) { // Executes a "time tick" - returns a new board containing the next generation def tick : GameOfLifeBoard // Is the board empty? def empty : Boolean = aliveCells.size == 0 // Is the given cell alive? protected def alive(cell : Tuple2[Int, Int]) : Boolean = aliveCells contains cell // Is the given cell dead? protected def dead(cell : Tuple2[Int, Int]) : Boolean = !alive(cell) } class InfiniteGameOfLifeBoard(aliveCells : Set[Tuple2[Int, Int]]) extends GameOfLifeBoard(aliveCells) { // Executes a "time tick" - returns a new board containing the next generation override def tick : GameOfLifeBoard = new InfiniteGameOfLifeBoard(nextGeneration) // The next generation of this board protected def nextGeneration : Set[Tuple2[Int, Int]] = aliveCells flatMap neighbours filter shouldCellLiveInNextGeneration // Should the given cell should live in the next generation? protected def shouldCellLiveInNextGeneration(cell : Tuple2[Int, Int]) : Boolean = (alive(cell) && (numberOfAliveNeighbours(cell) == 2 || numberOfAliveNeighbours(cell) == 3)) || (dead(cell) && numberOfAliveNeighbours(cell) == 3) // The number of alive neighbours for the given cell protected def numberOfAliveNeighbours(cell : Tuple2[Int, Int]) : Int = aliveNeighbours(cell) size // Returns the alive neighbours for the given cell protected def aliveNeighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = aliveCells intersect neighbours(cell) // Returns all neighbours (whether dead or alive) for the given cell protected def neighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = Set((cell._1-1, cell._2-1), (cell._1, cell._2-1), (cell._1+1, cell._2-1), (cell._1-1, cell._2), (cell._1+1, cell._2), (cell._1-1, cell._2+1), (cell._1, cell._2+1), (cell._1+1, cell._2+1)) // Information on where the currently live cells are protected def xVals = aliveCells map { cell => cell._1 } protected def xMin = (xVals reduceLeft (_ min _)) - 1 protected def xMax = (xVals reduceLeft (_ max _)) + 1 protected def xRange = xMin until xMax + 1 protected def yVals = aliveCells map { cell => cell._2 } protected def yMin = (yVals reduceLeft (_ min _)) - 1 protected def yMax = (yVals reduceLeft (_ max _)) + 1 protected def yRange = yMin until yMax + 1 // Returns a simple graphical representation of this board override def toString : String = { var result = "" for (y <- yRange) { for (x <- xRange) { if (alive (x,y)) result += "# " else result += ". " } result += "\n" } result } // Equality stuff override def equals(other : Any) : Boolean = { other match { case that : InfiniteGameOfLifeBoard => (that canEqual this) && that.aliveCells == this.aliveCells case _ => false } } def canEqual(other : Any) : Boolean = other.isInstanceOf[InfiniteGameOfLifeBoard] override def hashCode = aliveCells.hashCode } class FiniteGameOfLifeBoard(val boardWidth : Int, val boardHeight : Int, aliveCells : Set[Tuple2[Int, Int]]) extends InfiniteGameOfLifeBoard(aliveCells) { override def tick : GameOfLifeBoard = new FiniteGameOfLifeBoard(boardWidth, boardHeight, nextGeneration) // Determines the coordinates of all of the neighbours of the given cell override protected def neighbours(cell : Tuple2[Int, Int]) : Set[Tuple2[Int, Int]] = super.neighbours(cell) filter { cell => cell._1 >= 0 && cell._1 < boardWidth && cell._2 >= 0 && cell._2 < boardHeight } // Information on where the currently live cells are override protected def xRange = 0 until boardWidth override protected def yRange = 0 until boardHeight // Equality stuff override def equals(other : Any) : Boolean = { other match { case that : FiniteGameOfLifeBoard => (that canEqual this) && that.boardWidth == this.boardWidth && that.boardHeight == this.boardHeight && that.aliveCells == this.aliveCells case _ => false } } override def canEqual(other : Any) : Boolean = other.isInstanceOf[FiniteGameOfLifeBoard] override def hashCode : Int = { 41 * ( 41 * ( 41 + super.hashCode ) + boardHeight.hashCode ) + boardWidth.hashCode } } class GameOfLife(initialBoard: GameOfLifeBoard) { // Run the game of life until the board is empty or the exact same board is seen twice // Important note: this method does NOT necessarily terminate!! def go : Unit = { var currentBoard = initialBoard var previousBoards = List[GameOfLifeBoard]() while (!currentBoard.empty && !(previousBoards contains currentBoard)) { print(27.toChar + "[2J") // ANSI: clear screen print(27.toChar + "[;H") // ANSI: move cursor to top left corner of screen println(currentBoard.toString) Thread.sleep(75) // Warning: unbounded list concatenation can result in OutOfMemoryExceptions ####TODO: replace with LRU bounded list previousBoards = List(currentBoard) ::: previousBoards currentBoard = currentBoard tick } // Print the final board print(27.toChar + "[2J") // ANSI: clear screen print(27.toChar + "[;H") // ANSI: move cursor to top left corner of screen println(currentBoard.toString) } } // Script starts here val simple = Set((1,1)) val square = Set((4,4), (4,5), (5,4), (5,5)) val glider = Set((2,1), (3,2), (1,3), (2,3), (3,3)) val initialBoard = glider (new GameOfLife(new FiniteGameOfLifeBoard(20, 20, initialBoard))).go //(new GameOfLife(new InfiniteGameOfLifeBoard(initialBoard))).go // COPYRIGHT PETER MONKS 2010 Thanks! Peter

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  • Best Method for Minimizable Fullscreen Window

    - by kaykun
    Hi, I'm coding a short game in C++ and Win32, and I want to be able to make it in fullscreen with a fixed size. I also want the user to be able to switch focus between the game window and other windows as much as he/she wants without any weird screen glitches. So far I know of the ChangeDisplaySettings function and creating the window with the WS_POPUP style at initialization to make it fullscreen. To detect the user switching focus to other windows by way of alt+tab or otherwise, what messages should I be handling on the window's WndProc or should I be using another function? When loss of focus is detected should I only call ChangeDisplaySettings(NULL, 0); or are there other functions I should call as well? And what method should I use to handle focus back into the window? Also can anyone give me some info on how to make it work smoothly for different screen sizes? Thanks for any help.

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  • How to make an Android UI with images from a designer delivered as layers

    - by Not Me
    I hired a designer to help me redesign the UI for my Android app. For each Activity he gave me an image for the background, which includes any static content like fancy frames for text content; plus images for the buttons, which must fit in to the background image in exact places, to fit into the frames in the background image. However, since Android devices have different screen sizes and aspect ratios, it's easy to fit the background image by itself with android:scaleType="centerInside", but how can I get all the other images to fit in with background exactly, to the pixel? If they didn't have to fit in with the background, I would just set the exact width and height for each ImageButton, but depending on how the background scales (based on the screen size and ratio) they might end up not aligned correctly. Thank you very much in advance.

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  • Transactions not working for SubSonic under Oracle?

    - by Fervelas
    The following code sample works perfectly under SQL Server 2005: using (TransactionScope ts = new TransactionScope()) { using (SharedDbConnectionScope scope = new SharedDbConnectionScope()) { MyTable t = new MyTable(); t.Name = "Test"; t.Comments = "Comments 123"; t.Save(); ts.Complete(); } } But under Oracle 10g it throws a "ORA-02089: COMMIT is not allowed in a subordinate session" error. If I only execute the code inside the SharedDbConnectionScope block then everything works OK, but obviously I won't be able to execute operations under a transaction, thus risking data corruption. This is only a small sample of what my real application does. I'm not sure as to what may be causing this behavior; anyone out there care to shed some light on this issue please? Many thanks in advance.

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  • How to access the Desktop Composition Engine from a WinForms app?

    - by MusiGenesis
    Is it possible to access Desktop Composition Engine in Windows Vista from a winforms application? The DCE apparently involves applications rendering to DCE buffers instead of directly to the screen. Since a winforms app has no way of getting information about the monitor's refresh rate and scanline status (other than via DirectX), animation in a winforms app is subject to tearing effects. With DCE enabled, the tearing effects are lessened but still there (apparently the DCE can still grab a buffer that your app is halfway through writing to and render it to the screen, thereby producing the half-one-frame-half-of-the-next tearing effects). Is there any way for my winforms app to communicate with the DCE and possible avoid rendering during buffer switchover times?

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  • Can't finish Eclipse Plug-in Project Wizard when choosing RCP

    - by Jens Schauder
    I'm trying create a RCP Application with Eclipse, but I can't get past the 'Content' screen of the New Plug-in Project Wizard. When I select 'yes' for "Rich Client Application, Would you like to create a rich client application" it disables the Next and the Finish Button. I first thought it is due to my target platform which is Eclipse 3.2, but changing that doesn't make a difference. On the top of the screen only one task is displayed (now warnings about missing or incompatible information): Enter the data required to generate the plug-in My Eclipse Version is 3.5 Any ideas? Since it was asked. A screenshot can be found here: http://www.flickr.com/photos/jensschauder/4535101973/

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  • XML Table layout? Two EQUAL-width rows filled with equally width buttons??

    - by Oliver Goossens
    Hi heres a part from my XML for LAND format: <TableLayout android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_gravity="center" android:stretchColumns="*"> <TableRow> <Button android:id="@+id/countbutton" android:text="@string/plus1"/> <Button android:id="@+id/resetbutton" android:text="@string/reset" /> </TableRow> </TableLayout> And now what I dont get - the WIDTH of one row and also of the button depends on the TEXT inside the button. If the both texts are equaly long lets say : TEXT its ok - the table half is in the middle of the screen. But if they have different size - lets say "A" and "THIS IS THE LONG BUTTON" the CENTER of the table isnt in the middle of the screen anymore and so the buttons are not equally width... Cant find any solution... Please advise... Thank you Oliver Goossens

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  • Android Maps Back Button

    - by aaronr
    I'm developing an application that shows a path on a map, determined by a KML file. Specifically, in the MapActivity that is starting the map: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); MapView mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); Uri uri = Uri.parse("geo:0,0?q=http://urltokml"); Intent mapIntent = new Intent(Intent.ACTION_VIEW, uri); mapIntent.setData(uri); startActivity(Intent.createChooser(mapIntent, kmlFile)); finish(); } The map loads fine and after a few seconds the path described by the KML shows up. The problem is, when I press the "Back" button, it does not return to the previous screen but instead just hides the KML overlay. If the "Back" button is pressed again, it will return to the previous screen. Any ideas of how to solve this?

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  • App store name and info.plist

    - by user346194
    Hi guys, I've just completed my first app and having tested I'm ready for submission. However, despite numerous web searches and reading, I'm struggling to finalise the method required to enable me to have a different name on the app store to the name that appears under the app on the device home screen. In the plist.info file there is reference to bundle display name, executable name, bundle name, bundle identifier, product name etc. So, for example, say I would like the app store name to display as: HELLO WORLD and I would like the name below the icon on the device home screen to display as: HELLO How should I enter the data in the plist.info file to achieve the above? Many thanks in advance for your help. Gav.

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  • NO-SQL reliable for small bussines app?

    - by mamcx
    I'm deciding between go for a NON-SQL engine or a regular SQL one for a document managment system for small bussines. I have experience with firebird/sql server and found a good track of reliability (specially with firebird). This market is full of crappy "servers" (clon-made PC, the mayority), cheap harddisk, rarely use of RAID or anything like that, some are in locations where a power-off is normal, some not have a UPS, etc... (I will include off-site auto-backup to external servers, but that no change the internal setup). (I know about end-user education about such proper setups, but is stupid depend on that, so stick to te point) From the desing point of view, a schema-less database is the way to go for my system, but, I worry if any of the actual solutions (MongoDb, Tokyo Cabinet, etc) are like firebird and survice crash, malfunctions & abuse so data corruption is very rare. The plan is store the office documents there & provide a central repository.

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  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

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  • Warning: Ignoring library 'com.motorola.android.iextdispservice', missing property value

    - by user1342684
    Hi I am trying to get my eclipse environment setup so I can start playing with programming for android... The Android SDK Manager is installing the following packages (everything else says installed except these two): Android 2.3.3 (API 10) Dual Screen APIs - Not Installed Android 2.2 (API 8) Dual Screen APIs - Not Installed Error Messages: [2012-04-19 13:06:41 - SDK Manager] Warning: Ignoring library 'com.motorola.android.iextdispservice', missing property value [2012-04-19 13:15:27 - SDK Manager] Operation timed out [2012-04-19 13:18:16 - SDK Manager] Operation timed out Any tips? So close to getting the environment ready! I want to start playing around!

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  • The most efficient method of drawing multiple quads in OpenGL

    - by CPatton
    I'm not very keen with OpenGL and I was wondering if someone could give me some insight on this. I'm a 'seasoned' programmer, I've read the redbook about VBOs and the like, but I was wondering from a more experienced person about the best/most efficient way of achieving this. I've been producing this 2d tile-based game engine to be used in several projects. I have a class called "ScreenObject" which is mainly composed of a Dictionary<Point, Tile> The Point key is to show where to render the Tile on the screen, and the Tile contains one or more textures to be drawn at that point. This ScreenObject is where the tiles will be modified, deleted, added, etc.. My original method of drawing the tiles in the testing I've done was to iterate through the ScreenObject and draw each quad at each location separately. From what I've read, this is a massive waste of resources. It wasn't horribly slow in the testing, but after I've completed the animation classes and effect classes, I'm sure it would be extremely slow. And one last thing, if you wouldn't mind.. As I said before, the Tile class can contain multiple textures to be drawn at the Point location on the screen. I recognize possibly two options for me here. Either add a quad at that location for each texture to be drawn, or, somehow.. use a multiple texture for the same quad (if it's possible). Even if each tile contained one texture only, that would be 64 quads to be drawn on the screen. Most of the tiles will contain 2-5 textures, so the number of total quads would increase dramatically with this method. Would it be feasible to add a quad for each new texture, or am I ignoring a better way to do this? Just need some help understanding this if you don't mind :) I've tried to be as concise as possible, and I'd greatly appreciate any responses.. and even some criticism. Programming is often a learning process and one who develops seems to never stops learning. Thanks for your time.

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  • Getting black images with selenium.captureScreenshot

    - by Lidia
    I'm executing selenium tests with testng, that are started on a remote system with Selenium RC via hudson (with ssh connection). The remote system is windows xp with MKS Toolkit installed, hence ssh. Tests are NOT executed as a windows service. I've tried using both captureScreenshot and captureEntirePageScreenshot methods. The first one always produces a black image. The second one creates the correct screen shot but it only works on Firefox and our tests usually pass on Firefox and fail in other browsers, so it is crucial to capture screen shots for the other browsers (mainly IE and Safari). The tests are ran in parallel, with many browser windows open at the same time. I'm not certain if this is what's causing the problem. Any thoughts will be appreciated.

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  • Technologies used in Remote Administration applications(not RD)

    - by Michael
    I want to know what kind of technologies are used nowadays as underlying screen capture engine for remote administration software like VNC pcAnywhere TeamViewer RAC Remote Administrator etc.. The programming language is not so important as just to know whether a driver needs to be developed which is polling video memory 30 times per second or there are any com objects built in the Windows kernel to help doing this? I'm not interested in 3rd party components for doing this. Do I have to use DirectX facilities? Just want some start point to develop my own screen stream capture engine, which will be less CPU hog.

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  • Syncing google calendar with custom calendar

    - by yogsma
    I am using google calendar API to sync google calendar with our custom calendar. Right now I am trying it with a crude way by asking user if he/she wants to sync their calendar with google or not. If they say "yes" , I show them login screen where they have to enter their google user id and password and the calendar will be synced. But now when I change the month , the screen gets refreshed and all login information is lost and that changed month doesn't show up the events from google calendar. What is a best way for authentication AuthSub, OAuth or the crude way I mentioned for testing locally? I really don't know if I can use OAuth locally.

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  • How does glClear() improve performance?

    - by Jon-Eric
    Apple's Technical Q&A on addressing flickering (QA1650) includes the following paragraph. (Emphasis mine.) You must provide a color to every pixel on the screen. At the beginning of your drawing code, it is a good idea to use glClear() to initialize the color buffer. A full-screen clear of each of your color, depth, and stencil buffers (if you're using them) at the start of a frame can also generally improve your application's performance. On other platforms, I've always found it to be an optimization to not clear the color buffer if you're going to draw to every pixel. (Why waste time filling the color buffer if you're just going to overwrite that clear color?) How can a call to glClear() improve performance?

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  • CSS 100% Height, and then Scroll DIV not page

    - by Justin
    Okay so I haven't been able to find a question with an answer yet, so I decided to make my own. I am trying to create a 100% fluid layout, which technically I have done. http://stickystudios.ca/sandbox/stickyplanner/layout/index2.php BUT, what I want it to now do, is make the page 100% in HEIGHT... But I don't want the page to scroll I want the inner DIV to scroll. So I believe in short I want it to detect the height of the viewport screen, go 100%, and then IF content is longer then the screen, scroll the specific DIV, NOT the page. I hope this makes sense. Thanks in advance. Justin

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  • Android source code not working, reading frame buffer through glReadPixels

    - by Muhammad Ali Rajput
    Hi, I am new to Android development and have an assignment to read frame buffer data after a specified interval of time. I have come up with the following code: public class mainActivity extends Activity { Bitmap mSavedBM; private EGL10 egl; private EGLDisplay display; private EGLConfig config; private EGLSurface surface; private EGLContext eglContext; private GL11 gl; protected int width, height; //Called when the activity is first created. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // get the screen width and height DisplayMetrics dm = new DisplayMetrics(); getWindowManager().getDefaultDisplay().getMetrics(dm); int screenWidth = dm.widthPixels; int screenHeight = dm.heightPixels; String SCREENSHOT_DIR = "/screenshots"; initGLFr(); //GlView initialized. savePixels( 0, 10, screenWidth, screenHeight, gl); //this gets the screen to the mSavedBM. saveBitmap(mSavedBM, SCREENSHOT_DIR, "capturedImage"); //Now we need to save the bitmap (the screen capture) to some location. setContentView(R.layout.main); //This displays the content on the screen } private void initGLFr() { egl = (EGL10) EGLContext.getEGL(); display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] ver = new int[2]; egl.eglInitialize(display, ver); int[] configSpec = {EGL10.EGL_NONE}; EGLConfig[] configOut = new EGLConfig[1]; int[] nConfig = new int[1]; egl.eglChooseConfig(display, configSpec, configOut, 1, nConfig); config = configOut[0]; eglContext = egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null); surface = egl.eglCreateWindowSurface(display, config, SurfaceHolder.SURFACE_TYPE_GPU, null); egl.eglMakeCurrent(display, surface, surface, eglContext); gl = (GL11) eglContext.getGL(); } public void savePixels(int x, int y, int w, int h, GL10 gl) { if (gl == null) return; synchronized (this) { if (mSavedBM != null) { mSavedBM.recycle(); mSavedBM = null; } } int b[] = new int[w * (y + h)]; int bt[] = new int[w * h]; IntBuffer ib = IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y + h, GL10.GL_RGBA,GL10.GL_UNSIGNED_BYTE,ib); for (int i = 0, k = 0; i < h; i++, k++) { //OpenGLbitmap is incompatible with Android bitmap //and so, some corrections need to be done. for (int j = 0; j < w; j++) { int pix = b[i * w + j]; int pb = (pix >> 16) & 0xff; int pr = (pix << 16) & 0x00ff0000; int pix1 = (pix & 0xff00ff00) | pr | pb; bt[(h - k - 1) * w + j] = pix1; } } Bitmap sb = Bitmap.createBitmap(bt, w, h, Bitmap.Config.ARGB_8888); synchronized (this) { mSavedBM = sb; } } static String saveBitmap(Bitmap bitmap, String dir, String baseName) { try { File sdcard = Environment.getExternalStorageDirectory(); File pictureDir = new File(sdcard, dir); pictureDir.mkdirs(); File f = null; for (int i = 1; i < 200; ++i) { String name = baseName + i + ".png"; f = new File(pictureDir, name); if (!f.exists()) { break; } } if (!f.exists()) { String name = f.getAbsolutePath(); FileOutputStream fos = new FileOutputStream(name); bitmap.compress(Bitmap.CompressFormat.PNG, 100, fos); fos.flush(); fos.close(); return name; } } catch (Exception e) { } finally { //if (fos != null) { // fos.close(); // } } return null; } } Also, if some one can direct me to better way to read the framebuffer it would be great. I am using Android 2.2 and virtual device of API level 8. I have gone through many previous discussions and have found that we can not know read frame buffer directly throuh the "/dev/graphics/fb0". Thanks, Muhammad Ali

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  • iPhone: Activate UISlider and set its value to the location of the current touch programatically

    - by carloe
    Is it possible to set an UISlider as first responder and set its current value to the location of the current touch programatically? The way my app is set up I have a UIView container that takes up the whole screen. Inside the container I have another UIView offscreen at the bottom edge (I'll call this bottomBar). Inside the bottomBar there is a UISlider element. Right now, when the user swipes along the bottom edge of the screen the bottomBar the slider it contains slide up. What I am trying to achieve is to activate the UISlider, and set the position of the slider (the value) to the position of the users touch. Is this possible? Could someone please point me in the right direction?

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