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  • Download a file+

    - by Martin
    Hi, First PHP project and I'm stuck! I wish to allow users to click a button or a link and download a file. However, my PHP must first perform some tasks, choose the right file, record the download event in a db etc. This I can do, but how do I then send the file as a response to the user's click? Thanks for any help.

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  • mysql_query() returns returns true, but mysql_num_rows() and mysql_fetch_array() give "not a valid r

    - by zlance4012
    Here is the code in question: -----From index.php----- require_once('includes/DbConnector.php'); // Create an object (instance) of the DbConnector $connector = new DbConnector(); // Execute the query to retrieve articles $query1 = "SELECT id, title FROM articles ORDER BY id DESC LIMIT 0,5"; $result = $connector-query($query1); echo "vardump1:"; var_dump($result); echo "\n"; /(!line 17!)/ echo "Number of rows in the result of the query:".mysql_num_rows($result)."\n"; // Get an array containing the results. // Loop for each item in that array while ($row = $connector-fetchArray($result)){ echo ' '; echo $row['title']; echo ' '; -----end index.php----- -----included DbConnector.php----- $settings = SystemComponent::getSettings(); // Get the main settings from the array we just loaded $host = $settings['dbhost']; $db = $settings['dbname']; $user = $settings['dbusername']; $pass = $settings['dbpassword']; // Connect to the database $this-link = mysql_connect($host, $user, $pass); mysql_select_db($db); register_shutdown_function(array(&$this, 'close')); } //end constructor //* Function: query, Purpose: Execute a database query * function query($query) { echo "Query Statement: ".$query."\n"; $this-theQuery = $query; return mysql_query($query, $this-link) or die(mysql_error()); } //* Function: fetchArray, Purpose: Get array of query results * function fetchArray($result) { echo "<|"; var_dump($result); echo "| \n"; /(!line 50!)/$res= mysql_fetch_array($result) or die(mysql_error()); echo $res['id']."-".$res['title']."-".$res['imagelink']."-".$res['text']; return $res; } -----end DbConnector.php----- -----Output----- Query Statement: SELECT id, title FROM articles ORDER BY id DESC LIMIT 0,5 vardump1:bool(true) PHP Error Message Warning: mysql_num_rows(): supplied argument is not a valid MySQL result resource in /path to/index.php on line 17 Number of rows in the result of the query: <|bool(true) | PHP Error Message Warning: mysql_fetch_array(): supplied argument is not a valid MySQL result resource in /path to/DbConnector.php on line 50

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  • MySQL Can't Handle Parameters for Stored Procedures

    - by Takkun
    I'm trying to make a stored procedure but it doesn't seem to be recognizing the parameters I've given it. Procedure create procedure test_pro(IN searchTable VARCHAR(55)) begin select * from searchTable limit 10; end // Trying to execute mysql> call test_pro('exampleTable'); ERROR 1146 (42S02): Table 'db.searchTable' doesn't exist It isn't replacing the searchTable with the parameter that is passed in.

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  • Check value existance while performing a UPDATE query

    - by nimo
    Hi, I need to perform a simple update query where the update should only be done, if there is no value with updating value (item_name). For example, DB table [item_types] item_id(PK) | item_name Assuming there exist item_id with 6, My attempt is UPDATE item_types as k SET k.item_name = 'item_1' WHERE NOT EXISTS (SELECT * FROM item_types as a WHERE a.item_name = 'item_1') AND k.item_id = '6' But this gives me error "You can't specify target table 'k' for update in FROM clause" Could you please explain the error here and how can I achieve this ? Thank you

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  • Multiple reference in SQL

    - by AGarofoli
    Hi! I'm working on a db but i'm kinda new to this so i've bumped into a problem today. I've got some tables: OFFICE, ROOM, EMPLOYEE and DOCUMENT. Document must specify the sender, which can be a single employee, an entire room or an entire office so it must have a reference to the primary keys of those tables. Should I do a "parallel" table for handle it (for example i've done one for handle the multiple recipients documents) or there is another way? Thank you

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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  • Converting openGl code to DirectX

    - by Fredrik Boston Westman
    First of all, this is kind of a follow up question on @byte56 excellent anwser on this question concerning picking algorithms. I'm trying to convert one of his code examples to directX 11 however I have run in to some problems ( I can pick but the picking is way off), and I wanted to make sure I had done it rigth before moving on and checking the rest of my code. I am not that familiar with openGl but I can imagine openGl has diffrent coordinations systems, and functions that alters how you must implement to code abit. This is his code example: public Ray GetPickRay() { int mouseX = Mouse.getX(); int mouseY = WORLD.Byte56Game.getHeight() - Mouse.getY(); float windowWidth = WORLD.Byte56Game.getWidth(); float windowHeight = WORLD.Byte56Game.getHeight(); //get the mouse position in screenSpace coords double screenSpaceX = ((float) mouseX / (windowWidth / 2) - 1.0f) * aspectRatio; double screenSpaceY = (1.0f - (float) mouseY / (windowHeight / 2)); double viewRatio = Math.tan(((float) Math.PI / (180.f/ViewAngle) / 2.00f))* zoomFactor; screenSpaceX = screenSpaceX * viewRatio; screenSpaceY = screenSpaceY * viewRatio; //Find the far and near camera spaces Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * NearPlane), (float) (screenSpaceY * NearPlane), (float) (-NearPlane), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * FarPlane), (float) (screenSpaceY * FarPlane), (float) (-FarPlane), 1); //Unproject the 2D window into 3D to see where in 3D we're actually clicking Matrix4f tmpView = Matrix4f(view); Matrix4f invView = (Matrix4f) tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); //calculate the ray position and direction Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); return new Ray(rayPosition, rayDirection); } All rigths reserved to him of course This is my DirectX 11 code : void GraphicEngine::pickRayVector(float mouseX, float mouseY,XMVECTOR& pickRayInWorldSpacePos, XMVECTOR& pickRayInWorldSpaceDir) { float PRVecX, PRVecY; float nearPlane = 0.1f; float farPlane = 200.0f; floar viewAngle = 0.4 * 3.14; PRVecX = ((( 2.0f * mouseX) / ClientWidth ) - 1 ) * tan((viewAngle)/2); PRVecY = (1-(( 2.0f * mouseY) / ClientHeight)) * tan((viewAngle)/2); XMVECTOR cameraSpaceNear = XMVectorSet(PRVecX * nearPlane,PRVecY * nearPlane, -nearPlane, 1.0f); XMVECTOR cameraSpaceFar = XMVectorSet(PRVecX * farPlane,PRVecY * farPlane, -farPlane, 1.0f); // Transform 3D Ray from View space to 3D ray in World space XMMATRIX invMat; XMVECTOR matInvDeter; invMat = XMMatrixInverse(&matInvDeter, cam->getCameraView()); //Inverse of View Space matrix is World space matrix XMVECTOR worldSpaceNear = XMVector3TransformCoord(cameraSpaceNear, invMat); XMVECTOR worldSpaceFar = XMVector3TransformCoord(cameraSpaceFar, invMat); pickRayInWorldSpacePos = worldSpaceNear; pickRayInWorldSpaceDir = worldSpaceFar-worldSpaceNear; pickRayInWorldSpaceDir = XMVector3Normalize(pickRayInWorldSpaceDir); } A couple of notes: The mouse coordinates are already converted so that the top left corner of the client window would be (0,0) and the bottom rigth (800,600) ( or whatever resolution you would have) I hadn't used any far or near plane before, so i just made some arbitrary number up for them. To my understanding it shouldnt matter as long as the object you are trying to pick is in between the range of thoese numbers The viewAngle is the same angle that I used when setting the camera view with XMMatrixPerspectiveFovLH , I just hadn't made it a member variable of my Camera class yet. I removed the variable aspectRation and zoomFactor because I assumed that they where related to some specific function of his game. Now I'm not sure, but I think the problems lies either withing the mouse to viewspace conversion, maby that we use diffrent coordinations systems. Either that or how i transform the matrixes in the the end, because i know order is important when it comes to matrixes. Any help is appriciated! Thanks in advance. Edit: One more note, my code is in c++

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • 5 Ways to Celebrate the Release of Internet Explorer 9

    - by David Wesst
    The day has finally come: Microsoft has released a web browser that is awesome. On Monday night, Microsoft officially introduced the world to the latest edition to its product family: Internet Explorer 9. That makes March 14, 2011 (also known as PI day) the official birthday of Microsoft’s rebirth in the world of web browsing. Just like any big event, you take some time to celebrate. Here are a few things that you can do to celebrate the return of Internet Explorer. 1. Download It If you’re not a big partier, that’s fine. The one thing you can do (and definitely should) is download it and give it a shot. Sure, IE may have disappointed you in the past, but believe me when I say they really put the effort in this time. The absolute least you can do is give it a shot to see how it stands up against your favourite browser. 2. Get yourself an HTML5 Shirt One of the coolest, if not best parts of IE9 being released is that it officially introduces HTML5 as a fully supported platform from Microsoft. IE9 supports a lot of what is already defined in the HTML5 technical spec, which really demonstrates Microsoft’s support of the new standard. Since HTML5 is cool on the web, it means that it is cool to wear it too. Head over to html5shirt.com and get yourself, or your staff, or your whole family, an HTML5 shirt to show the real world that you are ready for the future of the web. 3. HTML5-ify Something Okay, so maybe a shirt isn’t enough for you. Maybe you need start using HTML5 for real. If you have a blog, or a website, or anything out there on the web, celebrate IE9 adding some HTML5 to your site. Whether that is updating old code, adding something new, or just changing your WordPress theme, definitely take a look at what HTML5 can do for you. 4. Help Kill Old IE and Upgrade your Organization See this? This is sad. Upgrading web browsers in an large enterprise or organization is not a trivial task. A lot of companies will use the excuse of not having the resources to upgrade legacy web applications they were built for a specific version of IE and it doesn’t render correctly in legacy browsers. Well, it’s time to stop the excuses. IE9 allows you to define what version of Internet Explorer you would like it to emulate. It takes minimal effort for the developer, and will get rid of the excuses. Show your IT manager or software development team this link and show them how easy it is to make old code render right in the latest and greatest from the IE team. 5. Submit an Entry for DevUnplugged So, you’ve made it to number five eh? Well then, you must be pretty hardcore to make it this far down the list. Fine, let’s take it to the next level and build an HTML5 game. That’s right. A game. Like a video game. HTML5 introduces some amazing new features that can let you build working video games using HTML5, CSS3, and JavaScript. Plus, Microsoft is celebrating the launch of IE9 with a contest where you can submit an HTML5 game (or audio application) and have a chance to win a whack of cash and other prizes. Head here for the full scoop and rules for the DevUnplugged. This post also appears at http://david.wes.st

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • The Power to Control Power

    - by speakjava
    I'm currently working on a number of projects using embedded Java on the Raspberry Pi and Beagle Board.  These are nice and small, so don't take up much room on my desk as you can see in this picture. As you can also see I have power and network connections emerging from under my desk.  One of the (admittedly very minor) drawbacks of these systems is that they have no on/off switch.  Instead you insert or remove the power connector (USB for the RasPi, a barrel connector for the Beagle).  For the Beagle Board this can potentially be an issue; with the micro-SD card located right next to the connector it has been known for people to eject the card when trying to power off the board, which can be quite serious for the hardware. The alternative is obviously to leave the boards plugged in and then disconnect the power from the outlet.  Simple enough, but a picture of underneath my desk shows that this is not the ideal situation either. This made me think that it would be great if I could have some way of controlling a mains voltage outlet using a remote switch or, even better, from software via a USB connector.  A search revealed not much that fit my requirements, and anything that was close seemed very expensive.  Obviously the only way to solve this was to build my own.Here's my solution.  I decided my system would support both control mechanisms (remote physical switch and USB computer control) and be modular in its design for optimum flexibility.  I did a bit of searching and found a company in Hong Kong that were offering solid state relays for 99p plus shipping (£2.99, but still made the total price very reasonable).  These would handle up to 380V AC on the output side so more than capable of coping with the UK 240V supply.  The other great thing was that being solid state, the input would work with a range of 3-32V and required a very low current of 7.5mA at 12V.  For the USB control an Arduino board seemed the obvious low-cost and simple choice.  Given the current requirments of the relay, the Arduino would not require the additional power supply and could be powered just from the USB.Having secured the relays I popped down to Homebase for a couple of 13A sockets, RS for a box and an Arduino and Maplin for a toggle switch.  The circuit is pretty straightforward, as shown in the diagram (only one output is shown to make it as simple as possible).  Originally I used a 2 pole toggle switch to select the remote switch or USB control by switching the negative connections of the low voltage side.  Unfortunately, the resistance between the digital pins of the Arduino board was not high enough, so when using one of the remote switches it would turn on both of the outlets.  I changed to a 4 pole switch and isolated both positive and negative connections. IMPORTANT NOTE: If you want to follow my design, please be aware that it requires working with mains voltages.  If you are at all concerned with your ability to do this please consult a qualified electrician to help you.It was a tight fit, especially getting the Arduino in, but in the end it all worked.  The completed box is shown in the photos. The remote switch was pretty simple just requiring the squeezing of two rocker switches and a 9V battery into the small RS supplied box.  I repurposed a standard stereo cable with phono plugs to connect the switch box to the mains outlets.  I chopped off one set of plugs and wired it to the rocker switches.  The photo shows the RasPi and the Beagle board now controllable from the switch box on the desk. I've tested the Arduino side of things and this works fine.  Next I need to write some software to provide an interface for control of the outlets.  I'm thinking a JavaFX GUI would be in keeping with the total overkill style of this project.

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  • Call For Papers Tips and Tricks

    - by speakjava
    This year's JavaOne session review has just been completed and by now everyone who submitted papers should know whether they were successful or not.  I had the pleasure again this year of leading the review of the 'JavaFX and Rich User Experiences' track.  I thought it would be useful to write up a few comments to help people in future when submitting session proposals, not just for JavaOne, but for any of the many developer conferences that run around the world throughout the year.  This also draws on conversations I recently had with various Java User Group leaders at the Oracle User Group summit in Riga.  Many of these leaders run some of the biggest and most successful Java conferences in Europe. Try to think of a title which will sound interesting.  For example, "Experiences of performance tuning embedded Java for an ARM architecture based single board computer" probably isn't going to get as much attention as "Do you like coffee with your dessert? Java on the Raspberry Pi".  When thinking of the subject and title for your talk try to steer clear of sessions that might be too generic (and so get lost in a group of similar sessions).  Introductory talks are great when the audience is new to a subject, but beware of providing sessions that are too basic when the technology has been around for a while and there are lots of tutorials already available on the web. JavaOne, like many other conferences has a number of fields that need to be filled in when submitting a paper.  Many of these are selected from pull-down lists (like which track the session is applicable to).  Check these lists carefully.  A number of sessions we had needed to be shuffled between tracks when it was thought that the one selected was not appropriate.  We didn't count this against any sessions, but it's always a good idea to try and get the right one from the start, just in case. JavaOne, again like many other conferences, has two fields that describe the session being submitted: abstract and summary.  These are the most critical to a successful submission.  The two fields have different names and that is significant; a frequent mistake people make is to write an abstract for a session and then duplicate it for the summary.  The abstract (at least in the case of JavaOne) is what gets printed in the show guide and is typically what will be used by attendees when deciding what sessions to attend.  This is where you need to sell your session, not just to the reviewers, but also the people who you want in your audience.  Submitting a one line abstract (unless it's a really good one line) is not usually enough to decide whether this is worth investing an hour of conference time.  The abstract typically has a limit of a few hundred characters.  Try to use as many of them as possible to get as much information about your session across.  The summary should be different from the abstract (and don't leave it blank as some people do).  This field is where you can give the reviewers more detail about things like the structure of the talk, possible demonstrations and so on.  As a reviewer I look to this section to help me decide whether the hard-sell of the title and abstract will actually be reflected in the final content.  Try to make this comprehensive, but don't make it excessively long.  When you have to review possibly hundreds of sessions a certain level of conciseness can make life easier for reviewers and help the cause of your session. If you've not made many submissions for talks in the past, or if this is your first, try to give reviewers places to find background on you as a presenter.  Having an active blog and Twitter handle can also help reviewers if they're not sure what your level of expertise is.  Many call-for-papers have places for you to include this type of information.  It's always good to have new and original presenters and presentations for conferences.  Hopefully these tips will help you be successful when you answer the next call-for-papers.

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • Using HTML5 Today part 3&ndash; Using Polyfills

    - by Steve Albers
    Shims helps when adding semantic tags to older IE browsers, but there is a huge range of other new HTML5 features that having varying support on browsers.  Polyfills are JavaScript code and/or browser plug-ins that can provide older or less featured browsers with API support.  The best polyfills will detect the whether the current browser has native support, and only adds the functionality if necessary.  The Douglas Crockford JSON2.js library is an example of this approach: if the browser already supports the JSON object, nothing changes.  If JSON is not available, the library adds a JSON property in the global object. This approach provides some big benefits: It lets you add great new HTML5 features to your web sites sooner. It lets the developer focus on writing to the up-and-coming standard rather than proprietary APIs. Where most one-off legacy code fixes tends to break down over time, well done polyfills will stop executing over time (as customer browsers natively support the feature) meaning polyfill code may not need to be tested against new browsers since they will execute the native methods instead. Your should also remember that Polyfills represent an entirely separate code path (and sometimes plug-in) that requires testing for support.  Also Polyfills tend to run on older browsers, which often have slower JavaScript performance.  As a result you might find that performance on older browsers is not comparable. When looking for Polyfills you can start by checking the Modernizr GitHub wiki or the HTML5 Please site. For an example of a polyfill consider a page that writes a few geometric shapes on a <canvas> <script src="jquery-1.7.1.min.js"><script> <script> $(document).ready(function () { drawCanvas(); }); function drawCanvas() { var context = $("canvas")[0].getContext('2d'); //background context.fillStyle = "#8B0000"; context.fillRect(5, 5, 300, 100); // emptybox context.strokeStyle = "#B0C4DE"; context.lineWidth = 4; context.strokeRect(20, 15, 80, 80); // circle context.arc(160, 55, 40, 0, Math.PI * 2, false); context.fillStyle = "#4B0082"; context.fill(); </script>   The result is a simple static canvas with a box & a circle:   …to enable this functionality on a pre-canvas browser we can find a polyfill.  A check on html5please.com references  FlashCanvas.  Pull down the zip and extract the files (flashcanvas.js, flash10canvas.swf, etc) to a directory on your site.  Then based on the documentation you need to add a single line to your original HTML file: <!--[if lt IE 9]><script src="flashcanvas.js"></script><![endif]—> …and you have canvas functionality!  The IE conditional comments ensure that the library is only loaded in browsers where it is useful, improving page load & processing time. Like all Polyfills, you should test to verify the functionality matches your expectations across browsers you need to support.  For instance the Flash Canvas home page advertises 70% support of HTML5 Canvas spec tests.

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  • 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!

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