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  • Capture KeyUp event on form when child control has focus

    - by Jon B
    I need to capture the KeyUp event in my form (to toggle a "full screen mode"). Here's what I'm doing: protected override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if (e.KeyCode == Keys.F12) this.ToggleFullScreen(); } private void ToggleFullScreen() { // Snazzy code goes here } This works fine, unless a control on the form has focus. In that case, I don't get the event at all (also tried OnKeyDown - no luck there either). I could handle the KeyUp event from the child control, but the controls on the form are generated dynamically, and there may be many of them - each having many children of their own. Is there any way to do this without generating event handlers for every control on the screen (which I certainly could do with a recursive function)?

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  • How do I separate model positions from view positions in MVC?

    - by tieTYT
    Using MVC in games (as opposed to web apps) always confuses me when it comes to the view. How am I supposed to keep the model agnostic of how the view is presenting things? I always end up giving the Model a position that holds x and y but invariably, these values end up being in units of pixels and that feels wrong. I can see the advantage* of avoiding that but how am I supposed to? This idea was suggested: Don't think of it in units of pixels, think of them in arbitrary distance units that just happen map to pixels at a 1:1 ratio. Oh, the resolution is half of what it was? We are now taking the x/y coordinates at 50% value for screen display, and your spells casting range is still 300 units long, which now is 150 pixels. But those numbers conveniently work out. What do I do if the numbers divide in such a way that I get decimal places? Floating points are unsafe. I think allowing decimal places would eventually cause really weird bugs in my game. *It'd let me write the model once and write different views depending on the device.

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  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

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  • PreferenceActivity not showing twice on android

    - by Andrea
    Hello there, i've a PreferenceActivity which works perfectly the first time i launch it. But if i close it ( with the back button ) and then i re open it ( through a menu click in the main activity ) then i get a black screen. There is no preferences at all.. I can't figure it out why it should not working. It seems all the code is being called normally as the working one but no preferences are showing on the screen. Did someone had the same behaviour ?

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  • Can't get precise layout on Nexus One

    - by Johnny
    I want to use precise layout on Nexus One, my code is like this: <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="90px"> <ImageView android:layout_width="5px" android:layout_height="fill_parent" android:src="@drawable/d10" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d5" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d6" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d7" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d8" /> <ImageView android:layout_width="94px" android:layout_height="fill_parent" android:src="@drawable/d9" /> <ImageView android:layout_width="5px" android:layout_height="fill_parent" android:src="@drawable/d10" /> But it turns out on Nexus One, the screen width is not 480 px. So this LinearLayout will exceed the screen width. How should I fix this?

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  • Linux application that bundles multiple incoming audio and video streams into one container file?

    - by StackedCrooked
    I've been assigned to implement a video on-demand service for a local university. Different aspects of the lectures (video, audio, screen cast, white board) will be recorded. During a lecture all these data streams arrive at one Linux server. This server should transcode and bundle all these streams into one container (Matroska) file. My options seem to be: Write a GStreamer application do something with FFMPEG do something with VLC ...? Has anyone done something similar in the past? Can you recommend something? Edit For those interested, here are a few of my findings: Matroska is not a good format for streaming (it's possible, but it's not its primary intent) For Flash streaming you can use MPEG4 If you want to combine different videos into one video where each subvideo occupies a rectangular portion of the total screen, then this GStreamer script is useful (I found it on this blog post). Desktop capture works fine with VLC

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  • 2D Image Creator for a video game

    - by user1276078
    I need to make a few images for an arcade video game I'm making in Java. As of right now, I have drawings that animate, but there are two problems. The drawings are horrible, and as a result, the game won't get enough attention. It's a pain to have to change each coordinate for the drawing, as the drawings are fairly complex. I'd like to use images. I feel they could solve my problem. They would look better than the drawings, and it would only have an x and a y coordinate, rather than the many coordinates I need for each drawing. So, in a sense, I have two questions. Would images actually help? Would they solve my 2 problems? I just want to clarify. How would I make these images. I don't think I can copy them off of the internet because I plan on publishing this game. So, is there any software where you can make your own images? (It has to be in an image type that Java can support. I'm working with java). It also, as stated by the header, needs to be a 2D image; not 3D

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Localizing other pages in Settings.bundle

    - by joneswah
    I have other pages within my app preferences which are stored as separate files within the settings.bundle. It has come time to localize my app and I can only seem to get the Root values to localize. I was wondering whether there was a trick? The following image shows that my second screen is stored within a file called "MyPrefs.plist" and I have created a corresponding named file "MyPrefs.strings" in the en.lproj directory. Mirroring the same naming and location as the Root.plist and Root.strings. The values with the Root.plist are converted as expected but not in the extra screen. Is there any trick to localizing secondary screens with the settings.bundle?

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  • How to stop/override a Jquery TimeOut function?

    - by Tom
    Hi, I have a small jquery snippet that displays notification message at the top of the screen in response to user actions on a page. The notification is often displayed after Ajax actions with dynamic content inside it. For example: $("#mini-txt").html("Thank you!"); $("#mini").fadeIn("fast"); setTimeout(function() {$("#mini").animate({height: "hide", opacity: "hide"}, "medium");}, 3000); The notification works well, except when a user does two or more actions in rapid succession, in which case the TimeOut function will confuse itself and the second message appears to come inside the previous 3000 milliseconds. Is there a way to "kill" the previous notification if a new action is performed. I've got no problem with the actions/selectors, just the TimeOut function.... either stopping it or overriding it somehow. Or perhaps there's a better alternative for getting the message to linger on the screen for a few seconds before disappearing? Thank you.

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  • Right method to build a online whiteboard - JAVA

    - by Nikhar Sharma
    I am building a whiteboard, which would have a server(teacher) and clients(students). Teacher would draw something on his side, which will be shown exactly same to the students. I want to know which component i should use to do the drawing? i am currently drawing on JPanel . I want the screen of Server gets copied on the clients, so for that what could be the right method to do this? option1: i save the JPanel as image, and send thru socket, and loads it on the screen of client, also it always saves the background image only, not what the user has drawn onto it. OR option2: both server and client JPanel dimensions are same, so i just send the new coordinates drawn everytime thru socket, with some protocol to understand whether it is rubber or pencil.. Any help would be appreciated.

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  • Problem with notification bar in fullscreen app

    - by Mathias Lin
    I run an app in fullscreen mode where fullscreen is defined as a theme in xml for the entire app. <style name="AskTingTingTheme" parent="android:Theme"> <item name="android:windowNoTitle">true</item> <item name="android:windowFullscreen">true</item> <item name="android:windowBackground">@null</item> </style> Generally it works ok, but there are some issues in some cases: 1) when I open the search dialog via search button - Screenshot: http://tinyurl.com/3xzadft 2) when I open spinner widgets that are very long and fill the screen (so that the list is usually scrollable) - Screenshot: http://tinyurl.com/39q5ya2 The problem is that when I open the search dialog or spinner widget, the system notification bar occurs for a few millisecs and then scrolls off the screen again. Please see the screenshots linked above. I'm currently on 2.2 with NexusOne, but same thing happened on 2.1update1 (esp. case 2) as well before.

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  • Releasing the keyboard stops shake events. Why?

    - by Moshe
    1) How do I make a UITextField resign the keyboard and hide it? The keyboard is in a dynamically created subview whose superview looks for shake events. Resigning first responder seems to break the shake event handler. 2) how do you make the view holding the keyboard transparent, like see through glass? I have seen this done before. This part has been taken care of thanks guys. As always, code samples are appreciated. I've added my own to help explain the problem. EDIT: Basically, - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event; gets called in my main view controller to handle shaking. When a user taps on the "edit" icon (a pen, in the bottom of the screen - not the traditional UINavigationBar edit button), the main view adds a subview to itself and animates it on to the screen using a custom animation. This subview contains a UINavigationController which holds a UITableView. The UITableView, when a cell is tapped on, loads a subview into itself. This second subview is the culprit. For some reason, a UITextField in this second subview is causing problems. When a user taps on the view, the main view will not respond to shakes unless the UITextField is active (in editing mode?). Additional info: My Motion Event Handler: - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event { NSLog(@"%@", [event description]); SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"shake" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); [self genRandom:TRUE]; } The genRandom: Method: /* Generate random label and apply it */ -(void)genRandom:(BOOL)deviceWasShaken{ if(deviceWasShaken == TRUE){ decisionText.text = [NSString stringWithFormat: (@"%@", [shakeReplies objectAtIndex:(arc4random() % [shakeReplies count])])]; }else{ SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"string" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); decisionText.text = [NSString stringWithFormat: (@"%@", [pokeReplies objectAtIndex:(arc4random() % [pokeReplies count])])]; } } shakeReplies and pokeReplies are both NSArrays of strings. One is used for when a certain part of the screen is poked and one is for when the device is shaken. The app will randomly choose a string from the NSArray and display onscreen. For those of you who work graphically, here is a diagram of the view hierarchy: Root View -> UINavigationController -> UITableView -> Edit View -> Problem UITextfield

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  • Recreating iPhone stock application with nested views

    - by john
    I am trying to create an app similar to the Yahoo Stocks app that comes on the iPhone, with the split-screen interface (table on the top, graph on the bottom). I'm struggling with the view hierarchy. What is the easiest way to implement a split-screen type of application. I basically want two views nested in a parent view. My problem is a little bit more complex because I want functionality like having a uipagecontrol (does this require another viewcontroller, or is simply implemented in the initial view controller)? To what degree do I need to use IB? I would prefer to do this all in Xcode. Thanks in advance!

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  • Android: make a scrollable custom view

    - by Martyn
    Hey, I've rolled my own custom view and can draw to the screen alright, but what I'd really like to do is set the measuredHeigh of the screen to, say, 1000px and let the user scroll on the Y axis, but I'm having problems doing this. Can anyone help? Here's some code: public class TestScreen extends Activity { CustomDrawableView mCustomDrawableView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mCustomDrawableView = new CustomDrawableView(this); setContentView(mCustomDrawableView); } } and public class CustomDrawableView extends View { public CustomDrawableView(Context context) { super(context); setVerticalScrollBarEnabled(true); setMinimumHeight(1000); } @Override protected void onDraw(Canvas canvas) { canvas.drawLine(...); // more drawing } } I've tried to override scrollTo, scrollBy, awakenScrollBars etc with a call to super but to no avail. Am I missing something silly, or am I making some fundamental mistake? Thank you in advance, Martyn

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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  • What is the logic behind to use Semantic meaningful markup?

    - by metal-gear-solid
    Is it only for screen reader software? because browser renders both type of tags semantic and presentational in same manner. For example: for browser for us and for css <strong> and <b> is same. what is the purpose to semantic tag over presentational tag. is it for screen readers only or it's for better management of code? if it's for developer strong and b both can produce same result on browser.

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • Rewriting a simple Pygame 2D drawing function in C++

    - by Dominic Bou-Samra
    I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so: for row in grid: for point in row: pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0) pygame.display.flip() #redraw the screen This works perfectly, however it's much slower then I expected. I want to rewrite this in C++ and hopefully learn some stuff (I am doing a unit on C++ atm, so it'll help) on the way. What's the easiest way to approach this? I have looked at Direct X, and have so far followed a bunch of tutorials and have drawn some rudimentary triangles. However I can't find a simple (draw point).

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  • Help with this reg. exp. in PHP

    - by Jonathan
    Hi, i don't know about regular expressions, I asked here for one that: gets either anything up to the first parenthesis/colon or the first word inside the first parenthesis. This was the answer: preg_match('/(?:^[^(:]+|(?<=^\\()[^\\s)]+)/', $var, $match); I need an improvement, I need to get either anything up to the first parenthesis/colon/quotation marks or the first word inside the first parenthesis. So if I have something like: $var = 'story "The Town in Hell"s Backyard'; // I get this: $match = 'story'; $var = "screenplay (based on)"; // I get this: $match = 'screenplay'; $var = "(play)"; // I get this: $match = 'play'; $var = "original screen"; // I get this: $match = 'original screen'; Thanks!

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  • Is there an optimal way to render images in cocoa? Im using setNeedsDisplay

    - by Edward An
    Currently, any time I manually move a UIImage (via handling the touchesMoved event) the last thing I call in that event is [self setNeedsDisplay], which effectively redraws the entire view. My images are also being animated, so every time a frame of animation changes, i have to call setNeedsDisplay. I find this to be horrific since I don't expect iphone/cocoa to be able to perform such frequent screen redraws very quickly. Is there an optimal, more efficient way that I could be doing this? Perhaps somehow telling cocoa to update only a particular region of the screen (the rect region of the image)?

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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