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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Socks5 proxy "Dante" leaves many child processes stuck in FIN_WAIT2 / CLOSE_WAIT state

    - by Asad R.
    I'm running dante v1.2.1 as a SOCKS proxy server. The proxy works fine but at the end of the day there are around 40-50 or more child processes of sockd running even though there are no active connections. lsof shows that the child processes all have sockets in the CLOSE_WAIT and FIN_WAIT2 state. These child processes stay in this state unless I manually killall/restart the daemon. I'm running Gentoo Linux on a 2.6.24-23-xen kernel. I recently upgraded from dante v1.1.19-r4 which was giving me the exact same problem. Is this a configuration issue with Dante, my system, or is it a coding issue in the dante code?

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  • SQL Group By Modulo of Row Count

    - by Alex Czarto
    I have the following sample data: Id Name Quantity 1 Red 1 2 Red 3 3 Blue 1 4 Red 1 5 Yellow 3 So for this example, there are a total of 5 Red, 1 Blue, and 3 Yellow. I am looking for a way to group them by Color, but with a maximum of 2 items per group (sorting is not important). Like so: Name QuantityInPackage Red 2 Red 2 Red 1 Blue 1 Yellow 2 Yellow 1 Any suggestions on how to accomplish this using T-SQL on MS-SQL 2005?

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  • Python - integer to byte

    - by quano
    Say I've got an integer, 13941412, that I wish to separate into bytes (the number is actually a color in the form 0x00bbggrr). How would you do that? In c, you'd cast the number to a BYTE and then shift the bits. How do you cast to byte in Python?

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  • Overcrowded Windows XP Folders

    - by BlairHippo
    I know that, technically, an individual Windows XP directory can hold an immense number of files (over 4.29 billion, according to a quick Google search). However, is there a practical ceiling where too many files in one directory starts having an impact on reads to those files? If so, what factors would exacerbate or help the issue? I ask because my employer has several hundred XP machines in the field at client sites, and the performance on some of the older ones is getting "sludgy." The machines download and display client-defined images, and my supervisor and I suspect that our slacktastic approach to cache management could be to blame. (Some of the directories have tens of thousands of images in them.) I'm trying to gather evidence to support or contest the theory before spending time on a coding fix.

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  • Use only alpha channel of texture in OpenGL?

    - by Chris
    Hey, I'm trying to draw a constant color to the framebuffer and blend it using the alpha channel from an RGBA texture. I've been looking at glBlendFunc and glBlendColor, but can't seem to figure out a way to ignore the RGB values from the texture. I'm thinking I'll have to pull out the alpha values myself and make a second texture with GL_ALPHA. Is there a better way to do this? Thanks!

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  • Using the HTML 'label' tag with radio buttons

    - by GlenPeterson
    Does the label tag work with radio buttons? If so, how do you use it? I have a form that displays like this: First Name: (text field) Hair Color: (color drop-down) Description: (text area) Salutation: (radio buttons for Mr., Mrs., Miss) I'd like to use the label tag for each label in the left column to define its connection to the appropriate control in the right column. But If I use a radio button, the spec seems to indicate that suddenly the actual "Salutation" label for the form control no longer belongs in the label tag, but rather the options "Mr., Mrs., etc." go in the label tag. I've always been a fan of accessibility and the semantic web, but this design doesn't make sense to me. The label tag explicitly declares labels. The option tag selection options. How do you declare a label on the actual label for a set of radio buttons? UPDATE: Here is an example with code: <tr><th><label for"sc">Status:</label></th> <td>&#160;</td> <td><select name="statusCode" id="sc"> <option value="ON_TIME">On Time</option> <option value="LATE">Late</option> </select></td></tr> This works great. But unlike other form controls, radio buttons have a separate field for each value: <tr><th align="right"><label for="???">Activity:</label></th> <td>&#160;</td> <td align="left"><input type="radio" name="es" value="" id="es0" /> Active &#160; <input type="radio" name="es" value="ON_TIME" checked="checked" id="es1" /> Completed on Time &#160; <input type="radio" name="es" value="LATE" id="es2" /> Completed Late &#160; <input type="radio" name="es" value="CANCELED" id="es3" /> Canceled</td> </tr> What to do?

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  • Can the Microsoft Paint Edit Colors Dialog be supplemented?

    - by Gus
    I have written a WinForms application that presents a color picker, limited to the known colors. My environment is Visual Studio C# Express 2008, C#, and Framework 2.0. Currently the MS Paint Colors menu item only presents an Edit Colors dialog. I would like to supplement that by causing the Colors menu item to display both "Edit Colors" and "Edit Known Colors". Can I accomplish this? If so, please provide a citation (or code if preferrred).

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  • bitmap interpolation c#

    - by Raghav
    Grid size : 160*160 No of row* columns = 16*16 I have created a bitmap for this. Each cell of the grid is filled with different colors. I need to perform color interpolation.

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  • problem with jquery : minipulating val() property of element

    - by P4ul
    Hi, Please help! I have some form elements in a div on a page: <div id="box"> <div id="template"> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value=""> </div> </div> </div> using jquery I would like to take a copy of #template, manipulate the values of the inputs and insert it after #template so the result would look something like: <div id="box"> <div id="template"> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value=""> </div> </div> <div> <label for="username">Username</label> <input type="text" class="username" name="username[]" value="paul" / > <label for="hostname">hostname</label> <input type="text" name="hostname[]" value="paul"> </div> </div> I am probably going about this the wrong way but the following test bit of javascript code run in firebug on the page does not seem to change the values of the inputs. var cp = $('#template').clone(); cp.children().children().each( function(i,d){ if( d.localName == 'INPUT' ){ $(d).val('paul'); //.css('background-color', 'red'); } }); $("#box").append(cp.html()); although if I uncomment "//.css('background-color', 'red');" the inputs will turn red.

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  • .NET Impersonate not working!

    - by Jagd
    I have a webpage that allows a user to upload a file to a network share. When I run the webpage locally (within VS 2008) and try to upload the file, it works! However, when I deploy the website to the webserver and try to upload the file through the webpage, it doesn't work! The error being returned to me on the webserver says "Access to the path '\05prd1\emp\test.txt' is denied. So, obviously, this is a permissions issue. The network share is configured to allow full access both to me (NT authentication) and to the NETWORK SERVICE (which is .NET's default account and what we have set in our IIS application pool as the default user for this website). I have tried this with and without authentication, and neither one works on the webserver, yet both ways works on my local machine. The code that does the file upload is below. Please note that the code below includes impersonation, but like I said above, I've tried it with and without impersonation and it's made no difference. if (fuCourses.PostedFile != null && fuCourses.PostedFile.ContentLength > 0) { System.Security.Principal.WindowsImpersonationContext impCtx; impCtx = ((System.Security.Principal.WindowsIdentity)User.Identity).Impersonate(); try { lblMsg.Visible = true; // The courses file to be uploaded HttpPostedFile file = fuCourses.PostedFile; string fName = file.FileName; string uploadPath = "\\\\05prd1\\emp\\"; // Get the file name if (fName.Contains("\\")) { fName = fName.Substring( fName.LastIndexOf("\\") + 1); } // Delete the courses file if it is already on \\05prd1\emp FileInfo fi = new FileInfo(uploadPath + fName); if (fi != null && fi.Exists) { fi.Delete(); } // Open new file stream on \\05prd1\emp and read bytes into it from file upload FileStream fs = File.Create(uploadPath + fName, file.ContentLength); using (Stream stream = file.InputStream) { byte[] b = new byte[4096]; int read; while ((read = stream.Read(b, 0, b.Length)) > 0) { fs.Write(b, 0, read); } } fs.Close(); lblMsg.Text = "File Successfully Uploaded"; lblMsg.ForeColor = System.Drawing.Color.Green; } catch (Exception ex) { lblMsg.Text = ex.Message; lblMsg.ForeColor = System.Drawing.Color.Red; } finally { impCtx.Undo(); } } Any help on this would be very appreciated!

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  • colorizing UIbuttons

    - by Joey
    Does someone know how to colorize a UIButton (iphone)? I have a greyscale image with alpha that I want to colorize to various different colors. Setting things like background color only shade the entire image without respecting the alpha. Is there a straightforward way to do this, or will I need to subclass UIButton and overload the drawRect method perhaps? Thanks.

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  • transparency in swf in vb.net

    - by testkhan
    how can i control swf background transparency in vb.net.........either with flash.ocx or if there is any other way.......so that if i have a swf animation block with red in background and some text written with yellow.......now how can i remove that red background in vb.net...actually i want to make a system so that i can choose any color as transparency key for swf.........like in tv channels logos.......etc

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  • SolidColorBrush thickness property

    - by developer
    Hi All, Is it possible to set thickness property of SolidColorBrush. The reason I am asking is that I have a IValueConverter binding to Textbox Border BorderBrush property and I am dynamically setting the color of the textbox using the below code, SolidColorBrush tbbrush = new SolidColorBrush(Colors.DarkGray); return tbbrush; I also want to change the thickness property of the border, but without writing a new IValueConverter. Is it possible?

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  • jQuery selector syntax gives Firefox warning

    - by FreekOne
    The following code stringref = "tab_2"; jQuery('.someclass a:not(.someclass #a_someclass_'+stringref+')').css('color', '#000'); gives me this warning in the FF 3.5.5 error console and I can't figure out why: Warning: Missing closing ')' in negation pseudo-class '#a_someclass_tab_2'. Is my syntax failing me or has FF gone bonkers ?

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  • i want to have some cross browser consistency on my fieldsets, do you know how can i do it?

    - by Omar
    i have this problem with fieldsets... have a look at http://i.imgur.com/IRrXB.png is it possible to achieve what i want with css??? believe me, i tried! as you can see on the img, i just want the look of the legend to be consistent across browsers, i want it to use the width of the fieldset no more (like chrome and ie) no less (like firefox), dont worry about the rounded corners and other issues, thats taken care of. heres the the core i'm using. CSS <style type="text/css"> fieldset {margin: 0 0 10px 0;padding: 0; border:1px solid silver; background-color: #f9f9f9; -moz-border-radius:5px; -webkit-border-radius:5px; border-radius:5px} fieldset p{clear:both;margin:.3em 0;overflow:hidden;} fieldset label{float:left;width:140px;display:block;text-align:right;padding-right:8px;margin-right: 2px;color: #4a4a4a;} fieldset input, fieldset textarea {margin:0;border:1px solid #ddd;padding:3px 5px 3px 5px;} fieldset legend { background: #C6D1E8; position:relative; left: -1px; margin: 0; width: 100%; padding: 0px 5px; font-size: 1.11em; font-weight: bold; text-align:left; border: 1px solid silver; -webkit-border-top-left-radius: 5px; -webkit-border-top-right-radius: 5px; -moz-border-radius-topleft: 5px; -moz-border-radius-topright: 3px; border-top-left-radius: 5px; border-top-right-radius: 5px; } #md {width: 400px;} </style> HTML <div id="md"> <fieldset> <legend>some title</legend> <p> <label>Login</label> <input type="text" /> </p> <p> <label>Password</label> <input type="text" /> </p> <p><label>&nbsp;</label> <input type="submit"> </p> </fieldset> </div>

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  • Gap appears between navigation bar and view after rotating & tab switching

    - by Bogatyr
    My iphone application is showing strange behavior when rotating: a gap appears between the navigation title and content view inside a tab bar view (details on how to reproduce are below). I've created a tiny test case that exhibits the same problem: a custom root UIViewController, which creates and displays a UITabBarController programmatically, which has two tabs: 1) plain UIViewController, and 2) UINavigationController created programmatically with a single plain UIViewController content view. The complete code for the application is in the root controller's viewDidLoad (every "*VC" class is a totally vanilla UIViewController subclass with XIB for user interface from XCode, with only the view background color changed to clearly identify each view, nothing else). Here's the viewDidLoad code, and the shouldAutorotateToInterfaceOrientation code, this code is the entire application basically: - (void)viewDidLoad { [super viewDidLoad]; FirstVC *fvc = [[FirstVC alloc] initWithNibName:@"FirstVC" bundle:nil]; NavContentsVC *ncvc = [[NavContentsVC alloc] initWithNibName:@"NavContentsVC" bundle:nil]; UINavigationController *svc = [[UINavigationController alloc] initWithRootViewController:ncvc]; NSMutableArray *localControllersArray = [[NSMutableArray alloc] initWithCapacity:2]; [localControllersArray addObject:fvc]; [localControllersArray addObject:svc]; fvc.title = @"FirstVC-Title"; ncvc.title = @"NavContents-Title"; UITabBarController *tbc = [[UITabBarController alloc] init]; tbc.view.frame = CGRectMake(0, 0, 320, 460); [tbc setViewControllers:localControllersArray]; [self.view addSubview:tbc.view]; [localControllersArray release]; [ncvc release]; [svc release]; [fvc release]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } Here's how to reproduce the problem: 1) start application 2) rotate device (happens in simulator, too) to landscape (UITabBar properly rotates) 3) click on tab 2 4) rotate device to portrait -- notice gap of root view controller's background color of about 10 pixels high beneath the Navigation title bar and the Navigation content view. 5) click tab 1 6) click tab 2 And the gap is gone! From my real application, I see that the gap remains during all VC push and pops while the NavigationController tab is active. Switching away to a different tab and back to the Nav tab clears up the gap. What am I doing wrong? I'm running on SDK 3.1.3, this happens both on the simulator and on the device. Except for this particular sequence, everything seems to work fine. Help!

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  • How can I avoid repeating DocumentRoot in this Apache virtual host?

    - by David Faux
    I have an Apache virtual host configured for a website powered by Wordpress. <VirtualHost *:80> ServerName 67.178.132.253 DocumentRoot /home/david/wordpressWebsite # BEGIN WordPress <IfModule mod_rewrite.c> RewriteEngine On RewriteRule ^index\.php$ - [L] RewriteCond /home/david/wordpressWebsite%{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] </IfModule> # END WordPress </VirtualHost> How can I avoid hard-coding /home/david/wordpressWebsite twice? I don't want to use REQUEST_URI since that involves an extra request.

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  • How to align text at the top left-hand corner?

    - by OverTheRainbow
    I'd like to use stylesheet instead of hard-coding HTML so that text within cells are aligned vertically, ie. text starts at the upper left-hand corner. However, neither of this works: <head> <link rel="STYLESHEET" href="display.css" type="text/css"> <style> td {vertical-align:top; font-size:x-small} td {vertical-align:text-top; font-size:x-small} </style> </head> Does someone know? Thank you. Edit: Problem solved. Turns out the HTML editor I'm using is a bit old and didn't display things as expected, but they do show OK in a modern browser with "vertical-align:top".

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  • Basic regexp help

    - by casben79
    I am new to programming PHP and am trying to validate a field in a form. The field if for a RAL color code and so would look something like : RAL 1001. so the letters RAL and then 4 numbers. Can someone help me set them into a regular expression to validate them. i have tried this with no success: $string_exp = "/^[RAL][0-9 .-]+$/i"; What can I say but sorry for being a complete NOOB at PHP. Cheers Ben

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  • How do I fix problem with layout of tables and text in LaTeX?

    - by laspal
    Hi, my problem is that my full tables and text are coming about 15 cm away from left side, so my text has very little space on right side, about 3 cm. How can I change my text and tables to start from 5 cm away from left and 5 cm before right side? \documentclass[a4paper]{article} \usepackage{graphics} \usepackage{color} \usepackage{hyperref} \usepackage{multirow} \usepackage{longtable} \usepackage{fullpage} \usepackage[pdftex]{graphicx} \usepackage{fancyhdr} \oddsidemargin 0cm \evensidemargin 0cm \pagestyle{fancy} \renewcommand{\headrulewidth}{0.0pt} \lfoot{%(full_name)s/%(emp_id)s/\thepage} \cfoot{} \topmargin -2.5cm \parindent 0cm \textheight 27.5cm \parskip 3mm \begin{document} \fontencoding{\encodingdefault} \renewcommand{\familydefault}{\sfdefault} \fontshape{\shapedefault} \selectfont Thanks

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  • Creating a simple templated control. Having issues...

    - by Jimock
    Hi, I'm trying to create a really simple templated control. I've never done it before, but I know a lot of my controls I have created in the past would have greatly benefited if I included templating ability - so I'm learning now. The problem I have is that my template is outputted on the page but my property value is not. So all I get is the static text which I include in my template. I must be doing something correctly because the control doesn't cause any errors, so it knows my public property exists. (e.g. if I try to use Container.ThisDoesntExist it throws an exception). I'd appreciate some help on this. I may be just being a complete muppet and missing something. Online tutorials on simple templated server controls seem few and far between, so if you know of one I'd like to know about it. A cut down version of my code is below. Many Thanks, James Here is my code for the control: [ParseChildren(true)] public class TemplatedControl : Control, INamingContainer { private TemplatedControlContainer theContainer; [TemplateContainer(typeof(TemplatedControlContainer)), PersistenceMode(PersistenceMode.InnerProperty)] public ITemplate ItemTemplate { get; set; } protected override void CreateChildControls() { Controls.Clear(); theContainer = new TemplatedControlContainer("Hello World"); this.ItemTemplate.InstantiateIn(theContainer); Controls.Add(theContainer); } } Here is my code for the container: [ToolboxItem(false)] public class TemplatedControlContainer : Control, INamingContainer { private string myString; public string MyString { get { return myString; } } internal TemplatedControlContainer(string mystr) { this.myString = mystr; } } Here is my mark up: <my:TemplatedControl runat="server"> <ItemTemplate> <div style="background-color: Black; color: White;"> Text Here: <%# Container.MyString %> </div> </ItemTemplate> </my:TemplatedControl>

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  • CSS sidebar multi-level menu

    - by NachoF
    Can you guys point me in the right direction?? I want to add sidebar multilevel functionality to this template. So when I hover over one of the items in the main menu some subitems slide to the right... preferably using only css and mantaining the style/color/look, etc... I suck at css, please help.

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