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  • Reversing animated sprites

    - by brandon sedgwick
    I have created a sprite sheet of which consists of 6 frames with a character moving legs each frame, now I have coded it so that the animation is running successfully from frame 1 to 6, however I am trying to reverse this so then when it goes from 1 to 6 instead of restarting it go's 6 to 1 in a continuous loop. The coding for current animation is: void SpriteGame::Update(int tickTotal, int tickDelta) { //This is where you manage the state of game objects if ( tickTotal >= this->playerLastFrameChange + 4) { //Four ticks have elapsed since the last frame change this->playerFrame = this->playerFrame + 1; this->playerLastFrameChange = tickTotal; //We've just changed the frame if (this->playerFrame >= this->playerSheetLength) { this->playerFrame = playerLastFrameChange + 4; } //Frame has changed so change the source rectangle this->playerSourceRect->left = this->playerFrame * 64; this->playerSourceRect->top = 0; this->playerSourceRect->right = (this->playerFrame + 1) * 64; this->playerSourceRect->bottom = 64; } } any help please I am using DirectX11 as thats what we are being told to use as its for an win 8 game.

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  • Why can't I rename a data frame column inside a list?

    - by Moreno Garcia
    I would like to rename some columns from CPU_Usage to the process name before I merge the dataframes in order to make it more legible. names(byProcess[[1]]) # [1] "Time" "CPU_Usage" names(byProcess[1]) # [1] "CcmExec_3344" names(byProcess[[1]][2]) <- names(byProcess[1]) names(byProcess[[1]][2]) # [1] "CPU_Usage" names(byProcess[[1]][2]) <- 'test' names(byProcess[[1]][2]) # [1] "CPU_Usage" lapply(byProcess, names) # $CcmExec_3344 # [1] "Time" "CPU_Usage" # # ... (removed several entries to make it more readable) # # $wrapper_1604 # [1] "Time" "CPU_Usage"

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  • how to use multiple $_name using extends Zend_Db_Table_Abstract in zend frame work.

    - by karthik
    we tried to do like this,but it is showing some errors.Our table names are users and messages. <?php class Application_Model_childconnect1 extends Zend_Db_Table_Abstract { protected $_name = 'users'; public function loginvalidation($username,$pwd) { $row = $this->fetchRow('UserName = \'' . $username . '\'and UserPW = \''. $pwd . '\''); if (!$row) { $msg="invalid"; return $msg; } else { return $row->toArray(); } } protected $_name = 'messages'; public function replymessage($message) { $data=array( 'MessageText'=>$message ); $this->insert($data); } }

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  • Cant apply color theme to one frame in Emacs?

    - by prtksxna
    This is my emacs file http://pastie.org/1003551. I want the theme to change when I am in shell-mode. But what happens is that the theme gets applied on all the frames. I set the variable color-theme-is-global to nil, but still the same problem is persisting. (add-hook 'shell-mode-hook 'color-theme-monokai-terminal) (set-variable 'color-theme-is-global nil) These are lines 81 and 83 in my .emacs file. What should I do to make it work?

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  • More than one JPanel in a Frame / having a brackground Image and another Layer with Components on the top

    - by user1905203
    I've got a JFrame with a JPanel in which there is a JLabel with an ImageIcon(). Everything's working perfectly, problem is i now want to add another JPanel with all the other stuff like buttons and so on to the JFrame. But it still shows the background Image on top and nothing with the second JPanel. Can someone help me? Here is an extract of my code: JFrame window = new JFrame("Http Download"); /* * Background Section */ JPanel panel1 = new JPanel(); JLabel lbl1 = new JLabel(); /* * Component Section */ JPanel panel2 = new JPanel(); JLabel lbl2 = new JLabel(); /* * Dimension Section */ Dimension windowSize = new Dimension(800, 600); Dimension screen = Toolkit.getDefaultToolkit().getScreenSize(); public HTTPDownloadGUI() { window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); panel1.setLayout(null); panel1.setSize(windowSize); panel1.setOpaque(false); panel2.setLayout(null); panel2.setSize(windowSize); panel2.setOpaque(false); lbl1.setSize(windowSize); lbl1.setLocation(0, 0); lbl1.setIcon(new ImageIcon(getClass().getResource("bg1.png"))); panel1.add(lbl1); lbl2.setBounds(0, 0, 100, 100); //lbl2.setIcon(new ImageIcon(getClass().getResource("bg2.png"))); lbl2.setBackground(Color.GREEN); panel2.add(lbl2); panel1.add(panel2); window.add(panel1); int X = (screen.width / 2) - (windowSize.width / 2); int Y = (screen.height / 2) - (windowSize.height / 2); window.setBounds(X,Y , windowSize.width, windowSize.height); window.setVisible(true); }

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  • How to right-justify icon in a JLabel?

    - by geoffreyzheng
    For a JLabel with icon, if you setHorizontalTextPosition(SwingConstants.LEADING), the icon is painted right after text, no matter how wide the label is. This is particularly bad for a list, as the icons would be all over the place depending on how long the text is for each item. I traced the code and it seems to be that in SwingUtilities#layoutCompoundLabelImpl, text width is simply set to SwingUtilities2.stringWidth(c, fm, text), and icon x is set to follow text without considering label width. Here is the simplest case: import java.awt.*; import javax.swing.*; public class TestJLabelIcon { public static void main(String args[]) { EventQueue.invokeLater(new Runnable() { public void run() { JLabel c = new JLabel("abc"); c.setHorizontalTextPosition(SwingConstants.LEADING); c.setHorizontalAlignment(SwingConstants.LEADING); c.setIcon(UIManager.getIcon("FileChooser.detailsViewIcon")); c.setBorder(BorderFactory.createLineBorder(Color.RED)); JFrame frame = new JFrame(); frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); frame.getContentPane().add(c); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } }); } } You can see that label always fills the frame but icon stays put. You'll get the mirror problem if you set both arguments to TRAILING. I know I can override the UI, or use a JPanel, etc. I just wonder if I'm missing something simple in JLabel. If not, it seems like a Java bug. FYI this is jdk1.6.0_06 on Windows XP.

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  • Fully-loaded UIViewController losing all it's data after adding to scroll view

    - by clozach
    Summary I'm repurposing Apple's Page Control project. In loadScrollViewWithPage:, the view controllers that I'm adding to the scroll view appear on screen without their initialized values, as if displayed directly from the nib. Specifics Here's the code that appears to be working when I step through it: CBFullScreenViewController *controller = [viewControllers objectAtIndex:page]; if ((NSNull *)controller == [NSNull null]) { controller = [[CBFullScreenViewController alloc] init]; // Populate the view from the corresponding CBImage object CBImage *imageObject = [imageArray objectAtIndex:page]; BOOL bookmarked = [imageObject.bookmarked boolValue]; controller.bookmarkButton.highlighted = bookmarked; NSString *subtitle = imageObject.subtitle; controller.closedSubtitleLabel.text = subtitle; // <-- snip...more initialization --> // controller.delegate = self; [viewControllers replaceObjectAtIndex:page withObject:controller]; [controller release]; } // add the controller's view to the scroll view if (nil == controller.view.superview) { CGRect frame = scrollView.frame; frame.origin.x = frame.size.width * page; frame.origin.y = 0; controller.view.frame = frame; [scrollView addSubview:controller.view];//<< controller and subviews } // all have non-null, seemingly // valid values at this point Here's the init method in CBFullScreenViewController: - (id)init { if ((self = [super initWithNibName:@"CBFullScreenViewController" bundle:nil])) { self.cover = [[UIImageView alloc] init]; self.homeButton = [[UIButton alloc] init]; self.tabView = [[UIButton alloc] init]; self.closedSubtitleLabel = [[UILabel alloc] init]; self.openSubtitleLabel = [[UILabel alloc] init]; // <-- snip...more initialization --> // } return self; } While troubleshooting this for the last 2 hours has helped me track down some unrelated memory leaks, I can't for the life of me figure out what's happening to the values I'm putting into my view! Oh, it's probably worth mentioning that I've got @synthesize for each of my outlets, and they're all hooked up in IB. Screenshot here.

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  • Problem with Flash...help

    - by aarontb
    Hey Guys...need help. Working on a project and get this error on the Output Log TypeError: Error #1009: Cannot access a property or method of a null object reference. at FlashSite_fla::MainTimeline/frame16() Here's every frame that is on, begins, or crosses frame 16 Layer Name: Top Menu (4 Button named Home_btn, Works_btn, Tech_btn, Contact_btn) Code attached to frame: stop(); Home_btn.addEventListener(MouseEvent.CLICK, home); function home(event:MouseEvent):void { gotoAndStop(16); } Works_btn.addEventListener(MouseEvent.CLICK, works); function works(event:MouseEvent):void { gotoAndStop(17); } Tech_btn.addEventListener(MouseEvent.CLICK, tech); function tech(event:MouseEvent):void { gotoAndStop(18); } Contacts_btn.addEventListener(MouseEvent.CLICK, contact); function contact(event:MouseEvent):void { gotoAndStop(19); } Layer Name: Investment Opp (button named Invest_btn) Code attached to frame: Invest_btn.addEventListener(MouseEvent.CLICK, invest); function invest(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: MfgOpp (Button named Mfg_btn) Code attached to frame: Mfg_btn.addEventListener(MouseEvent.CLICK, mfg); function mfg(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: MarketResearch (button name Own_btn) Code attached to frame: Own_btn.addEventListener(MouseEvent.CLICK, own); function own(event:MouseEvent):void { var link:URLRequest = new URLRequest('#'); navigateToURL(link); } Layer Name: ActionScript Code attached to frame: import flash.events.MouseEvent; What am I doing wrong?!?!

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  • iPhone: TableView inside UIScrollview, show vaccillating scrollbars around

    - by karim
    Hi, I have added some table and other vies in a scrollview. scrolling in tables are working fine. But in the parent scrollview, when scrolling, a vacillating vertical scrollbars are shown, sometimes it even come to the middle of the screen. sometime show at the left side of the screen. and not limited to the vertical scrollbar region. When I set tje showsVerticalScrollIndicator = NO, it is not shown. But do you know why the scrollbar is moving around. DashboardView is a subclass of UIScrollView. dashboard=[[DashboardView alloc] initWithFrame:fullScreenRect]; dashboard.contentSize = CGSizeMake(320,700); // must do! dashboard.showsVerticalScrollIndicator = YES; dashboard.bounces = YES; self.view = dashboard; @implementation DashboardView (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code } (void) layoutSubviews{ NSArray *views = self.subviews; [UIView beginAnimations:@"CollapseExpand" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; UIView *view = [views objectAtIndex: 0]; CGRect rect = view.frame; for (int i = 1; i < [views count]; i++ ) { view = [views objectAtIndex:i]; view.frame = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height, view.frame.size.width, view.frame.size.height); rect = view.frame; } [UIView commitAnimations]; }

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  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

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  • How to build a sequence in the method calls of a fluent interface

    - by silverfighter
    Hi I would like to build a fluent interface for creating am object some sort of factory or builder. I understand that I have to "return this" in order to make the methods chainable. public class CarBuilder { public CarBuilder() { car = new Car(); } private Car car; public CarBuilder AddEngine(IEngineBuilder engine) { car.Engine = engine.Engine(); return this; } public CarBuilder AddWheels(IWheelsBuilder wheels) { car.Wheels = wheels.Wheels(); return this; } public CarBuilder AddFrame(IFrameBuilder frame) { car.Frame = frame.Frame(); return this; } public Car BuildCar() { return car; } } with this I could build a car like that: Car c = builder.AddFrame(fBuilder).AddWheels(wBuilder).AddEngine(eBuilder).BuildCar(); But what I need is a special sequence or workflow: I can only build the wheels on top of the frame and when the wheels exist then I'll be able to build up the engine. So instead of offering every method of the car builder I want to be able to add only the frame to the builder and then only the wheels to the frame and then the engine on top of that... And how would it be or what would be a good implementation if the EngineBuilder itself has a fluent api like eBuilder.Cylinders(12).WithPistons().... Would it be possible to have something like this Car c = builder.AddFrame(fBuilder).AddWheels(wBuilder).AddEngine(x=>x.WithCylinders(12).WithPistons()).BuildCar(); So in sum how to structure the flow of the fluent interface and how to nest fluent Interfaces?

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  • sizer.replace() paints "over" old sizercontent

    - by elbenfreund
    hi. I am rather new to wx/python so please excuse if this is stupid or ill described. I am substituting a nested sizer with a new one as shown in the snippet below. after some tinkering everything seems to work out but the re-drawing of the parent-sizer. the content of the old nested sizer remains and gets "painted" over with the new sizer content despite my sizer.Layout() system setup: - python 2.5.5.2 and 2.6.4 - wxpython 2.8 -- coding: utf8 -- import wx class Frame(wx.Frame): def init(self): wx.Frame.init(self, None, wx.ID_ANY, title='test') class Test(wx.App): def OnInit(self): frame = Frame() self.panel = wx.Panel(frame) self.panel.SetBackgroundColour('red') self.sizer = wx.BoxSizer(wx.VERTICAL) button = wx.Button(self.panel, wx.ID_ANY, 'TEST') self.hsizer = wx.BoxSizer(wx.HORIZONTAL) self.hsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'nacknack')) self.sizer.Add(button) self.Bind(wx.EVT_BUTTON, self.on_test_button, button) self.text = wx.StaticText(self.panel, wx.ID_ANY, 'FOOO') self.sizer.Add(self.text) self.sizer.Add(self.hsizer) self.panel.SetSizer(self.sizer) frame.Show() return True def on_test_button(self, evt): tmpsizer = wx.BoxSizer(wx.VERTICAL) tmpsizer.Add(self.makesizer()) tmpitem = tmpsizer.GetChildren()[0] self.sizer.Replace(2, tmpitem) self.sizer.Layout() def makesizer(self): testsizer = wx.BoxSizer(wx.HORIZONTAL) testsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'testsizer')) return testsizer if __name__ == '__main__': app = Test() app.MainLoop()

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  • How to place images on top of each other in java

    - by Haxed
    Hi, I have a background image of a road, which I have displayed on a JFrame using an ImageIcon. I want to put a car on top of that background image at a certain (x,y) location. I tried using another ImageIcon and the background does not appear when I run the program , however the car does. import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JLabel; public class Gui extends JFrame { private ImageIcon northcar = new ImageIcon("src/north.gif"); private ImageIcon usIcon = new ImageIcon("src/trafficLight.jpg"); public Gui() { add(new JLabel(usIcon)); // background image does not appear after the i added the northcar label add(new JLabel(northcar)); // this picture can be seen } public static void main(String[] args) { Gui frame = new Gui(); frame.setTitle("TestImageIcon"); frame.setLocationRelativeTo(null); // Center the frame frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setBounds(0, 0, 650, 650); frame.setVisible(true); } } I heard about using a canvas but have no clue. Any ideas ? Many Thanks

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  • How to print a page when a JButton is pressed in java swing using PrinterJob?

    - by Prayag Upd
    I tried the following code AWT but at runtime shows multiple print dialogs repeatedly.... package printerjob; import java.awt.BasicStroke; import java.awt.Frame; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.event.WindowAdapter; import java.awt.print.PageFormat; import java.awt.print.Printable; import java.awt.print.PrinterException; import java.awt.print.PrinterJob; /** * * @author pragX */ public class FramePrinterJob extends Frame implements Printable{ public void start(){ add(button); } @Override public void paint(Graphics graphics){ PrinterJob printerJob=PrinterJob.getPrinterJob(); printerJob.setPrintable(this); if(printerJob.printDialog()){ try{ printerJob.print(); }catch(PrinterException printerException){ //printerException.printStackTrace(); System.out.println("Error Printing." + printerException); } } } public int print(Graphics graphics, PageFormat pageFormat, int pageIndex) throws PrinterException { //throw new UnsupportedOperationException("Not supported yet."); if(pageIndex>=1){ return Printable.NO_SUCH_PAGE; } graphics.translate((int) pageFormat.getImageableX(), (int)pageFormat.getImageableY()); Graphics2D graphics2D=(Graphics2D)graphics; graphics2D.setStroke(new BasicStroke(4f)); graphics2D.drawLine(20, 20, 20, 120); graphics2D.drawLine(40, 20, 40, 120); graphics2D.drawLine(20, 70, 40, 70); graphics2D.drawLine(60, 70, 60, 120); graphics2D.drawLine(60, 40, 60, 45); return Printable.PAGE_EXISTS; } public static void main(String args[]){ Frame frame=new FramePrinterJob(); frame.addWindowListener(new WindowAdapter() { public void windowClosing(){System.exit(0);}}); frame.setSize(300,400); frame.setVisible(true); } }

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  • Jtable live updating problem

    - by Fishinastorm
    Hi all, I'm trying to display a jtable in a pop up Jframe and am running into some problems. What i'am trying to do is as follows: catch a button action event in the main frame and display a pop up frame with a jtable populated with some data. The problem i have is that the jtable is populated with metadata i receive from a website and if i'm receiving many records, then the jtable is not displayed until all the records(metadata) is received from the website. I would like to change it such that as soon as the button event is detected in the main frame, I display the pop up frame along with the jtable and insert/update rows "as and when i receive the data from the website". In another words, i want to display the table and have the records appearing one at a time rather than displaying the jtable only after i receive all records.Below is how i'm trying to do it (but in vain :( ): ......... //add the table to the popup frame when application is started, but don't display the frame `until button action is //detected` extraInfoFrame.add(tblMetadata); extraInfoFrame.setVisible(false); //handle code for button press; display the popup private void butMetadataActionPerformed(java.awt.event.ActionEvent evt) { extraInfoFrame.pack(); extraInfoFrame.toFront(); //frame.setSize(350, 250); extraInfoFrame.setVisible(true); //retrieve rows data for the table for(int i=0;i<len;i++){ Object[] data=new Object[4];data=getMetadata(); //get model and insert row ((javax.swing.table.DefaultTableModel)tblMetadata.getModel()).insertRow(i,data); //tried something to notify the view abt change in table data ((javax.swing.table.DefaultTableModel)tblMetadata.getModel()).fireTableRowsInserted(0, 0); tblMetadata.revalidate(); tblMetadata.repaint(); } } Have been racking my head to try and figure something out. A sample example would be greatly appreciated.

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  • Create JTable in a JPanel and add row

    - by DK64
    On my program I've dinamically created a JFrame that contains a JPanel called jp. jp also contains a JTable that I would like to fill with some rows. case KeyEvent.VK_R: JFrame frame = new JFrame("Snake v2.0 - Rankings"); JPanel jp = new JPanel(); jp.setPreferredSize(new Dimension(300,300)); JTable table = new JTable(); JScrollPane tableContainer = new JScrollPane(table); jp.add(tableContainer, BorderLayout.CENTER); DefaultTableModel tm = (DefaultTableModel) table.getModel(); tm.addRow(new Object[] {"#","Player","Score","Date"}); frame.setDefaultCloseOperation(JFrame.HIDE_ON_CLOSE); frame.setLocationRelativeTo(null); frame.setResizable(false); frame.getContentPane().add(jp); frame.pack(); frame.setVisible(true); break; This is my code. When I press R on the keyboard, the JFrame with that JPanel inside appears but the table doesnt (picture). What could I do?

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  • Am I doing AS3 reference cleanup correctly?

    - by Ólafur Waage
    In one frame of my fla file (let's call it frame 2), I load a few xml files, then send that data into a class that is initialized in that frame, this class creates a few timers and listeners. Then when this class is done doing it's work. I call a dispatchEvent and move to frame 3. This frame does some things as well, it's initialized and creates a few event listeners and timers. When it's done, I move to frame 2 again. This is supposed to repeat as often as I need so I need to clean up the references correctly and I'm wondering if I'm doing it correctly. For sprites I do this. world.removeChild(Background); // world is the parent stage Background = null; For instances of other classes I do this. Players[i].cleanUp(world); // do any cleanup within the instanced class world.removeChild(PlayersSelect[i]); For event listeners I do this. if(Background != null) { Background.removeEventListener(MouseEvent.CLICK, deSelectPlayer); } For timers I do this. if(Timeout != null) { Timeout.stop(); Timeout.removeEventListener(TimerEvent.TIMER, queueHandler); Timeout.removeEventListener(TimerEvent.TIMER_COMPLETE, queueCompleted); Timeout = null; } And for library images I do this if(_libImage!= null) { s.removeChild(Images._libImage); // s is the stage _libImage= null; } And for the class itself in the main timeline, I do this Frame2.removeEventListener("Done", IAmDone); Frame2.cleanUp(); // the cleanup() does all the stuff above Frame2= null; Even if I do all this, when I get to frame 2 for the 2nd time, it runs for 1-2 seconds and then I get a lot of null reference errors because the cleanup function is called prematurely. Am I doing the cleanup correctly? What can cause events to fire prematurely?

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  • How to make BoxLayout vertical but children flow top-aligned?

    - by user291701
    I'm trying to get get a vertical, top-aligned layout to work. This is what I have: JPanel pane = new JPanel(); pane.setLayout(new BoxLayout(pane, BoxLayout.Y_AXIS)); MyImagePanel panelImage = new MyImagePanel(); panelImage.setSize(400, 400); pane.add(new JComboBox()); pane.add(panelImage); pane.add(new JButton("1")); pane.add(new JButton("2")); pane.add(new JButton("3")); JFrame frame = new JFrame("Title"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(800, 600); frame.add(pane); frame.pack(); frame.setVisible(true); All the controls appear, but it looks like padding is being applied at run time between their tops and bottoms so they're somewhat vertically centered. This is what I'm going for: ----------------------------------------------------- | ComboBox | | ------------ | | | | | Image | | | | | ------------ | | Button 1 | Any additional space fills the right | ------------ | | Button 2 | | ------------ | | Button 3 | | ------------ | | | | Any additional space fills the bottom | | | ----------------------------------------------------- How do I get BoxLayout to do that? Thanks ------------------------- Update ------------------------- Was able to use this: Box vertical = Box.createVerticalBox(); frame.add(vertical, BorderLayout.NORTH); vertical.add(new JComboBox()); vertical.add(new JButton("1")); ... to get what I wanted.

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • AS3 colorTransform over multiple frames?

    - by user359519
    (Flash Professional, AS3) I'm working on a custom avatar system where you can select various festures and colors. For example, I have 10 hairstyles, and a colorPicker to change the color. mc_myAvatar has 10 frames. Each frame has a movieclip of a different hairstyle (HairStyle1, HairStyle2, etc.) Here's my code: var hairColor:ColorTransform; hairColor = mc_myAvatar.hair.colorLayer.transform.colorTransform; hairColor.color = 0xCCCC00; mc_myAvatar.hair.colorLayer.transform.colorTransform = hairColor; This correctly changes the initial color. I have a "nextHair" button to advance mc_myAvatar.hair to the next frame. When I click the button, I get an error message saying that I have a null object reference. I added a trace, and mc_myAvatar.hair.colorLayer is null on frame 2. Why??? I've clearly named HairStyle2 as "colorLayer" in frame 2. I think the problem is related to me using the same name for different classes/movieclips, but I don't know how to fix the problem... I added a square movieclip below my hairStyle movieclips, named the square "colorLevel", and deleted the name from my hairStyle clips. When I click the next button, the square correctly maintains the color from frame to frame. However, having a square doesn't do me much good. :( I tried converting the hairStyle layer to a mask. Doing this, however, results in yet another "null object" error - mc_myAvatar.hair.colorLayer is null after frame 1. I even tried "spanning" my colorLevel across all frames (no keyframes), thinking that this would give me just one movieclip to work with. No luck. Same error! What's going on, here? Why am I getting these null objects, when they are clearly defined in my movieclip? I'm also open to suggestions on a better way to do multiple frames and colors.

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  • Popovercontroller doesn't display full

    - by user2959234
    I have an UIPopovercontroller in with an content that generate from an viewcontroller. popOverController = [[UIPopoverController alloc]initWithPopUp:emLightPopUp]; popOverController.delegate = self; // Get device position. CGRect position = {parentButton.frame.origin,emLightPopUp.popUpView.frame.size}; CGSize popUpViewFrameSize = emLightPopUp.popUpView.frame.size; Link screenshot: http://i.stack.imgur.com/AxqoG.png The issue is that when I change the position of select devices (touched button) upwards, the displayed popup will be resized like the screenshot. I already try to set content size inside the subclass of uipopover but it still doesn't work: self.popoverContentSize = emLightPopUp.popUpView.frame.size; EDIT: I solved this problems by calculate the position that display the popup and scroll the scrollview inside into an upper position. Check out this code: -(void)moveDeviceOutMiddleScreen:(id)deviceButton { UIButton* button = (UIButton*)deviceButton; CGFloat yPositionRange = button.frame.origin.y - self.floorZoomScrollView.contentOffset.y; int middle_top_y = 70; int middle_bottom_y = 166; if (yPositionRange > middle_top_y && yPositionRange < middle_bottom_y) { CGRect newRect = CGRectMake(self.floorZoomScrollView.contentOffset.x, self.floorZoomScrollView.contentOffset.y +yPositionRange*0.6, self.floorZoomScrollView.frame.size.width, self.floorZoomScrollView.frame.size.height); [self.floorZoomScrollView scrollRectToVisible:newRect animated:NO]; } } Thanks for your responses.

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