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  • snapping an angle to the closest cardinal direction

    - by Josh E
    I'm developing a 2D sprite-based game, and I'm finding that I'm having trouble with making the sprites rotate correctly. In a nutshell, I've got spritesheets for each of 5 directions (the other 3 come from just flipping the sprite horizontally), and I need to clamp the velocity/rotation of the sprite to one of those directions. My sprite class has a pre-computed list of radians corresponding to the cardinal directions like this: protected readonly List<float> CardinalDirections = new List<float> { MathHelper.PiOver4, MathHelper.PiOver2, MathHelper.PiOver2 + MathHelper.PiOver4, MathHelper.Pi, -MathHelper.PiOver4, -MathHelper.PiOver2, -MathHelper.PiOver2 + -MathHelper.PiOver4, -MathHelper.Pi, }; Here's the positional update code: if (velocity == Vector2.Zero) return; var rot = ((float)Math.Atan2(velocity.Y, velocity.X)); TurretRotation = SnapPositionToGrid(rot); var snappedX = (float)Math.Cos(TurretRotation); var snappedY = (float)Math.Sin(TurretRotation); var rotVector = new Vector2(snappedX, snappedY); velocity *= rotVector; //...snip private float SnapPositionToGrid(float rotationToSnap) { if (rotationToSnap == 0) return 0.0f; var targetRotation = CardinalDirections.First(x => (x - rotationToSnap >= -0.01 && x - rotationToSnap <= 0.01)); return (float)Math.Round(targetRotation, 3); } What am I doing wrong here? I know that the SnapPositionToGrid method is far from what it needs to be - the .First(..) call is on purpose so that it throws on no match, but I have no idea how I would go about accomplishing this, and unfortunately, Google hasn't helped too much either. Am I thinking about this the wrong way, or is the answer staring at me in the face?

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • How to swap row/column major order?

    - by 0X1A
    I'm trying to get a sprite sheet clipped in the right order but I'm a bit stumped, every iteration I've tried has tended to be in the wrong order. This is my current implementation. Frames = (TempSurface->h / ClipHeight) * (TempSurface->w / ClipWidth); SDL_Rect Clips[Frames]; for (i = 0; i < Frames; i++) { if (i != 0 && i % (TempSurface->h / ClipHeight) == 0) ColumnIndex++; Clips[i].x = ColumnIndex * ClipWidth; Clips[i].y = i % (TempSurface->h / ClipHeight) * ClipHeight; Clips[i].w = ClipWidth; Clips[i].h = ClipHeight; } Where TempSurface is the entire sheet loaded to a SDL_Surface and Clips[] is an array of SDL_Rects. What results from this is a sprite sheet set to SDL_Rects in the wrong order. For example I need a sheet of dimensions 4x4 to look like this: | 0 | 1 | 2 | 3 | | 4 | 5 | 6 | 7 | | 8 | 9 | 10| 11| | 12| 13| 14| 15| But instead I get this order: | 0 | 4 | 8 | 12| | 1 | 5 | 9 | 13| | 2 | 6 | 10| 14| | 3 | 7 | 11| 15| Columns and rows order does not match. What should I do to fix the order?

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  • Selectively Including files in C#.net web application [migrated]

    - by segnosaur
    I am attempting to modify an application with the following characteristics: Written in C#.net Using Visual Studio 2010 The application uses a Master sheet to maintain commonality The Master sheet has the following: <%@ Master Language="C#" AutoEventWireup="true" CodeFile="mysheet.master.cs" Inherits="master_mysheet" %> Now, currently, the master sheet has an include file that brings in a common footer: #include file="inc/my-footer.inc" Here's what I want to do: I would like to modify the master sheet to be able to read in a footer based on the value contained in a session variable... i.e. (not real code, but just something to give an idea of what I want) if session("x") = "a" then #include file="inc/my-footer1.inc" else #include file="inc/my-footer2.inc" My first instinct was to go with some vbscript: <script type="text/vbscript" language="vbscript"> document.write("vbscript example.") </script> However, it doesn't run the vbscript code automatically on page load. Does anyone know: - The syntax I need to actually get this to work? i.e. to get the vbscript to run automatically on page load, AND to do the page include? - Or, is there a better way to go about this? (perhaps by doing some coding in C#) Note: I am experienced in C#; however, I haven't done any vbscript since the days of ASP classic, so my knowledge there is out of date.

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  • Exception in thread "main" java.lang.NoClassDefFoundError: org/apache/xmlbeans/XmlException

    - by Dheeraj kumar
    Hi, I have to read xls file in java.I used poi-3.6 to read xls file in Eclipse.But i m getting this ERROR"Exception in thread "main" java.lang.NoClassDefFoundError: org/apache/xmlbeans/XmlException at ReadExcel2.main(ReadExcel2.java:38)". I have added following jars 1)poi-3.6-20091214.jar 2)poi-contrib-3.6-20091214.jar 3)poi-examples-3.6-20091214.jar 4)poi-ooxml-3.6-20091214.jar 5)poi-ooxml-schemas-3.6-20091214.jar 6)poi-scratchpad-3.6-20091214.jar Below is the code which i m using: import org.apache.poi.ss.usermodel.Workbook; import org.apache.poi.ss.usermodel.Sheet; import org.apache.poi.ss.usermodel.Row; import org.apache.poi.ss.usermodel.Cell; import org.apache.poi.xssf.usermodel.XSSFWorkbook; import org.apache.poi.xssf.usermodel.XSSFCell; import org.apache.poi.xssf.usermodel.XSSFRow; import java.io.FileInputStream; import java.io.IOException; import java.util.Iterator; import java.util.List; import java.util.ArrayList; public class ReadExcel { public static void main(String[] args) throws Exception { // // An excel file name. You can create a file name with a full path // information. // String filename = "C:\\myExcel.xl"; // // Create an ArrayList to store the data read from excel sheet. // List sheetData = new ArrayList(); FileInputStream fis = null; try { // // Create a FileInputStream that will be use to read the excel file. // fis = new FileInputStream(filename); // // Create an excel workbook from the file system. // // HSSFWorkbook workbook = new HSSFWorkbook(fis); Workbook workbook = new XSSFWorkbook(fis); // // Get the first sheet on the workbook. // Sheet sheet = workbook.getSheetAt(0); // // When we have a sheet object in hand we can iterator on each // sheet's rows and on each row's cells. We store the data read // on an ArrayList so that we can printed the content of the excel // to the console. // Iterator rows = sheet.rowIterator(); while (rows.hasNext()) { Row row = (XSSFRow) rows.next(); Iterator cells = row.cellIterator(); List data = new ArrayList(); while (cells.hasNext()) { Cell cell = (XSSFCell) cells.next(); data.add(cell); } sheetData.add(data); } } catch (IOException e) { e.printStackTrace(); } finally { if (fis != null) { fis.close(); } } showExelData(sheetData); } private static void showExelData(List sheetData) { // // Iterates the data and print it out to the console. // for (int i = 0; i < sheetData.size(); i++) { List list = (List) sheetData.get(i); for (int j = 0; j < list.size(); j++) { Cell cell = (XSSFCell) list.get(j); System.out.print(cell.getRichStringCellValue().getString()); if (j < list.size() - 1) { System.out.print(", "); } } System.out.println(""); } } } Please help. thanks in anticipation, Regards, Dheeraj!

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  • Exception in thread "main" java.lang.NoClassDefFoundError: org/apache/xmlbeans/XmlException

    - by Dheeraj kumar
    I have to read xls file in java.I used poi-3.6 to read xls file in Eclipse.But i m getting this ERROR"Exception in thread "main" java.lang.NoClassDefFoundError: org/apache/xmlbeans/XmlException at ReadExcel2.main(ReadExcel2.java:38)". I have added following jars 1)poi-3.6-20091214.jar 2)poi-contrib-3.6-20091214.jar 3)poi-examples-3.6-20091214.jar 4)poi-ooxml-3.6-20091214.jar 5)poi-ooxml-schemas-3.6-20091214.jar 6)poi-scratchpad-3.6-20091214.jar Below is the code which i m using: import org.apache.poi.ss.usermodel.Workbook; import org.apache.poi.ss.usermodel.Sheet; import org.apache.poi.ss.usermodel.Row; import org.apache.poi.ss.usermodel.Cell; import org.apache.poi.xssf.usermodel.XSSFWorkbook; import org.apache.poi.xssf.usermodel.XSSFCell; import org.apache.poi.xssf.usermodel.XSSFRow; import java.io.FileInputStream; import java.io.IOException; import java.util.Iterator; import java.util.List; import java.util.ArrayList; public class ReadExcel { public static void main(String[] args) throws Exception { // // An excel file name. You can create a file name with a full path // information. // String filename = "C:\\myExcel.xl"; // // Create an ArrayList to store the data read from excel sheet. // List sheetData = new ArrayList(); FileInputStream fis = null; try { // // Create a FileInputStream that will be use to read the excel file. // fis = new FileInputStream(filename); // // Create an excel workbook from the file system. // // HSSFWorkbook workbook = new HSSFWorkbook(fis); Workbook workbook = new XSSFWorkbook(fis); // // Get the first sheet on the workbook. // Sheet sheet = workbook.getSheetAt(0); // // When we have a sheet object in hand we can iterator on each // sheet's rows and on each row's cells. We store the data read // on an ArrayList so that we can printed the content of the excel // to the console. // Iterator rows = sheet.rowIterator(); while (rows.hasNext()) { Row row = (XSSFRow) rows.next(); Iterator cells = row.cellIterator(); List data = new ArrayList(); while (cells.hasNext()) { Cell cell = (XSSFCell) cells.next(); data.add(cell); } sheetData.add(data); } } catch (IOException e) { e.printStackTrace(); } finally { if (fis != null) { fis.close(); } } showExelData(sheetData); } private static void showExelData(List sheetData) { // // Iterates the data and print it out to the console. // for (int i = 0; i < sheetData.size(); i++) { List list = (List) sheetData.get(i); for (int j = 0; j < list.size(); j++) { Cell cell = (XSSFCell) list.get(j); System.out.print(cell.getRichStringCellValue().getString()); if (j < list.size() - 1) { System.out.print(", "); } } System.out.println(""); } } } Please help. thanks in anticipation, Regards, Dheeraj!

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  • Alpha issue with SharpDX SpriteBatch in WPF

    - by Kingdom
    .Hi devs, I'm coding a game using SharpDX in a WPF context. void Load() { sb = new SpriteBatch(GraphicsDevice); t2d = Content.Load<Texture2D>("Sprite.png"); } void Draw() { sb.Begin(); sb.Draw(t2d, new Rectangle(0, 0, 64, 64), Color.White); sb.End(); } I made Sprite.png, an object with pink color (alpha = 0%) for the background. The output show me my object but with the pink square at more or less 50% rate! So if I try to draw more sprites, it's like a little poney dream. Note If I apply Color.Black on the Draw method, the sprite is like expected :|

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  • Advice for creating fog of war on tilemap game XNA

    - by Sigh-AniDe
    I have created a 2D Tile Based game. The game has a single path that the sprite can move on. I want to create to make the entire screen black except for where the sprite is. The sprite has commands such as left where he keeps looking left, right where he keeps looking right and move forward where he moves in the direction he is looking. I want to make it such that when he looks left then the tile on the left of the sprites fog should be removed and so on for all the sides. What is the best way to do this? Is there any tutorials that you guys know of that i can take a look at? Thanks

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • Tool for creating Spritesheet? and Tips

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • How to Align Gun with Bullets

    - by Shane
    I have a top-down 2D shooter. I have an image of a player holding a gun, that rotates to face the mouse. Please note that the gun isn't a separate image tethered to the player, but rather part of the player. Right now, bullets are created at the player's x and y. This works when the player is facing the right way, but not when they rotate. The bullets move in the right direction, but don't come from the gun. How can I fix this? TL;DR: When the player rotates, bullets don't come from gun. public void fire() { angle = sprite.getRotation(); System.out.println(angle); x = sprite.getX(); y = sprite.getY(); Bullet b = new Bullet(x, y, angle); Utils.world.addBullet(b); }

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  • Isometric projection bad coordonate

    - by Christophe Debove
    I have a 2D map, for each element I apply this isometric projection to place my Sprite //Element e; float[] f= projection(e.getX(), e.getY() ,z); // x and y represent Sprite Coordonate (tile_width and height depend of my // camera size and the number of elements in x and in y float x = f[0]*tile_width; float y = f[1]*tile_height; public float[] projection(float x, float y, float z) { return new float[]{ (( x )-(y) ) , ((x/2) + (y/2) - z )}; } the sprite for one element : The result of my projection : The problem is I need to add an offset of tile_height/2 to the y and tile_width/2 to the x to have something like this (in the red rectangle I drawed with paint what I want) : Where did I make wrong? (I found the projection method in How should I sort images in an isometric game so that they appear in the correct order? )

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • projective geometry: how do I turn a projection of a rectangle in 3D into a 2D view

    - by bonomo
    So the problem is that I have a 3D projection of a rectangle that I want to turn into 2D. That is I have a photo of a sheet of paper laying on a table which I want to transform into a 2D view of that sheet. So what I need is to get an undistorted 2D image by reverting all the 3D/projection transformations and getting a plain view of the sheet from the top. I happened to find some directions on the subject but they don't suggest an immediate instruction on how this can be achieved. It would be really helpful to get a step-by-step instruction of what needs to be done. Or, alternatively, a link on a resource that breaks it down to little details. Thank you

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • movement of sprites with kinect and xna

    - by pablopp83
    im working on a proyect with kinect sdk and xna 4.0. i need take the position of the hands and draw a sprite over it. im doing it directly and, because of that, i get a "trembling hands" effect. so, i was thinking on make the sprite move from the previous position to the new one, given in every frame by the new hand position. this way, the sprite does not jump from one position to another. this is working just fine, but im using a constant value for the velocity, and i really would like to use a variable velocity given by the difference between the prev and the new position. this is, if the hand move more quickly in the reality, the velocity will be higher. I really dont have a clue on how to make this works. can somebody point me in the right direction? thanks.

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Help to understand directions of sprites in XNA

    - by 3Dkreativ
    If I want to move a sprite to the right and upwards in a 45 degree angle I use Vector2 direction = new Vector2(1,-1); And if the sprite should move straight to right Vector2 direction = new Vector2(1,0); But how would I do if I want another directions, lets say somewhere between this values? I have tested with some other values, but then the sprite either moves to fast and or in another direction than I expected!? I suspect it's about normalize!? Another thing I have problem with to understand. I'm doing a simple asteroids game as a task in a class in C# and XNA. When the asteroids hit the window borders, I want them to bounce back in a random direction, but I can't do this before I understand how directions and Vector2 works. Help is preciated! Thanks!

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  • UIActionSheet positioning problem

    - by Dave
    I need to display a pop with a UISwitch and a Done button when user taps on a button and save the state of the switch when the done button in the pop up is tapped. So I use UIActionSheet to do this - sheet = [[UIActionSheet alloc] initWithTitle:@"Switch Setting" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:@"Done", nil]; theSwitch = [[UISwitch alloc] init]; [sheet addSubview:theSwitch]; [sheet showInView:self.view]; - (void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (buttonIndex == actionSheet.firstOtherButtonIndex) { theSwitch .on? NSLog(@"Switch is on") : NSLog(@"Switch if off"); } } All this works great. I have problem with positioning. Unfortunately, I don't have a screen shot at the moment to post here. But the switch appears at the very top on the same line with the Action Sheet title and then below that is the Done button. Please someone help me how to position the switch below the Title and increase the Action Sheet size so it looks neat. I need this asap. Thanks.

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  • Validatation error "Value Error : background-position Too many values or values are not" How to so

    - by metal-gear-solid
    Why validation giving this error. How to solve? ul#navigation li#navigation-3 a.current Value Error : background-position Too many values or values are not recognized : -164px -164px -36px -164px -164px -36px This is error screen. CSS ul#navigation { height: 36px; left: 300px; list-style-image: none; list-style-position: outside; list-style-type: none; position: relative; top: 74px; width: 603px; } ul#navigation li { display: inline; } ul#navigation li a { height: 36px; float: left; text-decoration: none; } ul#navigation li a:link, ul#navigation li a:visited {font-family:Arial; color:#595959; font-size:1.1em; font-weight:bold } ul#navigation li a:hover, ul#navigation li a:active {color:#404040} ul#navigation li a span { display:block; float:left; padding-left:8px; padding-top:14px;} ul#navigation li#navigation-1 a { width: 53px; background: url(../images/menu-sprite.jpg) no-repeat 0px 0; } ul#navigation li#navigation-1 a:active, ul#navigation li#navigation-1 a:hover { background-position: 0px -36px; } ul#navigation li#navigation-1 a.current { background-position: 0px 0px -36px; } ul#navigation li#navigation-2 a { width: 111px; background: url(../images/menu-sprite.jpg) no-repeat -53px 0; } ul#navigation li#navigation-2 a:active, ul#navigation li#navigation-2 a:hover { background-position: -53px -36px; } ul#navigation li#navigation-2 a.current { background-position: -53px -53px -36px; } ul#navigation li#navigation-3 a { width: 78px; background: url(../images/menu-sprite.jpg) no-repeat -164px 0; } ul#navigation li#navigation-3 a:active, ul#navigation li#navigation-3 a:hover { background-position: -164px -36px; } ul#navigation li#navigation-3 a.current { background-position: -164px -164px -36px; } ul#navigation li#navigation-4 a { width: 100px; background: url(../images/menu-sprite.jpg) no-repeat -242px 0; } ul#navigation li#navigation-4 a:active, ul#navigation li#navigation-4 a:hover { background-position: -242px -36px; } ul#navigation li#navigation-4 a.current { background-position: -242px -242px -36px; } ul#navigation li#navigation-5 a { width: 88px; background: url(../images/menu-sprite.jpg) no-repeat -342px 0; } ul#navigation li#navigation-5 a:active, ul#navigation li#navigation-5 a:hover { background-position: -342px -36px; } ul#navigation li#navigation-5 a.current { background-position: -342px -342px -36px; } ul#navigation li#navigation-6 a { width: 96px; background: url(../images/menu-sprite.jpg) no-repeat -430px 0; } ul#navigation li#navigation-6 a:active, ul#navigation li#navigation-6 a:hover { background-position: -430px -36px; } ul#navigation li#navigation-6 a.current { background-position: -430px -430px -36px; } ul#navigation li#navigation-7 a { width: 77px; background: url(../images/menu-sprite.jpg) no-repeat -526px 0; } ul#navigation li#navigation-7 a:active, ul#navigation li#navigation-7 a:hover { background-position: -526px -36px; } ul#navigation li#navigation-7 a.current { background-position: -526px -526px -36px; }

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  • iPad: Show view as Model View

    - by a111
    hi all, i want to show my view as a model view. In iPad there are four method to show the view as modal which is listed 1. Full Screen 2. Page Sheet 3. Form sheet 4. Current Context i use following code to display the view as model -(void)OpenContactPicker { ABPeoplePickerNavigationController *ContactPicker = [[ABPeoplePickerNavigationController alloc] init]; ContactPicker.peoplePickerDelegate = self; [self presentModalViewController:ContactPicker animated:YES]; //[self.modalViewController presentModalViewController:ContactPicker animated:YES]; [ContactPicker release]; } above code open the view in full screen mode but i want to some different. Please suggest how can i show this view as Page Sheet or Form sheet or Current Context

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  • How to display the UIActionSheet view from above Tab Bar Controller?

    - by Madan Mohan
    Hi Guys , I need to display the action sheet above the Tab Bar controller. I mean, I would be able to see the Tab Bar controller even the action sheet view is in visible mode. So, Please suggest how to view from above the Tab Bar controller. Is it possible. secondly, How to change the back ground color of action sheet and cancel button back ground colour. Please help me Thank You, Madan Mohan.

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