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  • Gwt-gdata authentication

    - by Raffo
    Hi guys, I'm writing an application with GWT and I found on the internet that there's a library to use easily gdata features. In particular I need to use the integration with Google Calendar. I followed the official guide on gwt-gdata site to do the authentication ( http://code.google.com/p/gwt-gdata/wiki/GettingStarted ) but unfortunately, I got an error. This is the error: 17:59:12.463 [ERROR] [testmappa] Unable to load module entry point class testMappa.client.TestMappa (see associated exception for details) com.google.gwt.core.client.JavaScriptException: (TypeError): $wnd.google.accounts is undefined fileName: http://127.0.0.1:8888 lineNumber: 29 stack: ("http://www.google.com/calendar/feeds/")@http://127.0.0.1:8888:29 connect("http://127.0.0.1:8888/TestMappa.html?gwt.codesvr=127.0.0.1:9997","`gL1<a3s4B&Y{(Ci","127.0.0.1:9997","testmappa","2.0")@:0 ((void 0),"testmappa","http://127.0.0.1:8888/testmappa/")@http://127.0.0.1:8888/testmappa/hosted.html?testmappa:264 z()@http://127.0.0.1:8888/testmappa/testmappa.nocache.js:2 (-2)@http://127.0.0.1:8888/testmappa/testmappa.nocache.js:8 at com.google.gwt.dev.shell.BrowserChannelServer.invokeJavascript(BrowserChannelServer.java:195) at com.google.gwt.dev.shell.ModuleSpaceOOPHM.doInvoke(ModuleSpaceOOPHM.java:120) at com.google.gwt.dev.shell.ModuleSpace.invokeNative(ModuleSpace.java:507) at com.google.gwt.dev.shell.ModuleSpace.invokeNativeObject(ModuleSpace.java:264) at com.google.gwt.dev.shell.JavaScriptHost.invokeNativeObject(JavaScriptHost.java:91) at com.google.gwt.accounts.client.User.login(User.java) at testMappa.client.TestMappa.onModuleLoad(TestMappa.java:68) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.shell.ModuleSpace.onLoad(ModuleSpace.java:369) at com.google.gwt.dev.shell.OophmSessionHandler.loadModule(OophmSessionHandler.java:185) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:380) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:637) I'm not able to understand the reason of this error. My code is simply: String scope = "http://www.google.com/calendar/feeds/"; User.login(scope); And as far as I know it should work as it is. I don't know what to do and I'm here to ask how to solve this problem and if I can directly use gdata native java library, but I believe this other thing is not possible to be done for client-side gwt code (since the code is going to be converted to javascript). Thank you.

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  • Turn a page (a UIWebView) with an animation

    - by Stefan
    Hi, I have a webview, which shows the pages of a ebook. I want to switch from one page to the next page with a page curl animation. By now, I'm know how to switch the page and how to apply a page curl animation on the webview. But how do I apply the curl animation in a way that it looks like flipping from one page to another?

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  • GWT: uiBinder-based widget cant be instanced second time

    - by Konoplianko
    Hi. I created a widget using GWT uiBinder. It works fine, till the moment when I want to instance it second time. After i call constructor second time it returns only raw description from XML and statements in constructor (rootElement.add( new HTML( "panel1" ), leftId );) are just don't work. It throws no error or warning. Please help Java class: public class DashboardLayout extends Composite { final String leftId = "boxLeft"; final String rightId = "boxRight"; interface DashboardLayoutUiBinder extends UiBinder<HTMLPanel, DashboardLayout> { } private static DashboardLayoutUiBinder ourUiBinder = GWT.create( DashboardLayoutUiBinder.class ); @UiField HTMLPanel htmlPanel; public DashboardLayout() { HTMLPanel rootElement = ourUiBinder.createAndBindUi( this ); this.initWidget( rootElement ); rootElement.add( new HTML( "panel1" ), leftId ); rootElement.add( new HTML( "panel2" ), rightId ); } } XML descriprion: <ui:UiBinder xmlns:ui='urn:ui:com.google.gwt.uibinder' xmlns:g='urn:import:com.google.gwt.user.client.ui' > <g:HTMLPanel ui:field="htmlPanel"> <table width="100%" border="0" cellspacing="0" cellpadding="0"> <tr> <td width="40%" id="boxLeft" class="boxContextLeft"> </td> <td width="60%" id="boxRight" class="boxContextRight"> </td> </tr> </table> </g:HTMLPanel> </ui:UiBinder>

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  • BigDecimal serialization in GWT

    - by Domchi
    What is your preferred approach to serializing BigDecimal in GWT? Are there any clever workarounds, or do you simply use Double or String? Of all of the GWT pains this is so far the biggest; I'd hate to create two models, one for server and one for GWT, and transform data from one to the other. On the other hand, while I don't care much about using String instead of, say, javax.xml.datatype.Duration, I have to use BigDecimal on the server because of the calculations, which means either two models and conversion, or tons of tiny conversions to BigDecimal for every calculation.

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • Integration Widget (GWT) with DynamicForm (Smartgwt) - com.google.gwt.user.client.ui.AttachDetachExc

    - by keweishang
    I had this problem when I created a Window (Smartgwt) and put a DynamicForm (Smartgwt) in this Window, In this DynamicForm, I have a CanvasItem (Smartgwt) in which I put a RichTextArea (GWT). And when I press "ESC", I can quit the Window (Smartgwt) without probleme. But when I press "F5" to refresh my application, the browser pops up a exception saying "com.google.gwt.user.client.ui.AttachDetachException". To solve this problem, I do the following: public class MailWindow extends Window { public MailWindow(){ this.addCloseClickHandler(new CloseClickHandler() { public void onCloseClick(CloseClientEvent event) { form.getRichTextArea().removeFromParent(); MailWindow.this.destroy(); } }); } } Which solved my problem! :) Kewei

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  • RUIN: A Post-Apocalyptic Short Animation [Video]

    - by Jason Fitzpatrick
    If your coffee has failed to perk you up this morning, this action-packed post-apocalyptic animation–a trailer for a work-in-progress CGI movie–most certainly will. Courtesy of Oddball Animation, RUIN is a polished bit of animation that could easily stand alone as a short film.  The studio is in the process of shopping it around to extend it into a full length movie which, if it looks as good as it does in the short form, will be worth the price of admission. RUIN [via Neatorama] The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Corona SDK: Animation takes a long time to play after "prepare" step

    - by Michael Taufen
    First off, I'm using the current publicly available build, version 2011.704 I'm building a platformer, and have a character that runs along and jumps when the screen is tapped. While jumping, the animation code has him assume a svelte jumping pose, and upon the detection of a collision with the ground, he returns to running. All of this happens. The problem is that there is this strange gap of time, about 1/2 a second by the feel of it, where my character sits on the first frame of the run animation after landing, before it actually starts playing. This leads me to believe that the problem is somewhere between the "prepare" step of loading up a sprite set's animation sequence and the "play" step. Thanks in advance for any help :). My code for when my character lands is as follows: local function collisionHandler ( event ) if (event.object1.myName == "character") and (event.object2.type == "terrain") then inAir = false characterInstance:prepare( "run" ) -- TODO: time between prepare and play is curiously long... characterInstance:play() end end

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  • Animation file format

    - by Paul
    I'm trying to make a simple 2D animation file format. It'll be very rudimentary: only an XML file containing some parameters (such as frame duration) and metadata, and some images, each representing a frame. I'd like to have the whole animation (frames and XML document) packed in a single file. How do you suggest I do that? What libraries are there that would allow easy access to the files inside the animation file itself? The language I'm using is C++ and the platform is Windows, but I'd rather not use a platform dependent library, if possible.

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  • Animate from end frame of one animation to end frame of another Unity3d/C#

    - by Timothy Williams
    So I have two legacy FBX animations; Animation A and Animation B. What I'm looking to do is to be able to fade from A to B regardless of the current frame A is on. Using animation.CrossFade() will play A in reverse until it reaches frame 0, then play B forward. What I'm looking to do is blend from the current frame of A to the end frame of B. Probably via some sort of lerp between the facial position in A and the facial position in the last frame of B. Does anyone know how I might be able to accomplish this? Either via a built in function or potentially lerping of some sort?

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  • Android frame by frame PNG animation

    - by Trick
    I am new at Android game development. I have done some apps before, but none of them are games :) So, I wanted to do a frame-by-frame animation of PNGs. I tried with AnimationDrawable, but OutOfMemory error comes quickly (I have a lot of PNGs). So I came upon SurfaceView. But I am stuck, because I really don't find any useful tutoirals/examples. What is the best way to make an animation like this? Here there already is a great answer to almost the same question, but all the links there don't work anymore. I would really like to here suggestions how to make an animation frame-by-frame with PNGs in Android and if you have any tutorials or examples, I will be really happy :)

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  • How can I improve my Animation

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. Here is an example of a very basic jump I implemented. if(jumping) { height = sin(time); if(height < 0) jumping = false; // player landed player.position.z = height; } if(keydown(SPACE) && !jumping) { jumping = true; time = now(); // store the starting time } So my player jumped in a perfect sine function. That seems quite natural, because he slows down when he reached the top position, and in the fall he speeds up again. But patching every animation out of sine and cosine is stretched to its limits soon. So can I improve my animation and provide a more abstract layer?

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  • In concept how is Animation done?

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. As a jump a perfect sine function is acceptable but for motions of arms, weapons or face it would look quite unnatural. Moreover patching every animation out of sine and cosine is stretched to its limits soon. I head of skeletons and rigging already. Although I could not implement skeletal animations I can't imagine that quite natural animations in major games are made of static predefined motion states. So how in general is animation done today?

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • GWT-RPC vs HTTP Call - which is better??

    - by Nirmal Patel
    I am evaluating if there is a performance variation between calls made using GWT-RPC and HTTP Call. My appln services are hosted as Java servlets and I am currently using HTTPProxy connections to fetch data from them. I am looking to convert them to GWT-RPC calls if that brings in performance improvement. I would like to know about pros/cons of each... Also any suggestions on tools to measure performance of Async calls...

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  • JavaScript: Achieving precise animation end values?

    - by bobthabuilda
    I'm currently trying to write my own JavaScript library. I'm in the middle of writing an animation callback, but I'm having trouble getting precise end values, especially when animation duration times are smaller. Right now, I'm only targeting positional animation (left, top, right, bottom). When my animations complete, they end up having an error margin of 5px~ on faster animations, and 0.5px~ on animations 1000+ ms or greater. Here's the bulk of the callback, with notes following. var current = parseFloat( this[0].style[prop] || 0 ) // If our target value is greater than the current , gt = !!( value > current ) , delta = ( Math.abs(current - value) / (duration / 13) ) * (gt ? 1 : -1) , elem = this[0] , anim = setInterval( function(){ elem.style[prop] = ( current + delta ) + 'px'; current = parseFloat( elem.style[prop] ); if ( gt && current >= value || !gt && current <= value ) clearInterval( anim ); }, 13 ); this[0] and elem both reference the target DOM element. prop references the property to animate, left, top, bottom, right, etc. current is the current value of the DOM element's property. value is the desired value to animate to. duration is the specified duration (in ms) that the animation should last. 13 is the setInterval delay (which should roughly be the absolute minimal for all browsers). gt is a var that is true if value exceeds the initial current, else it is false. How can I resolve the error margin?

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  • Looking for input on GWT / MVP action w/o browser history change

    - by user198313
    Hello there, I am trying to develop a GWT app with the MVP pattern. So far so good except for one specific case of actions: actions that do not change the url (no browser history change). In the GWT MVP pattern, events are sent from presenters, the an app controller catches them and update the browser history. If the history has changed then the view updates. ** MVP with history change (Works well)** Current URL is /list User clicks on contactdelete button. Fire DeleteContactAction event. App controller catches, change history to 'delete' onValueChange is called if (token.equals("delete")) delete contact screen, then delete contact Fire ContactDeletedEvent app controller catches and change the history to list onValueChange is called: contact list refreshes GWT MVP pattern for dialog box w/o history changes ** Issue ** - I use a dialog box and I don't want to change the browser history, so here is the problem: Current URL is /list User clicks on contactdelete button. Contact is deleted Fire ContactDeletedEvent. App controller catches, change history to 'list' **onValueChange is NOT called** because url is already /list and there is no change # problem: contact list does not refresh Question: does anyone know a pattern to implement this in the context of MVP? Any help / idea appreciated.

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  • GWT Animation final value is not respected

    - by brad
    I have a FlowPanel that I'm trying to animate back and forth like an iphone nav. (See this post for my original question on how to do this) So I have it "working" with the code shown below. I say working in quotes because I'm finding that my final position of my scroller is not precise and always changes when scrolling. The GWT.log always says the actual values I'm looking for, so for instance with the call below to scrollTo, my GWT.log says: ScrollStart: 0 scrollStop: -246 But when I actually analyze the element in fireBug, its css, left position is never exactly -246px. Sometimes it's off by as much as 10px so my panel has just stopped scrolling before being finished. The worst part is that this nav animates back and forth, so subsequent clicks can really throw it off, and I need pixel perfect positioning otherwise the whole things looks off. I don't even know where to start with debugging this other than what I've already done. Any tips are appreciated. Code to call animation scroller = new Scroller(); scroller.scrollTo(-246,400); Animation Code public class Scroller extends Animation { private FlowPanel scroller; private final Element e; public Scroller(){ scroller = new FlowPanel(); e = scroller.getElement(); } public void scrollTo(int position, int milliseconds) { scrollStart = e.getOffsetLeft(); scrollStop = position; GWT.log("ScrollStart: " + scrollStart + " scrollStop: " + scrollStop); run(milliseconds); } @Override protected void onUpdate(double progress) { double position = scrollStart + (progress * (scrollStop - scrollStart)); e.getStyle().setLeft(position, Style.Unit.PX); } }

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  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

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  • Sprite Animation in Android with OpenGL ES

    - by lijo john
    How to do a sprite animation in android using OpenGL ES? What i have done : Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know : Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All

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  • User roles in GWT applications

    - by csaffi
    Hi everybody, I'm wondering if you could suggest me any way to implement "user roles" in GWT applications. I would like to implement a GWT application where users log in and are assigned "roles". Based on their role, they would be able to see and use different application areas. Here are two possible solution I thought: 1) A possible solution could be to make an RPC call to the server during onModuleLoad. This RPC call would generate the necessary Widgets and/or place them on a panel and then return this panel to the client end. 2) Another possible solution could be to make an RPC call on login retrieving from server users roles and inspecting them to see what the user can do. What do you think about? Thank you very much in advance for your help!

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  • Fluid iPhone Animation ala Plants vs Zombies

    - by RyJ
    If you've played Plants vs Zombies, you've seen how fluid and remarkable the character animation is. Can anyone assume how they are doing this? They don't seem to simply be animating bitmaps; the animation is too crisp, even as characters rotate and scale. The artwork looks vector, but I can't imagine that everything is drawn out using Core Graphics. Any ideas?

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  • GWT: What is the way to handle Click on GWT FlowPanel

    - by shaman.sir
    May be a dumb question, but GWT FlowPanel (raw div element) does not provides something to handle a mouseclick/mousemovement on it. Overriding onBrowserEvent do not works either. If setting onclick event using native JavaScript (need to specify positive height before, 'div' have a height of 0 if not specified), then catching these events is working properly. Is there a way to do it without using JSNI?

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