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  • ActionScript Tweening Matrix Transform (big problem)

    - by TheDarkIn1978
    i'm attempting to tween the position and angle of a sprite. if i call the functions without tweening, to appear in one step, it's properly set at the correct coordinates and angle. however, tweening it makes it all go crazy. i'm using an rotateAroundInternalPoint matrix, and assume tweening this along with coordinate positions is messing up the results. works fine (without tweening): public function curl():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle); backCanvas.transform.matrix = internalPointMatrix; } doesn't work properly (with tweening): public function curlUp():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; distanceTween = new Tween(parameters, "distance", None.easeNone, 0, distance, 1, true); angleTween = new Tween(parameters, "angle", None.easeNone, 0, angle, 1, true); angleTween.addEventListener(TweenEvent.MOTION_CHANGE, animateCurl); } private function animateCurl(evt:TweenEvent):void { backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle - previousAngle); backCanvas.transform.matrix = internalPointMatrix; previousAngle = parameters.angle; } in order for the angle to tween properly, i had to add a variable that would track it's last angle setting and subtract it from the new one. however, i still can not get this tween to return the same end position and angle as is without tweening. i've been stuck on this problem for a day now, so any help would be greatly appreciated.

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  • How to fix flicker when using Webkit transforms & transitions

    - by gargantaun
    I have a very simple demo working that uses Webkit transforms and transitions for smooth horizontal scrolling between 'panels' (divs). The reason I want to go this route as opposed to a Javascript driven system is that it's for the iPad and Javascript performance is quite poor, but the css transforms and transitions are smooth as silk. Sadly though, I'm getting a lot of flicker on the iPad with my Demo. You can see the demo here You'll need safari or and iPad to see it in action. I've never seen this happening in any of the demos for transforms and transitions so I'm hopeful that this is fixable. Anyway here's the code that powers the thing.... The HTML looks like this. <html> <head> <title>Swipe Demo</title> <link href="test.css" rel="stylesheet" /> <link href="styles.css" rel="stylesheet" /> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="functions.js"></script> <script type="text/javascript" src="swiping.js"></script> </head> <body> <div id="wrapper"> <div class='panel one'> <h1>This is panel 1</h1> </div> <div class='panel two'> <h1>This is panel 2</h1> </div> <div class='panel three'> <h1>This is panel 3</h1> </div> <div class='panel four'> <h1>This is panel 4</h1> </div> </div> </body> </html> The CSS looks like this body, html { padding: 0; margin: 0; background: #000; } #wrapper { width: 10000px; -webkit-transform: translateX(0px); } .panel { width: 1024px; height: 300px; background: #fff; display: block; float: left; position: relative; } and the javascript looks like this // Mouse / iPad Touch var touchSupport = (typeof Touch == "object"), touchstart = touchSupport ? 'touchstart' : 'mousedown', touchmove = touchSupport ? 'touchmove' : 'mousemove', touchend = touchSupport ? 'touchend' : 'mouseup'; $(document).ready(function(){ // set top and left to zero $("#wrapper").css("top", 0); $("#wrapper").css("left", 0); // get total number of panels var panelTotal; $(".panel").each(function(){ panelTotal += 1 }); // Touch Start // ------------------------------------------------------------------------------------------ var touchStartX; var touchStartY; var currentX; var currentY; var shouldMove = false; document.addEventListener(touchstart, swipeStart, false); function swipeStart(event){ touch = realEventType(event); touchStartX = touch.pageX; touchStartY = touch.pageY; var pos = $("#wrapper").position(); currentX = parseInt(pos.left); currentY = parseInt(pos.top); shouldMove = true; } // Touch Move // ------------------------------------------------------------------------------------------ var touchMoveX; var touchMoveY; var distanceX; var distanceY; document.addEventListener(touchmove, swipeMove, false); function swipeMove(event){ if(shouldMove){ touch = realEventType(event); event.preventDefault(); touchMoveX = touch.pageX; touchMoveY = touch.pageY; distanceX = touchMoveX - touchStartX; distanceY = touchMoveY - touchStartY; movePanels(distanceX); } } function movePanels(distance){ newX = currentX + (distance/4); $("#wrapper").css("left", newX); } // Touch End // ------------------------------------------------------------------------------------------ var cutOff = 100; var panelIndex = 0; document.addEventListener(touchend, swipeEnd, false); function swipeEnd(event){ touch = (touchSupport) ? event.changedTouches[0] : event; var touchEndX = touch.pageX; var touchEndY = touch.pageY; updatePanelIndex(distanceX); gotToPanel(); shouldMove = false; } // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- function updatePanelIndex(distance){ if(distanceX > cutOff) panelIndex -= 1; if(distanceX < (cutOff * -1)){ panelIndex += 1; } if(panelIndex < 0){ panelIndex = 0; } if(panelIndex >= panelTotal) panelIndex = panelTotal -1; console.log(panelIndex); } // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- function gotToPanel(){ var panelPos = getTotalWidthOfElement($(".panel")) * panelIndex * -1; $("#wrapper").css("-webkit-transition-property", "translateX"); $("#wrapper").css("-webkit-transition-duration", "1s"); $("#wrapper").css("-webkit-transform", "translateX("+panelPos+"px)"); } }); function realEventType(event){ e = (touchSupport) ? event.targetTouches[0] : event; return e; }

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  • Retrieve parent node from selection (range) in Gecko and Webkit

    - by Jason
    I am trying to add an attribute when using a wysiwyg editor that uses "createLink" command. I thought it would be trivial to get back the node that is created after the browse executes that command. Turns out, I am only able to grab this newly created node in IE. Any ideas? The following code demonstrates the issue (debug logs at bottom show different output in each browser): var getSelectedHTML = function() { if ($.browser.msie) { return this.getRange().htmlText; } else { var elem = this.getRange().cloneContents(); return $("<p/>").append($(elem)).html(); } }; var getSelection = function() { if ($.browser.msie) { return this.editor.selection; } else { return this.iframe[0].contentDocument.defaultView.getSelection(); } }; var getRange = function() { var s = this.getSelection(); return (s.getRangeAt) ? s.getRangeAt(0) : s.createRange(); }; var getSelectedNode = function() { var range = this.getRange(); var parent = range.commonAncestorContainer ? range.commonAncestorContainer : range.parentElement ? range.parentElement(): range.item(0); return parent; }; // **** INSIDE SOME EVENT HANDLER **** if ($.browser.msie) { this.ec("createLink", true); } else { this.ec("createLink", false, prompt("Link URL:", "http://")); } var linkNode = $(this.getSelectedNode()); linkNode.attr("rel", "external"); $.log(linkNode.get(0).tagName); // Gecko: "body" // IE: "a" // Webkit: "undefined" $.log(this.getSelectedHTML()); // Gecko: "<a href="http://site.com">foo</a>" // IE: "<A href="http://site.com" rel=external>foo</A>" // Webkit: "foo" $.log(this.getSelection()); // Gecko: "foo" // IE: [object Selection] // Webkit: "foo" Thanks for any help on this, I've scoured related questions on SO with no success!

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  • incorrect height in Chrome when "-webkit-appearance: none" and value="" on <input> tag

    - by Avi Steiner
    In Chrome v17.0.963.79 on Windows 7, I seem to be having an inexplicable problem when applying the -webkit-appearance: none style to an <input> tag. The problem is as follows: I have a stylesheet, let's call it potatofoot.css, which consists of the code .tbl { display: table; } .tblRow { display: table-row; } .tblCell { display: table-cell; } input { -webkit-appearance: none; }? and I have an html file, let's call it blech.html, which contains the code <div class="tbl"> <div class="tblRow"> <label class="tblCell">Name</label> <input type="text" class="tblCell" value="I'M NOT EMPTY! OH, YEAH!"> </div><!--end tblRow--> </div><!--end tbl--> This displays fine (see this jsfiddle). But when I empty the value attribute, as in this jsfiddle, the entire table grows from a height of 26px to a height of 31px, the label moves to the bottom, and the input stays at the top. However, if I remove -webkit-appearance: none;, everything shows up the same with and without out the value attribute being filled. What's going on?

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  • Why is -webkit-keyframes not working in my SASS mixin?

    - by Tintin81
    I have this SASS mixin that should make a button flash: @mixin background_animation($color) { -webkit-animation: backgroundAnimation 800ms infinite; @-webkit-keyframes backgroundAnimation { 0% {background-color: $color;} 50% {background-color: red;} 100% {background-color: $color;} } } I am using it like this: @include background_animation(#000000); However, it's not working. The background color of the button won't flash. Can anybody tell me what I'm missing here? P.S. The code works fine when not including it as a mixin. The generated CSS looks like this: -webkit-animation-delay: 0s; -webkit-animation-direction: normal; -webkit-animation-duration: 0.800000011920929s; -webkit-animation-fill-mode: none; -webkit-animation-iteration-count: infinite; -webkit-animation-name: backgroundAnimation; -webkit-animation-timing-function: cubic-bezier(0.25, 0.1, 0.25, 1); ... other rules omitted for brevity

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  • Python Webkit browser's inspector is missing a few things

    - by NoBugs
    I'm using a Webkit browser inspector like this. When I run it in Ubuntu 12.10, I'm getting errors when using the inspector. For example: ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Go to line" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Filter" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Search Previous" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Search Next" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "a:" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "%d of %d" not found. (geany:2487): Gdk-CRITICAL **: IA__gdk_error_trap_pop: assertion `gdk_error_traps != NULL' failed ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Sources Panel" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Toggle breakpoint" not found. ** Message: console message: file:///usr/share/webkitgtk-1.0/webinspector/UIString.js @42: Localized string "Painting" not found. I also noticed the breadcrumb/slider bar doesn't show when you have the console in the lower half: I don't remember this in earlier versions, and when I use the GTK3 version (from gi.repository import WebKit etc) it has similar problem, and is even worse, scrollbars don't have arrows at top and bottom. Am I missing a step on initializing the Webkit inspector or English locale for it? I would like to debug this issue, but since the inspector object isn't a webview object, I'm not sure I can add an inspector to the inspector? (like how you can use F12 when inspector is its own window in Chrome/Chromium, which lets you debug that inspector). It should be possible, but maybe not with pyGTK?

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  • Mobile Specific Site Development. Where to start?

    - by Andy
    I'm beginning the process of learning the ins and outs of developing sites for mobile web browsers. Are there any good resources/communities online that discuss mobile specific site development issues? My initial understanding is that to cover different phones you need to build one site that is enabled for browsers with the webkit engine (iphone, android, etc.) and another more basic site for other older browsers, is this assumption correct? Also what does developing for webkit mean exactly? How is it different than just using javascript/css/html? Is it the same except that you limit yourself to webkit specific functions and css? I looked on the webkit site, but it didn't explain it in those terms. Are there any other snafus I need to watch out for when developing for mobile browsers?

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  • Saving new indicies, triangles and normals after WPF 3D transform

    - by sklitzz
    Hi, I have a 3D model which is lying flat currently, I wish for it to be rotated 90 degrees around the X axis. I have no problem doing this with the transforms. But to my knowledge all the transforms are a bunch of matrices multiplied. I would like to have the transform really alter all the coordinates of the indicies of the model. Is there a way to "save changes" after I apply a transform?

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  • C++/STL: std::transform with given stride?

    - by Arman
    Hello, I have a 1d array containing Nd data, I would like to effectively traverse on it with std::transform or std::for_each. unigned int nelems; unsigned int stride=3;// we are going to have 3D points float *pP;// this will keep xyzxyzxyz... Load(pP); std::transform(pP, pP+nelems, strMover<float>(pP, stride));//How to define the strMover?? Kind Regards, Arman.

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  • How to install Perl Switch.pm module required to build WebKit-GTK?

    - by Sameer Naik
    I noticed that the perl version (5.14) shipped with 12.10 does not include the Switch.pm module needed while building WebKiT-GTK. Looking around on the internet I found few suggestions indicating that I should install something call p5-switch from ports. I have looked around and was not able to get this done. I am not a perl guy and have no idea where i can get this package. Can someone please help me as to Where to download the package for ubuntu 12.10 In case it is not a .deb, How do i install it.

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  • jQuery animation works in IE8, not in Firefox or Webkit

    - by Don
    My CSS: #content { border: 2px solid #4190d4; padding: 220px; background-color: #282828; margin-top: 65px; -moz-border-radius: 8px; -webkit-border-radius: 8px; } My jQuery: $("#header a").click(function() { $('#content').animate({padding: 300}, 500); } This code works perfectly fine in IE8, my #content div grows from 220px to 300px. In Firefox or Webkit-based browsers, though, my #content div first shrinks to 0px and then resizes to 300px. I'm using jQuery 1.4.2, Firefox 3.6 and Chrome 4.0.249.89. Any ideas?

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  • How to fix slow scrolling when using webkit-transform and relative positioning on the iphone

    - by BeWarned
    I have implemented scrolling of a div by using relative positioning and webkit animation for the iphone, it works beautifully on desktop safari but is choppy on the actual iphone (fine on the simulator). The scrolling works by having a div nested and clipped (overflow:hidden) by its parent. I then set the top position and animate it with -webkit style declarations. The iphone seems to noticeably slow down when there are a lot of items in the inner div. Any ideas how make the scrolling smoother? This was a problem with iScroll code and my own hand coded stuff.

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  • Working with WebKit on Windows

    - by Aram Havarneanu
    Hello, I want to use the WebKit engine in my Win32 application. I can't find any documentation on the official site, or anywhere else. I know it uses COM, but I can't find any documentation about how to use the thing. I know there are multiple WebKit ports for windows. There is the Apple port, to use it you need Safari, there is the Google Chromium port, there is a Cairo port and there is a Qt port. I'll stick to the Apple port for now. Any hints, links? Thanks

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  • Safari/Chrome (Webkit) - Cannot hide iframe vertical scrollbar

    - by BrainCore
    Hello, I have an iframe on www.mydomain.com that points to support.mydomain.com (which is a CNAME to a foreign domain). I automatically resize the height of my iframe so that the frame will not need any scrollbars to display the contained webpage. On Firefox and IE this works great, there is no scrollbar since I use <iframe ... scrolling="no"></iframe>. However, on webkit browsers (Safari and Chrome), the vertical scrollbar persists even when there is sufficient room for the page without the scrollbar (the scrollbar is grayed out). How do I hide the scrollbar for webkit browsers? Thanks, Ken

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  • iphone configuration profile installed via webkit.

    - by mamel
    Good day! I am using Xcode 3.1.4 and iPhone SDK 2.2.1. I am creating an iphone application and i would need the user to download a custom configuration profile (created by me) from a URL loaded via webkit. I have tested the URL in safari and it downloads and installs the profile just fine. however, the url opened via webkit could NOT download it. Why is this happening? Is this really possible? any help would be much appreciated. thanks.

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  • Getting the size of an opening window in WebKit

    - by ThereSkippy
    Hi, I'm implementing a "WebKit Browser In An Application" which basically embeds WebViews in Qt widgets (we're using the WebKit browser instead of Qt's since it's stabler and more up-to-date). So far everything's great, until someone clicks on a link which invokes a Javascript "Window.open" function with a custom width and height for the new window. I've set the various delegates for the parent window: setFrameLoadDelegate, setResourceLoadDelegate, setPolicyDelegate, and setUIDelegate. I am getting a createWebViewWithRequest in the UI delegate as expected when the window opens (with a null request, as others have noted). I then get a decidePolicyForNavigationAction for the new window, but it doesn't have the proposed window's width or height. I NEVER get a decidePolicyForNewWindowAction for JavaScript window.open (also noted by others). So I'm at a loss. Is there a way to get this information so I can set the Qt Widget's size correctly?

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  • Sidebar with CSS3 transform

    - by Malcoda
    Goal I'm working on a collapsible sidebar using jQuery for animation. I would like to have vertical text on the sidebar that acts as a label and can swap on the animateOut/animateIn effect. Normally I would use an image of the text that I've simply swapped vertically, and switch it out on animation, but with CSS3 transforms I'd like to get it to work instead. Problem The problem I'm facing is that setting the height on my rotated container makes it expand horizontally (as it's rotated 90deg) so that doesn't work. I then tried to set the width (hoping it would expand vertically, acting as height), but that has an odd effect of causing the width of my parent container to expand as well. Fix? Anyone know why this happens and also what the fix/workaround could be without setting max-widths and overflow: hidden? I've got a fairly good understanding of both html elements behavior and css3, but this is stumping me. Live Example Here's a fiddle that demonstrates my problem: Fiddle The collapse-pane class is what I have rotated and contains the span I have my text inside. You'll notice it has a width set, that widens the border, but also affects the parent container. The code: CSS: .right-panel{ position:fixed; right:0; top:0; bottom:0; border:1px solid #ccc; background-color:#efefef; } .collapse-pane{ margin-top:50px; width:30px; border:1px solid #999; cursor:pointer; /* Safari */ -webkit-transform: rotate(-90deg); /* Firefox */ -moz-transform: rotate(-90deg); /* IE */ -ms-transform: rotate(-90deg); /* Opera */ -o-transform: rotate(-90deg); /* Internet Explorer */ filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); } .collapse-pane span{ padding:5px; } HTML <div class="right-panel"> <div class="collapse-pane"> <span class="expand">Expand</span> </div> <div style="width:0;" class="panel-body"> <div style="display:none;" class="panel-body-inner"> adsfasdfasdf </div> </div> </div> JavaScript (Thought not really relevant) $(document).ready(function(){ var height = $(".right-panel").height(); $(".collapse-pane").css({marginTop: height/2 - 20}); $('.collapse-pane').click(function(){ if($(".collapse-pane span").html() == "Expand"){ $(".panel-body").animate({width:200}, 400); $(".panel-body-inner").fadeIn(500); $(".collapse-pane span").html("Collapse"); }else{ $(".panel-body").animate({width:00}, 400); $(".panel-body-inner").fadeOut(300); $(".collapse-pane span").html("Expand"); } }); }); I hope this was clear... Thanks for any help!

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • Assigning console.log to another object (Webkit issue)

    - by Trevor Burnham
    I wanted to keep my logging statements as short as possible while preventing console from being accessed when it doesn't exist; I came up with the following solution: var _ = {}; if (console) { _.log = console.debug; } else { _.log = function() { } } To me, this seems quite elegant, and it works great in Firefox 3.6 (including preserving the line numbers that make console.debug more useful than console.log). But it doesn't work in Safari 4. [Update: Or in Chrome. So the issue seems to be a difference between Firebug and the Webkit console.] If I follow the above with console.debug('A') _.log('B'); the first statement works fine in both browsers, but the second generates a "TypeError: Type Error" in Safari. Is this just a difference between how Firebug and the Safari Web Developer Tools implement console? If so, it is VERY annoying on Apple's Webkit's part. Binding the console function to a prototype and then instantiating, rather than binding it directly to the object, doesn't help. I could, of course, just call console.debug from an anonymous function assigned to _.log, but then I'd lose my line numbers. Any other ideas?

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  • Daubechies-4 Transform in MATLAB

    - by Myx
    Hello: I have a 4x4 matrix which I wish to decompose into 4 frequency bands (LL, HL, LH, HH where L=low, H=high) by using a one-level Daubechies-4 wavelet transform. As a result of the transform, each band should contain 2x2 coefficients. How can I do this in MATLAB? I know that MATLAB has dbaux and dbwavf functions. However, I'm not sure how to use them and I also don't have the wavelet toolbox. Any help is greatly appreciated. Thanks.

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  • What processor is javax.xml.transform Using?

    - by Jeremy Witmer
    I've implented a simple webapp that transforms XML based on an XSTL stylesheet. It works fine on all the Windows servers I've deployed it on (to Tomcat), but on all Linux systems, I get a compile error on the XSLT. As best I can tell, it's because Java 1.6 isn't using the same processor behind javax.xml.transform. On the one Linux system, it's org.apache.xalan.xslt, version 2.4. What I can't figure out is how to generically figure out what any given system is using behind javax.xml.transform. Or, if anyone has any hints on what else I might do to figure out the problem, that'd be good, too.

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  • Android Webkit Input elements buggy with CSS3 translate3D

    - by Dansl
    I'm having a couple issues with the Input element in a Webkit Android App i'm developing. Testing on 2.X, but 3.x doesn't seem to have these issues... The app works by having separate Div's for each "page", and I'm using CSS3 translate3D to animate between the pages. Some of those pages include Input elements. When I tap on the input to gain focus, any of my "position:fixed" Div's will shift about 5px from the top, and 5px left. Now the kicker... it will eventually fix itself, and then never happen again when you tap on an input, its only that first time... My other problem, the Input elements are screwy with keyboards, for instance, spell corrections/autocomplete will not input text, and when using Swype Keyboard, you can't "swipe" the word, ONLY individual taps for each letter will input text into the Input element. I've read that a lot of these might be caused by CSS3 Translate3D. But, I've tried just about everything to fix these issues, and I've searched just about every site for a solution, but havent been able to find a fix, or find anyone else with this issue... Does anyone else have these issues, or know of a fix? (Possible solution??) Anyone know of a way to override the default behavior of Input elements in the webkit? I wonder if I can generate my own TextView and position it over these input fields...? Any help is greatly appreciated :)

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  • Make TBODY scrollable in Webkit browsers

    - by Andrew
    I'm aware of this question, but none of the answers work in Safari, Chrome, etc. The accepted strategy (as demonstrated here) is to set the tbody height and overflow properties like so: <table> <thead> <tr><th>This is the header and doesn't scroll</th></tr> </thead> <tbody style="height:100px; overflow:auto;"> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> <tr><td>content that scrolls</td></tr> </tbody> </table> Unfortunately, this does not work in any webkit browsers. There is a bug report about it that doesn't seem to be a high priority (reported June 05). So my question is: are there alternate strategies that do actually work? I've tried the two-table approach, but it's impossible to guarantee that the header will line up with the content. Do I just have to wait for Webkit to fix it?

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Print.css issue in Webkit

    - by Andrew
    The page in question is featured here: http://www.allwebcafe.com/news/news-article.php?id=78 For some reason, when a user attempts to print any article of this type from a Webkit-based browser (I've confirmed this in both Safari and Chrome), the pages are all blank. On the flip side, everything behaves as expected in both Firefox and Internet Explorer. Thoughts?

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