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  • Customizing Fantacy Remote .INI file

    - by karthik
    I am using Fantacy Remote to remote view other machines. I have attached the default .INI file that Fantacy Remote uses. When i connect to a machine, the client user should not have mouse and keyboard access of the Remote machine. It should be a View only remote connection. And i want to make the Remote viewer screen to be in full screen mode, because i dont want the user to do anything with menubars of Fatancy remote. Because this is kiosk application. What should i change in configuration file [.ini] inorder to achieve the above ? Anyone who have used this software before, kindly help.. [APP] iVersion= 101 pcVersion=1.01a pcBuildDate=Mar 27 2009 [MAIN] iFirstSetup= 0 rcMain.rcLeft= 676 rcMain.rcTop= 378 rcMain.rcRight= 1004 rcMain.rcBottom= 672 iShowLog= 0 iMode= 1 [GENERAL] iTips= 1 iTrayAnimation= 1 iCheckColor= 1 iPriority= 1 iSsememcpy= 1 iAutoOpenRecv= 1 pcRecvPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\recv pcFileName=FantasyRemote iLanguage= 1 [SERVER] iAcceptVideo= 1 iAcceptAudio= 1 iAcceptInput= 1 iAutoAccept= 1 iAutoTray= 0 iConnectSound= 1 iEnablePassword= 0 pcPassword= pcPort=7902 [CLIENT] iAutoConnect= 0 pcPassword= pcDefaultPort=7902 [NETWORK] pcConnectAddr=192.168.1.1 pcPort=7902 [VIDEO] iEnable= 1 pcFcc=AMV3 pcFccServer= pcDiscription= pcDiscriptionServer= iFps= 30 iMouse= 2 iHalfsize= 0 iCapturblt= 0 iShared= 0 iSharedTime= 5 iVsync= 1 iCodecSendState= 1 iCompress= 2 pcPlugin= iPluginScan= 0 iPluginAspectW= 16 iPluginAspectH= 9 iPluginMouse= 1 iActiveClient= 0 iDesktop1= 1 iDesktop2= 2 iDesktop3= 0 iDesktop4= 3 iScan= 1 iFixW= 16 iFixH= 8 [AUDIO] iEnable= 1 iFps= 30 iVolume= 6 iRecDevice= 0 iPlayDevice= 0 pcSamplesPerSec=44100Hz pcChannels=2ch:Stereo pcBitsPerSample=16bit iRecBuffNum= 150 iPlayBuffNum= 4 [INPUT] iEnable= 1 iFps= 30 iMoe= 0 iAtlTab= 1 [MENU] iAlwaysOnTop= 0 iWindowMode= 0 iFrameSize= 4 iSnap= 1 [HOTKEY] iEnable= 1 key_IDM_HELP=0x00000070 mod_IDM_HELP=0x00000000 key_IDM_ALWAYSONTOP=0x00000071 mod_IDM_ALWAYSONTOP=0x00000000 key_IDM_CONNECT=0x00000072 mod_IDM_CONNECT=0x00000000 key_IDM_DISCONNECT=0x00000073 mod_IDM_DISCONNECT=0x00000000 key_IDM_CONFIG=0x00000000 mod_IDM_CONFIG=0x00000000 key_IDM_CODEC_SELECT=0x00000000 mod_IDM_CODEC_SELECT=0x00000000 key_IDM_CODEC_CONFIG=0x00000000 mod_IDM_CODEC_CONFIG=0x00000000 key_IDM_SIZE_50=0x00000074 mod_IDM_SIZE_50=0x00000000 key_IDM_SIZE_100=0x00000075 mod_IDM_SIZE_100=0x00000000 key_IDM_SIZE_200=0x00000076 mod_IDM_SIZE_200=0x00000000 key_IDM_SIZE_300=0x00000000 mod_IDM_SIZE_300=0x00000000 key_IDM_SIZE_400=0x00000000 mod_IDM_SIZE_400=0x00000000 key_IDM_CAPTUREWINDOW=0x00000077 mod_IDM_CAPTUREWINDOW=0x00000004 key_IDM_REGION=0x00000077 mod_IDM_REGION=0x00000000 key_IDM_DESKTOP1=0x00000078 mod_IDM_DESKTOP1=0x00000000 key_IDM_ACTIVE_MENU=0x00000079 mod_IDM_ACTIVE_MENU=0x00000000 key_IDM_PLUGIN=0x0000007A mod_IDM_PLUGIN=0x00000000 key_IDM_PLUGIN_SCAN=0x00000000 mod_IDM_PLUGIN_SCAN=0x00000000 key_IDM_DESKTOP2=0x00000078 mod_IDM_DESKTOP2=0x00000004 key_IDM_DESKTOP3=0x00000079 mod_IDM_DESKTOP3=0x00000004 key_IDM_DESKTOP4=0x0000007A mod_IDM_DESKTOP4=0x00000004 key_IDM_WINDOW_NORMAL=0x0000000D mod_IDM_WINDOW_NORMAL=0x00000004 key_IDM_WINDOW_NOFRAME=0x0000000D mod_IDM_WINDOW_NOFRAME=0x00000002 key_IDM_WINDOW_FULLSCREEN=0x0000000D mod_IDM_WINDOW_FULLSCREEN=0x00000001 key_IDM_MINIMIZE=0x00000000 mod_IDM_MINIMIZE=0x00000000 key_IDM_MAXIMIZE=0x00000000 mod_IDM_MAXIMIZE=0x00000000 key_IDM_REC_START=0x00000000 mod_IDM_REC_START=0x00000000 key_IDM_REC_STOP=0x00000000 mod_IDM_REC_STOP=0x00000000 key_IDM_SCREENSHOT=0x0000002C mod_IDM_SCREENSHOT=0x00000002 key_IDM_AUDIO_MUTE=0x00000073 mod_IDM_AUDIO_MUTE=0x00000004 key_IDM_AUDIO_VOLUME_DOWN=0x00000074 mod_IDM_AUDIO_VOLUME_DOWN=0x00000004 key_IDM_AUDIO_VOLUME_UP=0x00000075 mod_IDM_AUDIO_VOLUME_UP=0x00000004 key_IDM_CTRLALTDEL=0x00000023 mod_IDM_CTRLALTDEL=0x00000003 key_IDM_QUIT=0x00000000 mod_IDM_QUIT=0x00000000 key_IDM_MENU=0x0000007B mod_IDM_MENU=0x00000000 [OVERLAY] iIndicator= 1 iAlphaBlt= 1 iEnterHide= 0 pcFont=MS UI Gothic [AVI] iSound= 1 iFileSizeLimit= 100000 iPool= 4 iBuffSize= 32 iStartDiskSpaceCheck= 1 iStartDiskSpace= 1000 iRecDiskSpaceCheck= 1 iRecDiskSpace= 100 iCache= 0 iAutoOpen= 1 pcPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\avi [SCREENSHOT] iSound= 1 iAutoOpen= 1 pcPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\ss pcPlugin=BMP [CDLG_SERVER] mrcWnd.rcLeft= 667 mrcWnd.rcTop= 415 mrcWnd.rcRight= 1013 mrcWnd.rcBottom= 634 [CWND_CLIENT] miShowLog= 0 m_iOverlayLock= 0

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  • android Emulator always stop at "waiting for Home..."

    - by wuwupp
    hi,there, I freshed install Eclipse, jdk, android sdk 1.5 in winxp. but when I run the "hello world" app, the emulator always stop at "andorid" loading message. In eclipse console, it shows "waiting for HOME..." and in DDMS LogCat, it shows following msg: there are some error and warning. So, what's wrong with my case? I have googled lots of results, but no one can help me. Please help me. Many thx 06-13 00:07:54.323: INFO/DEBUG(551): debuggerd: Jun 30 2009 17:00:51 06-13 00:07:54.383: INFO/vold(550): Android Volume Daemon version 2.0 06-13 00:07:54.724: ERROR/flash_image(556): can't find recovery partition 06-13 00:07:55.223: DEBUG/qemud(558): entering main loop 06-13 00:07:55.323: DEBUG/qemud(558): multiplexer_handle_control: unknown control message (18 bytes): 'ko:unknown command' 06-13 00:07:55.493: INFO/vold(550): New MMC card 'SU02G' (serial 1012966) added @ /devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118 06-13 00:07:55.773: INFO/vold(550): Disk (blkdev 179:0), 262144 secs (128 MB) 0 partitions 06-13 00:07:55.773: INFO/vold(550): New blkdev 179.0 on media SU02G, media path /devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118, Dpp 0 06-13 00:07:55.814: INFO/vold(550): Evaluating dev '/devices/platform/goldfish_mmc.0/mmc_host/mmc0/mmc0:e118/block/mmcblk0' for mountable filesystems for '/sdcard' 06-13 00:07:56.014: ERROR/vold(550): Error opening switch name path '/sys/class/switch/test2' (No such file or directory) 06-13 00:07:56.014: ERROR/vold(550): Error bootstrapping switch '/sys/class/switch/test2' (m) 06-13 00:07:56.073: ERROR/vold(550): Error opening switch name path '/sys/class/switch/test' (No such file or directory) 06-13 00:07:56.073: ERROR/vold(550): Error bootstrapping switch '/sys/class/switch/test' (m) 06-13 00:07:56.073: DEBUG/vold(550): Bootstrapping complete 06-13 00:07:56.743: INFO//system/bin/dosfsck(550): dosfsck 3.0.1 (23 Nov 2008) 06-13 00:07:56.753: INFO//system/bin/dosfsck(550): dosfsck 3.0.1, 23 Nov 2008, FAT32, LFN 06-13 00:07:56.783: INFO//system/bin/dosfsck(550): Checking we can access the last sector of the filesystem 06-13 00:07:56.893: INFO//system/bin/dosfsck(550): Boot sector contents: 06-13 00:07:56.924: INFO//system/bin/dosfsck(550): System ID "MSWIN4.1" 06-13 00:07:56.934: INFO//system/bin/dosfsck(550): Media byte 0xf8 (hard disk) 06-13 00:07:56.953: INFO//system/bin/dosfsck(550): 512 bytes per logical sector 06-13 00:07:56.974: INFO//system/bin/dosfsck(550): 512 bytes per cluster 06-13 00:07:57.005: INFO//system/bin/dosfsck(550): 32 reserved sectors 06-13 00:07:57.013: INFO//system/bin/dosfsck(550): First FAT starts at byte 16384 (sector 32) 06-13 00:07:57.013: INFO//system/bin/dosfsck(550): 2 FATs, 32 bit entries 06-13 00:07:57.023: INFO//system/bin/dosfsck(550): 1040384 bytes per FAT (= 2032 sectors) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): Root directory start at cluster 2 (arbitrary size) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): Data area starts at byte 2097152 (sector 4096) 06-13 00:07:57.043: INFO//system/bin/dosfsck(550): 258048 data clusters (132120576 bytes) 06-13 00:07:57.103: INFO//system/bin/dosfsck(550): 9 sectors/track, 2 heads 06-13 00:07:57.103: INFO//system/bin/dosfsck(550): 0 hidden sectors 06-13 00:07:57.123: INFO//system/bin/dosfsck(550): 262144 sectors total 06-13 00:07:57.313: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:07:57.313: DEBUG/qemud(558): created client 0xe078 listening on fd 8 06-13 00:07:57.313: DEBUG/qemud(558): fdhandler_event: disconnect on fd 8 06-13 00:07:57.623: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:07:57.623: DEBUG/qemud(558): created client 0xf028 listening on fd 8 06-13 00:07:57.643: DEBUG/qemud(558): client_fd_receive: attempting registration for service 'gsm' 06-13 00:07:57.763: DEBUG/qemud(558): client_fd_receive: - received channel id 1 06-13 00:08:12.553: INFO//system/bin/dosfsck(550): Checking for unused clusters. 06-13 00:08:13.483: INFO//system/bin/dosfsck(550): Checking free cluster summary. 06-13 00:08:13.643: DEBUG/AndroidRuntime(553): AndroidRuntime START <<<<<<<<<<<<<< 06-13 00:08:13.705: DEBUG/AndroidRuntime(553): CheckJNI is ON 06-13 00:08:13.793: INFO//system/bin/dosfsck(550): /dev/block//vold/179:0: 0 files, 1/258048 clusters 06-13 00:08:14.063: INFO/logwrapper(550): /system/bin/dosfsck terminated by exit(0) 06-13 00:08:14.143: DEBUG/vold(550): Filesystem check completed OK 06-13 00:08:14.683: INFO/vold(550): Sucessfully mounted vfat filesystem 179:0 on /sdcard (safe-mode on) 06-13 00:08:17.023: INFO/(554): ServiceManager: 0xac38 06-13 00:08:17.883: INFO/AudioFlinger(554): AudioFlinger's thread ready to run for output 0 06-13 00:08:18.163: INFO/CameraService(554): CameraService started: pid=554 06-13 00:08:21.824: DEBUG/AndroidRuntime(553): --- registering native functions --- 06-13 00:08:27.813: INFO/Zygote(553): Preloading classes... 06-13 00:08:27.994: DEBUG/dalvikvm(553): GC freed 764 objects / 42216 bytes in 88ms 06-13 00:08:30.234: DEBUG/dalvikvm(553): GC freed 278 objects / 17160 bytes in 48ms 06-13 00:08:33.094: DEBUG/dalvikvm(553): GC freed 208 objects / 12696 bytes in 44ms 06-13 00:08:34.343: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.803: DEBUG/dalvikvm(553): Added shared lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.903: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:35.903: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.003: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:36.003: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.215: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libmedia_jni.so 0x0 06-13 00:08:36.244: DEBUG/dalvikvm(553): Shared lib '/system/lib/libmedia_jni.so' already loaded in same CL 0x0 06-13 00:08:36.455: DEBUG/dalvikvm(553): GC freed 462 objects / 29144 bytes in 70ms 06-13 00:08:44.123: DEBUG/dalvikvm(553): GC freed 3584 objects / 171648 bytes in 125ms 06-13 00:09:10.473: DEBUG/dalvikvm(553): GC freed 11329 objects / 400856 bytes in 196ms 06-13 00:09:17.373: DEBUG/dalvikvm(553): GC freed 10472 objects / 438272 bytes in 199ms 06-13 00:09:24.563: DEBUG/dalvikvm(553): GC freed 10975 objects / 459800 bytes in 202ms 06-13 00:09:46.403: DEBUG/dalvikvm(553): GC freed 14372 objects / 506896 bytes in 252ms 06-13 00:09:53.793: DEBUG/dalvikvm(553): GC freed 11314 objects / 481360 bytes in 215ms 06-13 00:09:57.743: DEBUG/dalvikvm(553): GC freed 5928 objects / 248640 bytes in 195ms 06-13 00:10:01.324: DEBUG/dalvikvm(553): GC freed 349 objects / 37032 bytes in 190ms 06-13 00:10:05.253: DEBUG/dalvikvm(553): GC freed 778 objects / 48376 bytes in 217ms 06-13 00:10:06.564: DEBUG/dalvikvm(553): GC freed 321 objects / 37288 bytes in 219ms 06-13 00:10:08.194: DEBUG/dalvikvm(553): GC freed 477 objects / 29584 bytes in 212ms 06-13 00:10:08.663: DEBUG/dalvikvm(553): Trying to load lib /system/lib/libwebcore.so 0x0 06-13 00:10:09.743: DEBUG/dalvikvm(553): Added shared lib /system/lib/libwebcore.so 0x0 06-13 00:10:11.634: DEBUG/dalvikvm(553): GC freed 441 objects / 26224 bytes in 236ms 06-13 00:10:12.893: DEBUG/dalvikvm(553): GC freed 506 objects / 41464 bytes in 235ms 06-13 00:10:14.153: DEBUG/dalvikvm(553): GC freed 537 objects / 38832 bytes in 239ms 06-13 00:10:15.883: DEBUG/dalvikvm(553): GC freed 342 objects / 22552 bytes in 248ms 06-13 00:10:17.124: DEBUG/dalvikvm(553): GC freed 338 objects / 18736 bytes in 264ms 06-13 00:10:18.523: DEBUG/dalvikvm(553): GC freed 629 objects / 32136 bytes in 260ms 06-13 00:10:38.933: DEBUG/dalvikvm(553): GC freed 14257 objects / 497280 bytes in 368ms 06-13 00:10:46.453: DEBUG/dalvikvm(553): GC freed 11164 objects / 469576 bytes in 360ms 06-13 00:10:52.973: DEBUG/dalvikvm(553): GC freed 7134 objects / 311432 bytes in 339ms 06-13 00:10:55.595: DEBUG/dalvikvm(553): GC freed 752 objects / 43224 bytes in 520ms 06-13 00:10:56.863: DEBUG/dalvikvm(553): GC freed 598 objects / 31496 bytes in 307ms 06-13 00:10:58.543: DEBUG/dalvikvm(553): GC freed 413 objects / 26336 bytes in 355ms 06-13 00:10:59.263: INFO/Zygote(553): ...preloaded 1166 classes in 151403ms. 06-13 00:10:59.683: DEBUG/dalvikvm(553): GC freed 313 objects / 19952 bytes in 343ms 06-13 00:10:59.793: INFO/Zygote(553): Preloading resources... 06-13 00:11:00.683: DEBUG/dalvikvm(553): GC freed 54 objects / 11248 bytes in 340ms 06-13 00:11:05.723: DEBUG/dalvikvm(553): GC freed 337 objects / 15008 bytes in 317ms 06-13 00:11:08.703: DEBUG/dalvikvm(553): GC freed 280 objects / 11768 bytes in 312ms 06-13 00:11:09.303: INFO/Zygote(553): ...preloaded 48 resources in 9513ms. 06-13 00:11:09.795: INFO/Zygote(553): ...preloaded 15 resources in 454ms. 06-13 00:11:10.303: DEBUG/dalvikvm(553): GC freed 118 objects / 8616 bytes in 420ms 06-13 00:11:10.913: DEBUG/dalvikvm(553): GC freed 205 objects / 8104 bytes in 308ms 06-13 00:11:11.344: DEBUG/dalvikvm(553): GC freed 36 objects / 1400 bytes in 320ms 06-13 00:11:11.543: INFO/dalvikvm(553): Splitting out new zygote heap 06-13 00:11:12.973: INFO/dalvikvm(553): System server process 585 has been created 06-13 00:11:13.336: INFO/Zygote(553): Accepting command socket connections 06-13 00:11:14.963: INFO/jdwp(585): received file descriptor 10 from ADB 06-13 00:11:16.843: WARN/System.err(585): Can't dispatch DDM chunk 46454154: no handler defined 06-13 00:11:16.953: WARN/System.err(585): Can't dispatch DDM chunk 4d505251: no handler defined 06-13 00:11:17.763: DEBUG/dalvikvm(585): Trying to load lib /system/lib/libandroid_servers.so 0x0 06-13 00:11:19.714: DEBUG/dalvikvm(585): Added shared lib /system/lib/libandroid_servers.so 0x0 06-13 00:11:20.123: INFO/sysproc(585): Entered system_init() 06-13 00:11:20.223: INFO/sysproc(585): ServiceManager: 0x1017b8 06-13 00:11:20.359: INFO/SurfaceFlinger(585): SurfaceFlinger is starting 06-13 00:11:20.493: INFO/SurfaceFlinger(585): SurfaceFlinger's main thread ready to run. Initializing graphics H/W... 06-13 00:11:20.634: ERROR/MemoryHeapBase(585): error opening /dev/pmem: No such file or directory 06-13 00:11:20.704: ERROR/SurfaceFlinger(585): Couldn't open /sys/power/wait_for_fb_sleep or /sys/power/wait_for_fb_wake 06-13 00:11:22.013: ERROR/GLLogger(585): couldn't load library (Cannot find library) 06-13 00:11:22.103: INFO/SurfaceFlinger(585): EGL informations: 06-13 00:11:22.113: INFO/SurfaceFlinger(585): # of configs : 6 06-13 00:11:22.123: INFO/SurfaceFlinger(585): vendor : Android 06-13 00:11:22.123: INFO/SurfaceFlinger(585): version : 1.31 Android META-EGL 06-13 00:11:22.134: INFO/SurfaceFlinger(585): extensions: 06-13 00:11:22.134: INFO/SurfaceFlinger(585): Client API: OpenGL ES 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): using (fd=22) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): id = 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): xres = 320 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): yres = 480 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): xres_virtual = 320 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): yres_virtual = 960 px 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): bpp = 16 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): r = 11:5 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): g = 5:6 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): b = 0:5 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): width = 49 mm (165.877548 dpi) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): height = 74 mm (164.756760 dpi) 06-13 00:11:22.193: INFO/EGLDisplaySurface(585): refresh rate = 60.00 Hz 06-13 00:11:22.533: WARN/HAL(585): load: module=/system/lib/hw/copybit.goldfish.so error=Cannot find library 06-13 00:11:22.543: WARN/HAL(585): load: module=/system/lib/hw/copybit.default.so error=Cannot find library 06-13 00:11:22.553: WARN/SurfaceFlinger(585): ro.sf.lcd_density not defined, using 160 dpi by default. 06-13 00:11:22.644: INFO/SurfaceFlinger(585): OpenGL informations: 06-13 00:11:22.654: INFO/SurfaceFlinger(585): vendor : Android 06-13 00:11:22.654: INFO/SurfaceFlinger(585): renderer : Android PixelFlinger 1.0 06-13 00:11:22.654: INFO/SurfaceFlinger(585): version : OpenGL ES-CM 1.0 06-13 00:11:22.654: INFO/SurfaceFlinger(585): extensions: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_draw_texture GL_OES_matrix_get GL_OES_query_matrix GL_ARB_texture_compression GL_ARB_texture_non_power_of_two GL_ANDROID_direct_texture GL_ANDROID_user_clip_plane GL_ANDROID_vertex_buffer_object GL_ANDROID_generate_mipmap 06-13 00:11:22.673: WARN/HAL(585): load: module=/system/lib/hw/copybit.goldfish.so error=Cannot find library 06-13 00:11:22.683: WARN/HAL(585): load: module=/system/lib/hw/copybit.default.so error=Cannot find library 06-13 00:11:22.703: WARN/HAL(585): load: module=/system/lib/hw/overlay.goldfish.so error=Cannot find library 06-13 00:11:22.713: WARN/HAL(585): load: module=/system/lib/hw/overlay.default.so error=Cannot find library 06-13 00:11:23.663: INFO/sysproc(585): System server: starting Android runtime. 06-13 00:11:23.733: INFO/sysproc(585): System server: starting Android services. 06-13 00:11:23.953: INFO/SystemServer(585): Entered the Android system server! 06-13 00:11:24.303: INFO/sysproc(585): System server: entering thread pool. 06-13 00:11:24.763: ERROR/GLLogger(585): couldn't load library (Cannot find library) 06-13 00:11:25.893: INFO/ARMAssembler(585): generated scanline__00000077:03545404_00000A01_00000000 [ 30 ipp] (51 ins) at [0x18f708:0x18f7d4] in 72796961 ns 06-13 00:11:26.193: INFO/SystemServer(585): Starting Power Manager. 06-13 00:11:26.953: INFO/SystemServer(585): Starting Activity Manager. 06-13 00:11:31.733: INFO/SystemServer(585): Starting telephony registry 06-13 00:11:32.054: INFO/SystemServer(585): Starting Package Manager. 06-13 00:11:32.553: INFO/Installer(585): connecting... 06-13 00:11:32.914: INFO/installd(555): new connection 06-13 00:11:35.193: INFO/PackageManager(585): Got library android.awt in /system/framework/android.awt.jar 06-13 00:11:35.313: INFO/PackageManager(585): Got library android.test.runner in /system/framework/android.test.runner.jar 06-13 00:11:35.324: INFO/PackageManager(585): Got library com.android.im.plugin in /system/framework/com.android.im.plugin.jar 06-13 00:11:44.643: DEBUG/PackageManager(585): Scanning app dir /system/framework 06-13 00:11:49.513: DEBUG/PackageManager(585): Scanning app dir /system/app 06-13 00:11:51.493: DEBUG/dalvikvm(585): GC freed 6088 objects / 251280 bytes in 1237ms 06-13 00:12:27.497: DEBUG/dalvikvm(585): GC freed 3435 objects / 216088 bytes in 792ms 06-13 00:12:29.213: DEBUG/PackageManager(585): Scanning app dir /data/app 06-13 00:12:30.223: DEBUG/PackageManager(585): Scanning app dir /data/app-private 06-13 00:12:30.425: INFO/PackageManager(585): Time to scan packages: 47.319 seconds 06-13 00:12:30.703: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.providers.contacts 06-13 00:12:30.803: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.cp in package com.android.providers.contacts 06-13 00:12:30.853: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.development 06-13 00:12:30.913: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.ALL_SERVICES in package com.android.development 06-13 00:12:31.133: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.YouTubeUser in package com.android.development 06-13 00:12:31.143: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.ACCESS_GOOGLE_PASSWORD in package com.android.development 06-13 00:12:31.234: WARN/PackageManager(585): Unknown permission com.google.android.providers.gmail.permission.WRITE_GMAIL in package com.android.settings 06-13 00:12:31.254: WARN/PackageManager(585): Unknown permission com.google.android.providers.gmail.permission.READ_GMAIL in package com.android.settings 06-13 00:12:31.303: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.settings 06-13 00:12:31.683: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH in package com.android.browser 06-13 00:12:31.803: WARN/PackageManager(585): Unknown permission com.google.android.googleapps.permission.GOOGLE_AUTH.mail in package com.android.contacts 06-13 00:12:34.603: DEBUG/dalvikvm(585): GC freed 2851 objects / 161304 bytes in 845ms 06-13 00:12:35.403: INFO/SystemServer(585): Starting Content Manager. 06-13 00:12:39.954: WARN/ActivityManager(585): Unable to start service Intent { action=android.accounts.IAccountsService comp={com.google.android.googleapps/com.google.android.googleapps.GoogleLoginService} }: not found 06-13 00:12:40.063: WARN/AccountMonitor(585): Couldn't connect to Intent { action=android.accounts.IAccountsService comp={com.google.android.googleapps/com.google.android.googleapps.GoogleLoginService} } (Missing service?) 06-13 00:12:40.253: INFO/SystemServer(585): Starting System Content Providers. 06-13 00:12:40.553: INFO/ActivityThread(585): Publishing provider settings: com.android.providers.settings.SettingsProvider 06-13 00:12:41.433: INFO/ActivityThread(585): Publishing provider sync: android.content.SyncProvider 06-13 00:12:41.683: INFO/SystemServer(585): Starting Battery Service. 06-13 00:12:42.293: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/usb/online' 06-13 00:12:42.433: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/battery/batt_vol' 06-13 00:12:42.543: ERROR/BatteryService(585): Could not open '/sys/class/power_supply/battery/batt_temp' 06-13 00:12:42.933: INFO/SystemServer(585): Starting Hardware Service. 06-13 00:12:43.398: DEBUG/qemud(558): fdhandler_accept_event: accepting on fd 10 06-13 00:12:43.623: DEBUG/qemud(558): created client 0x10fd8 listening on fd 11 06-13 00:12:43.743: DEBUG/qemud(558): client_fd_receive: attempting registration for service 'hw-control' 06-13 00:12:43.873: DEBUG/qemud(558): client_fd_receive: - received channel id 2 06-13 00:15:20.695: WARN/SurfaceFlinger(585): executeScheduledBroadcasts() skipped, contention on the client. We'll try again later...

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  • Create a Slide Show in Windows 7 Media Center

    - by DigitalGeekery
    Are you looking for a nice way to create and display a slide show from your photo collection? Today we’ll show you how to create a slide show, how to add music to it, and watch it from the comfort of your couch in Windows 7 Media Center. Create Slide Show Launch Windows 7 Media Center and click on the Picture Library tile found under Pictures and Videos.   In the Pictures Library, scroll across to slide shows and click on Create Slide show.   Enter a name for the slide show and click Next.   If you are using a Windows Media Center remote, click on the OK button to bring up the onscreen keyboard. Use the directional buttons to navigate across the keyboard and press OK to select each letter. Click Done when finished. Select Picture Library and click Next. Select the pictures to include in your slide show. If using a remote, navigate through the images and press OK to select. If you are using a mouse, simply click on the selections. When you are finished, click Next.    Now, we can review and edit the slide show. Click the up or down pointing arrows to move pictures up and down in the order.  (more intuitive titles would be helpful in this case as opposed to the randomly generated titles in the example below) If you are finished, click Create. You can also choose to go back and add music to your slide show. (or even more pictures) We’ll take a look at adding some music in our example. Click on the Add More button.   Add Music to Your Slide Show Here we’ll select Music Library to add a song. Click Next.   You’ll now be able to browse your Music Library to select songs for your slide show. Select your songs and click Next.   When you are finished adding Music and Pictures click Create.   Once your slide show is saved, you can play it any time by going to clicking on slide shows in the Picture Library, then selecting the slide show title. Select play slide show when you’re ready to enjoy your new production.   If you ever want to edit or delete the slide show, select it in the Picture Library, and scroll to Actions. You’ll see those option under additional commands. You have the option to Edit Slide Show, Burn a CD/DVD, or Delete. Editing Slide Show Settings Within Media Center, go to Tasks… Click on Pictures…   Then choose Slide Shows. From the Slide Show settings you have the option to Show pictures in random order, Show picture information, Show song information, and Use Pan and zoom effect. You can also adjust the length of time to display each picture, and change the background color. Be sure to click Save to apply and changes before exiting. If you choose to show picture information, the picture title, date, and star rating will be displayed in the top right.   If your slide show is accompanied by music and you choose to show song information, you will get a translucent overlay for a few seconds at the beginning of each song to indicate the song, album, and artist. One of the really cool things about creating a slide show in Windows 7 Media Center is you can complete the entire process using just a Media Center remote. Can’t get enough slide shows? Check out how to turn your desktop into a picture slide show in Windows 7. Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7Schedule Updates for Windows Media CenterTurn Your Desktop into a Picture Slideshow in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook Recycle ! Find That Elusive Icon with FindIcons

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  • 3 Ways to Make Steam Even Faster

    - by Chris Hoffman
    Have you ever noticed how slow Steam’s built-in web browser can be? Do you struggle with slow download speeds? Or is Steam just slow in general? These tips will help you speed it up. Steam isn’t a game itself, so there are no 3D settings to change to achieve maximum performance. But there are some things you can do to speed it up dramatically. Speed Up the Steam Web Browser Steam’s built-in web browser — used in both the Steam store and in Steam’s in-game overlay to provide a web browser you can quickly use within games – can be frustratingly slow on many systems. Rather than the typical speed we’ve come to expect from Chrome, Firefox, or even Internet Explorer, Steam seems to struggle. When you click a link or go to a new page, there’s a noticeable delay before the new page appears — something that doesn’t happen in desktop browsers. Many people seem to have made peace with this slowness, accepting that Steam’s built-in browser is just bad. However, there’s a trick that will eliminate this delay on many systems and make the Steam web browser fast. This problem seems to arise from an incompatibility with the Automatically Detect Proxy Settings option, which is enabled by default on Windows. This is a compatibility option that very few people should actually need, so it’s safe to disable it. To disable this option, open the Internet Options dialog — press the Windows key to access the Start menu or Start screen, type Internet Options, and click the Internet Options shortcut. Select the Connections tab in the Internet Options window and click the LAN settings button. Uncheck the Automatically detect settings option here, then click OK to save your settings. If you experienced a significant delay every time a web page loaded in Steam’s web browser, it should now be gone. In the unlikely event that you encounter some sort of problem with your network connection, you could always re-enable this option. Increase Steam’s Game Download Speed Steam attempts to automatically select the nearest download server to your location. However, it may not always select the ideal download server. Or, in the case of high-traffic events like big seasonal sales and huge game launches, you may benefit from selecting a less-congested server. To do this, open Steam’s settings by clicking the Steam menu in Steam and selecting Settings. Click over to the Downloads tab and select the closest download server from the Download Region box. You should also ensure that Steam’s download bandwidth isn’t limited from here. You may want to restart Steam and see if your download speeds improve after changing this setting. In some cases, the closest server might not be the fastest. One a bit farther away could be faster if your local server is more congested, for example. Steam once provided information about content server load, which allowed you to select a regional server that wasn’t under high-load, but this information no longer seems to be available. Steam still provides a page that shows you the amount of download activity happening in different regions, including statistics about the difference in download speeds in different US states, but this information isn’t as useful. Accelerate Steam and Your Games One way to speed up all your games — and Steam itself —  is by getting a solid-state drive and installing Steam to it. Steam allows you to easily move your Steam folder — at C:\Program Files (x86)\Steam by default — to another hard drive. Just move it like you would any other folder. You can then launch the Steam.exe program as if you had never moved Steam’s files. Steam also allows you to configure multiple game library folders. This means that you can set up a Steam library folder on a solid-state drive and one on your larger magnetic hard drive. Install your most frequently played games to the solid-state drive for maximum speed and your less frequently played ones to the slower magnetic hard drive to save SSD space. To set up additional library folders, open Steam’s Settings window and click the Downloads tab. You’ll find the Steam Library Folders option here. Click the Add Library Folder button and create a new game library on another hard drive. When you install a game in Steam, you’ll be asked which library folder you want to install it to. With the proxy compatibility option disabled, the correct download server chosen, and Steam installed to a fast SSD, it should be a speed demon. There’s not much more you can do to speed up Steam, short of upgrading other hardware like your computer’s CPU. Image Credit: Andrew Nash on Flickr     

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  • How can I set my screen resolution to match my TV?

    - by Scott Severance
    I have a computer in my classroom that's connected to an LG smart TV (that's actually not so smart. I wouldn't recommend buying one.). For the touch interface, the TV wants a resolution of 1920x1080 at 60Hz. However, I can't seem to set the computer to that resolution. The display settings only offer 1024x768 and 640x480. The computer dual boots with Windows XP, where widescreen options are available in approximately the required size, but the exact resolution -- or even aspect ratio-- isn't available in XP either. I tried the following command: xrandr -s 1920x1080 -r 60 The response was: Size 1920x1080 not found in available modes Back in the old days, the solution would be to edit xorg.conf. However, since that file no longer exists, and I haven't found up-to-date info, I don't know what else to do. If it helps, this machine will never be connected to a different display, so resolution flexibility isn't important. Here's the output of lshw: *-display:0 description: VGA compatible controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 03 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:fe800000-febfffff memory:d0000000-dfffffff ioport:ecd8(size=8) *-display:1 UNCLAIMED description: Display controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 03 width: 64 bits clock: 33MHz According to the system settings, my graphics driver is unknown and my "experience" is standard. This is 64-bit Ubuntu 12.04 (Precise) Note: There are a number of similar questions to this one, but they didn't include any answers that helped me. Update After posting this question, I noticed one in the sidebar that I hadn't found through search but which appeared to contain the answer. Based on that question, I created the /etc/X11/xorg.conf file below: Section "ServerLayout" Identifier "X.org Configured" Screen 0 "Screen0" 0 0 InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "/usr/share/fonts/X11/misc" FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" FontPath "built-ins" EndSection Section "Module" Load "glx" Load "dri2" Load "dbe" Load "dri" Load "record" Load "extmod" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "LG" ModelName "Smart TV" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "DRI" # [<bool>] #Option "ColorKey" # <i> #Option "VideoKey" # <i> #Option "FallbackDebug" # [<bool>] #Option "Tiling" # [<bool>] #Option "LinearFramebuffer" # [<bool>] #Option "Shadow" # [<bool>] #Option "SwapbuffersWait" # [<bool>] #Option "TripleBuffer" # [<bool>] #Option "XvMC" # [<bool>] #Option "XvPreferOverlay" # [<bool>] #Option "DebugFlushBatches" # [<bool>] #Option "DebugFlushCaches" # [<bool>] #Option "DebugWait" # [<bool>] #Option "HotPlug" # [<bool>] #Option "RelaxedFencing" # [<bool>] Identifier "Card0" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" DefaultDepth 24 #SubSection "Display" # Viewport 0 0 # Depth 1 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 4 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 8 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 15 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 16 #EndSubSection SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "1920x1080" EndSubSection EndSection According to /var/log/Xorg.0.log, my settings aren't being applied. In fact, I wonder if the config file is even being read. [ 1209.083] (**) intel(0): Depth 24, (--) framebuffer bpp 32 [ 1209.084] (==) intel(0): RGB weight 888 [ 1209.084] (==) intel(0): Default visual is TrueColor [ 1209.084] (II) intel(0): Integrated Graphics Chipset: Intel(R) G41 [ 1209.084] (--) intel(0): Chipset: "G41" [ 1209.084] (**) intel(0): Relaxed fencing enabled [ 1209.084] (**) intel(0): Wait on SwapBuffers? enabled [ 1209.084] (**) intel(0): Triple buffering? enabled [ 1209.084] (**) intel(0): Framebuffer tiled [ 1209.084] (**) intel(0): Pixmaps tiled [ 1209.084] (**) intel(0): 3D buffers tiled [ 1209.084] (**) intel(0): SwapBuffers wait enabled [ 1209.084] (==) intel(0): video overlay key set to 0x101fe [ 1209.172] (II) intel(0): Output VGA1 using monitor section Monitor0 [ 1209.260] (II) intel(0): EDID for output VGA1 [ 1209.260] (II) intel(0): Printing probed modes for output VGA1 [ 1209.260] (II) intel(0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz) [ 1209.260] (II) intel(0): Modeline "848x480"x60.0 33.75 848 864 976 1088 480 486 494 517 +hsync +vsync (31.0 kHz) [ 1209.260] (II) intel(0): Modeline "640x480"x59.9 25.18 640 656 752 800 480 489 492 525 -hsync -vsync (31.5 kHz) [ 1209.260] (II) intel(0): Output VGA1 connected [ 1209.260] (II) intel(0): Using user preference for initial modes [ 1209.260] (II) intel(0): Output VGA1 using initial mode 1024x768 [ 1209.260] (II) intel(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 1209.260] (II) intel(0): Kernel page flipping support detected, enabling [ 1209.260] (==) intel(0): DPI set to (96, 96)

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Facebook Javascript SDK's FB.ui Bug in IE8

    - by Lukas
    hi everyone i have found a bug in IE8 using the new Facebook Javascript SDK. i call a Post dialog using: FB.ui( { method: 'stream.publish', display: 'dialog', message: 'test', attachment: { name: 'test', caption: 'test', media: [ {type: 'image', src: site_url+'test.jpg', href: site_url} ], description: ( 'test' ), href: site_url } }, my html structure is: <body> <div id="content"></div> <script type="text/javascript"> var params = { wmode: 'opaque', allowScriptAccess: 'always', quality: 'high', allowFullScreen: "true" }; var attributes = { id: 'test' }; swfobject.embedSWF("frontend/swf/stage.swf", "content", "100%", "100%", "10", params, attributes); var site_url = 'http://test.com'; </script> <div id="fb-root"></div> <script type="text/javascript" src="http://connect.facebook.net/en_US/all.js"></script> <div id="like-dialog" style="display:none;"> <div id="like-dialog-wrapper"> <div id="like-dialog-close"></div> <iframe src="http://www.facebook.com/plugins/likebox.php?id=99999999999&amp;width=292&amp;connections=0&amp;stream=true&amp;header=false&amp;height=395" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:292px; height:395px;"></iframe> </div> </div> </body> the css: html, #content, body { margin: 0; height: 100%; overflow: hidden; } #content { z-index: 1; } what i do is: i embed my stage i call the FB.init function and then call FB.ui function to overlay my flash. it works in every common browser except IE8. in IE8 the div containing the iframe is behind the div where i embed flash, although i set the z-index and position the dialog absolute. any ideas? thanks in advance

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  • Best programming aids for a quadriplegic programmer

    - by Peter Rowell
    Before you jump to conclusions, yes, this is programming related. It covers a situation that comes under the heading of, "There, but for the grace of God, go you or I." This is brand new territory for me so I'm asking for some serious help here. A young man, Honza Ripa, in a nearby town did the classic Dumb Thing two weeks after graduating from High School -- he dove into shallow water in the Russian River and had a C-4/C-5 break, sometimes called a Swimming Pool break. In a matter of seconds he went from an exceptional golfer and wrestler to a quadriplegic. (Read the story ... all of us should have been so lucky as to have a girlfriend like Brianna.) That was 10 months ago and he has regained only tiny amounts of control of his right index finger and a couple of other hand/foot motions, none of them fine-grained. His total control of his computer (currently running Win7, but we can change that as needed) is via voice command. Honza's not dumb. He had a 3.7 GPA with AP math and physics. The Problems: Since all of his input is via voice command, he is concerned that the predominance of special characters in programming will require vast amount of verbose commands. Does anyone know of any well done voice input system specifically designed for programmers? I'm thinking about something that might be modal--e.g. you say "Python input" and it goes into a macro mode for doing class definitions, etc. Given all of the RSI in programmer-land there's got to be something out there. What OS(es) does it run on? I am planning on teaching him Python, which is my preferred language for programming and teaching. Are there any applications / whatevers that are written in Python and would be a particularly good match for engaging him mentally while supporting his disability? One of his expressed interests is in stock investing, but that not might be a good starting point for a brand-new programmer. There are a lot of environments (Flash, JavaScript, etc) that are not particularly friendly to people with accessibility challenges. I vaguely remember (but cannot find) a research project that basically created an overlay system on top of a screen environment and then allowed macro command construction on top of the screen image. If we can get/train this system, we may be able to remove many hurdles to using the net. I am particularly interested in finding open source Python-based robotics and robotic prostheses projects so that he can simultaneously learn advanced programming concepts while learning to solve some of his own immediate problems. I've done a ton of googling on this, but I know there things I'm missing. I'm asking the SO community to step up to the plate here. I know this group has the answers, so let me hear them! Overwhelm me with the opportunities that any of us might have/need to still program after such a life-changing event.

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  • Android 2.1 GoogleMaps ItemizedOverlay ConcurrentModificationException

    - by Soumya Simanta
    Hi, I cannot figure out the origin of the ConcurrentModificationException. In my activity I'm calling updateMapOverlay(). I'm also calling updateMapOverlay() inside another Thread (a TimerTask) that is invoked on regular intervals. I'm taking the appropriate locks when invoking updateMapOverlay() from both the threads. Is this problem being caused because I'm invoking updateMapOverlay from inside a non-UI thread (i.e., TimerTask). Has anyone else faced a similar issue ? private void updateMapOverlay() { this.itemizedOverlay.refreshItems(createOverlayItemsList()); List<Overlay> overlays = mapView.getOverlays(); overlays.clear(); overlays.add(cotItemizedOverlay); this.mapview.invalidate(); } Thanks. Exception: W/dalvikvm(10641): threadid=3: thread exiting with uncaught exception (group=0x4001b180) E/AndroidRuntime(10641): Uncaught handler: thread main exiting due to uncaught exception E/AndroidRuntime(10641): java.util.ConcurrentModificationException E/AndroidRuntime(10641): at java.util.AbstractList$SimpleListIterator.next(AbstractList.java:64) E/AndroidRuntime(10641): at com.google.android.maps.OverlayBundle.draw(OverlayBundle.java:41) E/AndroidRuntime(10641): at com.google.android.maps.MapView.onDraw(MapView.java:494) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6535) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6538) E/AndroidRuntime(10641): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6538) E/AndroidRuntime(10641): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime(10641): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) E/AndroidRuntime(10641): at android.view.ViewRoot.draw(ViewRoot.java:1349) E/AndroidRuntime(10641): at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) E/AndroidRuntime(10641): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) E/AndroidRuntime(10641): at android.os.Handler.dispatchMessage(Handler.java:99) E/AndroidRuntime(10641): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime(10641): at android.app.ActivityThread.main(ActivityThread.java:4363) E/AndroidRuntime(10641): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime(10641): at java.lang.reflect.Method.invoke(Method.java:521) E/AndroidRuntime(10641): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime(10641): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) E/AndroidRuntime(10641): at dalvik.system.NativeStart.main(Native Method) I/Process ( 95): Sending signal. PID: 10641 SIG: 3

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  • Jqgrid search option not working and edit popups not closed after submit

    - by Sajith
    i have facing two problem in Jqgrid. Search option not working and there is not closed editpopups after submit. my code below <table id="jQGridpending" style="width:auto"> </table> <div id="jQGridpendingPager"> </div> <table id="searchpending"></table> <div id="filterpending"></div> jQuery("#jQGridpending").jqGrid({ url: '@Url.Action("DiscountRequest", "Admin")', datatype: "json", mtype: "POST", colNames: [ "Id", "ClientName", "BpName", "Pdt", "DiscountReq", "DiscountAllowed", "Status", ], colModel: [ { name: "Id", width: 100, key: true, formatter: "integer", sorttype: "integer", hidden: true }, { name: "ClientName", width: 150, sortable: true,search:true,stype:'text', editrules: { required: false } }, { name: "BpName", width: 200, sortable: true, editable: false, editrules: { required: false } }, { name: "Pdt", width: 150, sortable: true, editable: false, editrules: { required: false } }, { name: "DiscountReq", width: 150, sortable: false, editable: false, editrules: { required: false } }, { name: "DiscountAllowed", width: 200, sortable: true, editable: true, editrules: { required: true } }, { name: 'Status', index: 'Status', width: 200, sortable: false, editable: true, formatter: 'select', edittype: 'select', editoptions: { value: "pending:pending;approved:approved;rejected:rejected" } }, @* { name: "Status", width: 200, sortable: false, editable: true, editrules: { required: true, minValue: 1, }, edittype: "select", editoptions: { async: false, dataUrl: "@Url.Action("GetStatus", "Admin")", buildSelect: function (response) { var s = "<select>"; s += '<option value="0">--Select--</option><option value="pending">pending</option>'; return s + "</select>"; } } },*@ //{ name: "Status", width: 150, sortable: true, editable: true, editrules: { required: true } }, //{ name: "Created", width: 120, formatter: "date", formatoptions: { srcformat: "ISO8601Long", newformat: "n/j/Y g:i:s A" }, align: "center", sorttype: "date" }, ], loadtext: "Processing pending request data please wait...", rowNum: 10, gridview: true, autoencode: true, loadonce: true, height: "auto", rownumbers: true, prmNames: { id: "Id" }, rowList: [10, 20, 30], pager: '#jQGridpendingPager', sortname: 'id', sortorder: "asc", viewrecords: true, jqModal: true, caption: "Pending List", reloadAfterSubmit: true, editurl: '@Url.Action("UpdateDiscount", "Admin")', }); jQuery("#jQGridpending").jqGrid('navGrid', '#jQGridpendingPager', { search: true,recreateFilter: true, add: false, searchtext: "Search", edittext: "Edit", deltext: "Delete", }, {//EDIT url: '@Url.Action("UpdateDiscount", "Admin")', width: "auto", jqModal: true, closeOnEscape: true, closeAfterEdit: true, reloadAfterSubmit: true, afterSubmit: function () { // Reload grid records after edit a entry in the db. $(this).jqGrid('setGridParam', { datatype: 'json' }); return [true, '', false]; }, }, {//DELETE url: '@Url.Action("DelDiscount", "Admin")', closeOnEscape: true }, {//SEARCH closeOnEscape: true, searchOnEnter: true, multipleSearch: true, //overlay: 0, width: "auto", height: "auto", });

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  • Google maps API - info window height and panning

    - by Tim Fountain
    I'm using the Google maps API (v2) to display a country overlay over a world map. The data comes from a KML file, which contains coords for the polygons along with a HTML description for each country. This description is displayed in the 'info window' speech bubble when that country is clicked on. I had some trouble initially as the info windows were not expanding to the size of the HTML content they contained, so the longer ones would spill over the edges (this seems to be a common problem). I was able to work around this by resetting the info window to a specific height as follows: GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); Not ideal, but it works. However now, when the info windows are opened the top part of them is sometimes obscured by the edges of the map, as the map does not pan to a position where all of the content can be viewed. So my questions: Is there any way to get the info windows to automatically use a height appropriate to their content, to avoid having to fix to a set pixel height? If fixing the height is the only option, is there any way to get the map to pan to a more appropriate position when the info windows open? I know that the map class has a panTo() method, but I can't see a way to calculate what the correct coords would be. Here's my full init code: google.load("maps", "2.x"); // Call this function when the page has been loaded function initialize() { var map = new google.maps.Map2(document.getElementById("map"), {backgroundColor:'#99b3cc'}); map.addControl(new GSmallZoomControl()); map.setCenter(new google.maps.LatLng(29.01377076013671, -2.7866649627685547), 2); gae_countries = new GGeoXml("http://example.com/countries.kmz"); map.addOverlay(gae_countries); GEvent.addListener(map, "infowindowopen", function(iw) { iw = map.getInfoWindow(); iw.reset(iw.getPoint(), iw.getTabs(), new GSize(300, 295), null, null); }); } google.setOnLoadCallback(initialize);

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  • Dynamic Overlays slowing down Google Maps (Android 2.1) on Nexus One

    - by Soumya Simanta
    Hi, I'm trying to create a dynamic ItemizedOverylay (please see the code below) on Google Maps (Android 2.1) on a Nexus One. In my Activity (that extends MapActivity) I'm creating a data thread that is receiving data from the network. A 'handler' is used to communicate the data from the receiving thread to map activity. This data contains the locations (lat, lon) of the markers that I want to overlay on my map. The location of each marker is dynamic (i.e., it changes every time I receive new data from the network.) refreshItems(ArrayList<OverlayItem> newItems) method in invoked inside the handleMessage() of the handler. There are around 11 markers in the ArrayList that is passed to refreshItems I can see the markers overlayed on the map. However, I've two issues: The old markers are not removed from the map. After a while I see a trail of markers. The map doesn't respond to any touch commands. I cannot move the map or zoom in or zoom out. After a while I see a system warning that my app is not responding message. Any idea what's wrong here ? Thanks. public class MyItemizedOverlay extends ItemizedOverlay { private ArrayList<OverlayItem> overlayItems; public CoTItemizedOverlay(Drawable defaultMarker) { super(boundCenter(defaultMarker)); overlayItems = new ArrayList<OverlayItem>(); populate(); } public void addNewItem(GeoPoint location, String markerText, String snippet) { overlayItems.add(new OverlayItem(location, markerText, snippet)); populate(); } public void removeItem(int index) { overlayItems.remove(index); populate(); } public void refreshItems(ArrayList<OverlayItem> newItems) { // remove all existing items for (int i = 0; i < cotoverlayItems.size(); i++) { overlayItems.remove(i); } // copy all the times if (newItems != null && cotoverlayItems.size() == 0) { overlayItems.addAll(newItems); } populate(); } @Override protected OverlayItem createItem(int index) { return overlayItems.get(index); } @Override public int size() { return overlayItems.size(); } }

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  • How to get jQuery draggable elements scroll with mb.imageNavigator

    - by bulltorious
    I am using jQuery mb.imageNavigator (1.8) from http://pupunzi.open-lab.com/mb-jquery-components/mb-imagenavigator/ to implements a Risk type game adjucation system. Using the imageNavigator plugin I am able to scroll around a large game map of the world. My issue is when I declare some elements as draggable and drag them onto the map image, their location does not stay relative to where in the picture I put them. They just stay fixed on the screen no matter where I scroll. Does anyone know how to make the the draggable elements scroll with the image? Matteo posts about "you can add an additional content layer that overlay image and moves with it" and posts an example, but I can't make it work. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> ` <head> <script type="text/jscript" src="lib/jquery/jquery-1.3.2.js"> </script> <script type="text/jscript" src="lib/jquery/jquery-ui-1.7.2.custom.min.js"> </script> <script type="text/jscript" src="lib/utilities/mbImgNav.min.js_0.js"> </script> <script type="text/jscript" src="lib/utilities/start.js"> </script> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>New Web Project</title> </head> <body> <div id="AdamsAshTray" style="float:right; background-color:red; z-index:999"> test test test </div> <div id="navArea"> <div imageUrl="someimage" navPosition="BR" navWidth="100" style="display:none;" class="imagesContainer"> <span class="title">zuccheriera</span> <div class="description"> <STRONG>description1</STRONG> </div> </div> </div> </body> $(document).ready(function(){ $("#navArea").imageNavigator({ areaWidth:1820, areaHeight:1000, draggerStyle: "1px dotted red", navOpacity: .8 }) $("#AdamsAshTray").draggable({ grid: [20,20] }); })`

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  • Using android gesture on top of menu buttons

    - by chriacua
    What I want is to have an options menu where the user can choose to navigate the menu between: 1) touching a button and then pressing down on the trackball to select it, and 2) drawing predefined gestures from Gestures Builder As it stands now, I have created my buttons with OnClickListener and the gestures with GestureOverlayView. Then I select starting a new Activity depending on whether the using pressed a button or executed a gesture. However, when I attempt to draw a gesture, it is not picked up. Only pressing the buttons is recognized. The following is my code: public class Menu extends Activity implements OnClickListener, OnGesturePerformedListener { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); //create TextToSpeech myTTS = new TextToSpeech(this, this); myTTS.setLanguage(Locale.US); //create Gestures mLibrary = GestureLibraries.fromRawResource(this, R.raw.gestures); if (!mLibrary.load()) { finish(); } // Set up click listeners for all the buttons. View playButton = findViewById(R.id.play_button); playButton.setOnClickListener(this); View instructionsButton = findViewById(R.id.instructions_button); instructionsButton.setOnClickListener(this); View modeButton = findViewById(R.id.mode_button); modeButton.setOnClickListener(this); View statsButton = findViewById(R.id.stats_button); statsButton.setOnClickListener(this); View exitButton = findViewById(R.id.exit_button); exitButton.setOnClickListener(this); GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); } public void onGesturePerformed(GestureOverlayView overlay, Gesture gesture) { ArrayList<Prediction> predictions = mLibrary.recognize(gesture); // We want at least one prediction if (predictions.size() > 0) { Prediction prediction = predictions.get(0); // We want at least some confidence in the result if (prediction.score > 1.0) { // Show the gesture Toast.makeText(this, prediction.name, Toast.LENGTH_SHORT).show(); //User drew symbol for PLAY if (prediction.name.equals("Play")) { myTTS.shutdown(); //connect to game // User drew symbol for INSTRUCTIONS } else if (prediction.name.equals("Instructions")) { myTTS.shutdown(); startActivity(new Intent(this, Instructions.class)); // User drew symbol for MODE } else if (prediction.name.equals("Mode")){ myTTS.shutdown(); startActivity(new Intent(this, Mode.class)); // User drew symbol to QUIT } else { finish(); } } } } @Override public void onClick(View v) { switch (v.getId()){ case R.id.instructions_button: startActivity(new Intent(this, Instructions.class)); break; case R.id.mode_button: startActivity(new Intent(this, Mode.class)); break; case R.id.exit_button: finish(); break; } } Any suggestions would be greatly appreciated!

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  • extremely small gap between two divs that are width 100%

    - by Naomi K
    hi I have two container divs one of them has a div with an image background and i think this is the div that is causing problem. I tried removing both container divs and the gap was still here. there are no margins no paddings, and i know it is not the image that has this line its not there when i open it in photoshop. I am also using css reset Where is this space coming from? css .container{ width:100%; } .container2{ width:100%; } .first-image{ width:1430px; height:497px; background-image:url('../images/introimg.jpg'); background-repeat:no-repeat; background-size: 100%; border:none; } .jamey{ width:35%; } .second-image{ width:1430px; height:430px; background-image:url('../images/secondimg.jpg'); background-repeat:no-repeat; background-size: 100%; } html <div class="container"> <div class="wrapper"> <div id="overlay"></div> <div class="first-image"> <div class="jamey"> <p class="def"> JAMEY </p> <p class="rip-date">03.02.1997 - 09.18.2011</p> <p class="def2">Anonymous hate messages were posted on his Formspring account including one that claimed:</p> </div> </div> </div> </div> <div class="container2"> <div class="intro-div"> <div class="end-hate"> <h1>PUT AN END TO HATE.</h1> <p> ANYTHING WRITTEN ONLINE can become viral </p> <p> We believe that the way we behave online should be no different from the way that we behave in </p> <button type="button">JOIN CAMPAIGN</button> </div> </div>

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  • Getting the executed output of an aspx page after a short delay

    - by Ankur
    Hi all, I have an aspx page which has some javascript code like <script> setTimeout("document.write('" + place.address + "');",1); </script> As it is clear from the code it will going to write something on the page after a very short delay of 1 ms. I have created an another page to get the page executed by some query string and get its output. The problem is I can not avoid the delay as simply writing document.write(place.address); will not print anything as it takes a little time to get values so if i set it in setTimeout for delayed output of 1 ms it always return me a value If I request the output from another page using System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd(); I get the source code of the document instead of the desired output can anyone help me out for either avoiding that delay or else delayed the client request ouput so that i get a desired value not the source code The js on default.aspx is <script type="text/javascript"> var geocoder; var address; function initialize() { geocoder = new GClientGeocoder(); var qs=new Querystring(); if(qs.get("lat") && qs.get("lng")) { geocoder.getLocations(new GLatLng(qs.get("lat"),qs.get("lng")),showAddress); } else { document.write("Invalid Access Or Not valid lat long is provided."); } } function getAddress(overlay, latlng) { if (latlng != null) { address = latlng; geocoder.getLocations(latlng, showAddress); } } function showAddress(r) { place = r.Placemark[0]; setTimeout("document.write('" + place.address + "');",1); //document.write(place.address); } </script> and the code on requestClient.aspx is as System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd();

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  • Still confuse parse JSON in GWT

    - by graybow
    Please help meee. I create a project named 'tesdb3' in eclipse. I create the PHP side to access the database, and made the output as JSON.. I create the userdata.php in folder war. then I compile tesdb3 project. Folder tesdb3 and the userdata.php in war moved in local server(I use WAMP). I put the PHP in folder tesdb3. This is the result from my localhost/phpmyadmin/tesdb3/userdata.php [{"kode":"002","nama":"bambang gentolet"},{"kode":"012","nama":"Algiz"}] From that result I think the PHP side was working good.Then I create UserData.java as JSNI overlay like this: package com.tesdb3.client; import com.google.gwt.core.client.JavaScriptObject; class UserData extends JavaScriptObject{ protected UserData() {} public final native String getKode() /*-{ return this.kode; }-*/; public final native String getNama() /*-{ return this.nama; }-*/; public final String getFullData() { return getKode() + ":" + getNama(); } } Then Finally in the tesdb3.java: public class Tesdb3 implements EntryPoint { String url= "http://localhost/phpmyadmin/tesdb3/datauser.php"; private native JsArray<UserData> getuserdata(String json) /*-{ return eval(json); }-*/; public void LoadData() throws RequestException{ RequestBuilder builder = new RequestBuilder(RequestBuilder.GET, URL.encode(url)); builder.sendRequest(null, new RequestCallback(){ @Override public void onError(Request request, Throwable exception) { Window.alert("error " + exception); } public void onResponseReceived(Request request, Response response) { Window.alert("betul" + response.getText()); //data(getuserdata(response.getText())); } }); } public void data(JsArray<UserData> data){ for (int i = 0; i < data.length(); i++) { String lkode =data.get(i).getKode(); String lname =data.get(i).getNama(); Label l = new Label(lkode+" "+lname); tb.setWidget(i, 0, l); } RootPanel.get().add(new HTML("my data")); RootPanel.get().add(tb); } public void onModuleLoad() { try { LoadData(); } catch (RequestException e) { } } } The result just showing string "my data". And the Window.alert(response.getText()) showing nothing. Whyy?

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  • Recommendations for a free GIS library supporting raster images

    - by gspr
    Hi. I'm quite new to the whole field of GIS, and I'm about to make a small program that essentially overlays GPS tracks on a map together with some other annotations. I primarily need to allow scanned (thus raster) maps (although it would be nice to support proper map formats and something like OpenStreetmap in the long run). My first exploratory program uses Qt's graphics view framework and overlays the GPS points by simply projecting them onto the tangent plane to the WGS84 ellipsoid at a calibration point. This gives half-decent accuracy, and actually looks good. But then I started wondering. To get the accuracy I need (i.e. remove the "half" in "half-decent"), I have to correct for the map projection. While the math is not a problem in itself, supporting many map projection feels like needless work. Even though a few projections would probably be enough, I started thinking about just using something like the PROJ.4 library to do my projections. But then, why not take it all the way? Perhaps I might aswell use a full-blown map library such as Mapnik (edit: Quantum GIS also looks very nice), which will probably pay off when I start to want even more fancy annotations or some other symptom of featuritis. So, finally, to the question: What would you do? Would you use a full-blown map library? If so, which one? Again, it's important that it supports using (and zooming in and out with) raster maps and has pretty overlay features. Or would you just keep it simple, and go with Qt's own graphics view framework together with something like PROJ.4 to handle the map projections? I appreciate any feedback! Some technicalities: I'm writing in C++ with a Qt-based GUI, so I'd prefer something that plays relatively nicely with those. Also, the library must be free software (as in FOSS), and at least decently cross-platform (GNU/Linux, Windows and Mac, at least). Edit: OK, it seems I didn't do quite enough research before asking this question. Both Quantum GIS and Mapnik seem very well suited for my purpose. The former especially so since it's based on Qt.

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  • Adding GestureOverlayView to my SurfaceView class, how to add to view hierarchy?

    - by Codejoy
    I was informed in a later answer that I have to add the GestureOverlayView I create in code to my view hierarchy, and I am not 100% how to do that. Below is the original question for completeness. I want my game to be able to recognize gestures. I have this nice SurfaceView class that I do an onDraw to draw my sprites, and I have a thread thats running it to call the onDraw etc . This all works great. I am trying to add the GestureOverlayView to this and it just isn't working. Finally hacked to where it doesn't crash but this is what i have public class Panel extends SurfaceView implements SurfaceHolder.Callback, OnGesturePerformedListener { public Panel(Context context) { theContext=context; mLibrary = GestureLibraries.fromRawResource(context, R.raw.myspells); GestureOverlayView gestures = new GestureOverlayView(theContext); gestures.setOrientation(gestures.ORIENTATION_VERTICAL); gestures.setEventsInterceptionEnabled(true); gestures.setGestureStrokeType(gestures.GESTURE_STROKE_TYPE_MULTIPLE); gestures.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); //GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); } ... ... onDraw... surfaceCreated(..); ... ... public void onGesturePerformed(GestureOverlayView overlay, Gesture gesture) { ArrayList<Prediction> predictions = mLibrary.recognize(gesture); // We want at least one prediction if (predictions.size() > 0) { Prediction prediction = predictions.get(0); // We want at least some confidence in the result if (prediction.score > 1.0) { // Show the spell Toast.makeText(theContext, prediction.name, Toast.LENGTH_SHORT).show(); } } } } The onGesturePerformed is never called. Their example has the GestureOverlay in the xml, I am not using that, my activity is simple: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); Panel p = new Panel(this); setContentView(p); } So I am at a bit of a loss of the missing piece of information here, it doesn't call the onGesturePerformed and the nice pretty yellow "you are drawing a gesture" never shows up.

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  • NSLinguisticTagger on the contents of an NSTextStorage- crashing bug

    - by Remy Porter
    I'm trying to use an NSLinguisticTagger to monitor the contents of an NSTextStorage and provide some contextual information based on what the user types. To that end, I have an OverlayManager object, which wires up this relationship: -(void) setView:(NSTextView*) view { _view = view; _layout = view.layoutManager; _storage = view.layoutManager.textStorage; //get the TextStorage from the view [_tagger setString:_storage.string]; //pull the string out, this grabs the mutable version [self registerForNotificationsOn:self->_storage]; //subscribe to the willProcessEditing notification } When an edit occurs, I make sure to trap it and notify the tagger (and yes, I know I'm being annoyingly inconsistent with member access, I'm rusty on Obj-C, I'll fix it later): - (void) textStorageWillProcessEditing:(NSNotification*) notification{ if ([self->_storage editedMask] & NSTextStorageEditedCharacters) { NSRange editedRange = [self->_storage editedRange]; NSUInteger delta = [self->_storage changeInLength]; [_tagger stringEditedInRange:editedRange changeInLength:delta]; //should notify the tagger of the changes [self highlightEdits:self]; } } The highlightEdits message delegates the job out to a pool of "Overlay" objects. Each contains a block of code similar to this: [tagger enumerateTagsInRange:range scheme:NSLinguisticTagSchemeLexicalClass options:0 usingBlock:^(NSString *tag, NSRange tokenRange, NSRange sentenceRange, BOOL *stop) { if (tag == PartOfSpeech) { [self applyHighlightToRange:tokenRange onStorage:storage]; } }]; And that's where the problem is- the enumerateTagsInRange method crashes out with a message: 2014-06-04 10:07:19.692 WritersEditor[40191:303] NSMutableRLEArray replaceObjectsInRange:withObject:length:: Out of bounds This problem doesn't occur if I don't link to the mutable copy of the underlying string and instead do a [[_storage string] copy], but obviously I don't want to copy the entire backing store every time I want to do tagging. This all should be happening in the main run loop, so I don't think this is a threading issue. The NSRange I'm enumerating tags on exists both in the NSTextStorage and in the NSLinguisticTagger's view of the string. It's not even the fact that the applyHighlightToRange call adds attributes to the string, because it crashes before even reaching that line. I attempted to build a test case around the problem, but can't replicate it in those situations: - (void) testEdit { NSAttributedString* str = [[NSMutableAttributedString alloc] initWithString:@"Quickly, this is a test."]; text = [[NSTextStorage alloc] initWithAttributedString:str]; NSArray* schemes = [NSLinguisticTagger availableTagSchemesForLanguage:@"en"]; tagger = [[NSLinguisticTagger alloc] initWithTagSchemes:schemes options:0]; [tagger setString:[text string]]; [text beginEditing]; [[text mutableString] appendString:@"T"]; NSRange edited = [text editedRange]; NSUInteger length = [text changeInLength]; [text endEditing]; [tagger stringEditedInRange:edited changeInLength:length]; [tagger enumerateTagsInRange:edited scheme:NSLinguisticTagSchemeLexicalClass options:0 usingBlock:^(NSString *tag, NSRange tokenRange, NSRange sentenceRange, BOOL *stop) { //doesn't matter, this should crash }]; } That code doesn't crash.

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  • How do I display a jquery dialog box before the entire page is loaded?

    - by obarshay
    On my site a number of operations can take a long time to complete. When I know a page will take a while to load, I would like to display a progress indicator while the page is loading. Ideally I would like to say something along the lines of: $("#dialog").show("progress.php"); and have that overlay on top of the page that is being loaded (disappearing after the operation is completed). Coding the progress bar and displaying progress is not an issue, the issue is getting a progress indicator to pop up WHILE the page is being loaded. I have been trying to use JQuery's dialogs for this but they only appear after the page is already loaded. This has to be a common problem but I am not familiar enough with JavaScript to know the best way to do this. Here's simple example to illustrate the problem. The code below fails to display the dialog box before the 20 second pause is up. I have tried in Chrome and Firefox. In fact I don't even see the "Please Wait..." text. Here's the code I am using: <html> <head> <link type="text/css" href="http://jqueryui.com/latest/themes/base/ui.all.css" rel="stylesheet" /> <script type="text/javascript" src="http://jqueryui.com/latest/jquery-1.3.2.js"></script> <script type="text/javascript" src="http://jqueryui.com/latest/ui/ui.core.js"></script> <script type="text/javascript" src="http://jqueryui.com/latest/ui/ui.dialog.js"></script> </head> <body> <div id="please-wait">My Dialog</div> <script type="text/javascript"> $("#please-wait").dialog(); </script> <?php flush(); echo "Waiting..."; sleep(20); ?> </body> </html>

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  • How to translate,use JSON in GWT?

    - by graybow
    I'm new in gwt. and need to know how to use JSON in gwt so i try this simple data loader but i'm still confuse. I create a project named 'tesdb3' in eclipse. I create the PHP side to access the database, and made the output as JSON.. I create the userdata.php in folder war. then I compile tesdb3 project. Folder tesdb3 and the userdata.php in war moved in local server(I use WAMP). I put the PHP in folder tesdb3. This is the result from my localhost/phpmyadmin/tesdb3/userdata.php [{"kode":"002","nama":"bambang gentolet"}{"kode":"012","nama":"Algiz"}] From that result I think the PHP side was working good.Then I create UserData.java as JSNI overlay like this: package com.tesdb3.client; import com.google.gwt.core.client.JavaScriptObject; class UserData extends JavaScriptObject{ protected UserData() {} public final native String getKode() /*-{ return this.kode; }-*/; public final native String getNama() /*-{ return this.nama; }-*/; public final String getFullData() { return getKode() + ":" + getNama(); } } Then Finally in the tesdb3.java: public class Tesdb3 implements EntryPoint { String url= "http://localhost/phpmyadmin/tesdb3/datauser.php"; private native JsArray<UserData> getuserdata(String Json) /*-{ return eval(json); }-*/; public void LoadData() throws RequestException{ RequestBuilder builder = new RequestBuilder(RequestBuilder.POST, URL.encode(url)); builder.sendRequest(null, new RequestCallback(){ @Override public void onError(Request request, Throwable exception) { Window.alert("error " + exception); } public void onResponseReceived(Request request, Response response) { getuserdata(response.getText()); //this is how i use the userdata json(is this already translated?) UserData UD = null; String LKode =UD.getKode(); String LName =UD.getNama(); Label L = new Label(LKode+""+LName); RootPanel.get().add(L); } }); } public void onModuleLoad() { try { LoadData(); } catch (RequestException e) { e.printStackTrace(); } } } The result is blank(i use development mode). and there was an eror like this:(I show it just some part) 10:46:29.984 [ERROR] [tesdb3] Uncaught exception escaped com.google.gwt.core.client.JavaScriptException: (ReferenceError): json is not defined fileName: http://localhost:1092 lineNumber: 2 stack: ("")@http://localhost:1092:2 My question is: How I use the translated Json in right way?? Is there any wrong use from my code? Is that necessary to move the compiled project to local server folder?(i do it following a tutorial from google). Sorry too many ask. but i'm really really confused.

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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • iPhone: Create a single UIView from multiple clicks

    - by Cuzog
    I'm making a partial overlay modal in my app with the code from “Semi-Modal (Transparent) Dialogs on the iPhone” at ramin.firoozye.com. In doing so, the button that calls the modal is still visible and clickable. I will hide this button when the modal spawns, but I want to be sure if the user clicks very quickly twice, a new modal doesn't come up for each click. What is the best way to check that the modal doesn't already exist when calling it from the button click? You can download the test project here. For those that don't have xcode, the relevant functions are below: I call forth the modal on button click with this: - (IBAction)displayModal:(id)sender { ModalViewController *modalController = [[ModalViewController alloc] initWithNibName:@"ModalViewController" bundle:nil]; modalController.view.frame = CGRectOffset(modalController.view.frame, 0, 230); [self showModal:modalController.view]; } Then use this function to animate the custom modal over the current view: - (void)showModal:(UIView*) modalView { UIWindow* mainWindow = (((TestAppDelegate*) [UIApplication sharedApplication].delegate).window); CGPoint middleCenter = modalView.center; CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); modalView.center = offScreenCenter; // we start off-screen [mainWindow addSubview:modalView]; // Show it with a transition effect [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; // animation duration in seconds modalView.center = middleCenter; [UIView commitAnimations]; } Then I dismiss the modal on button click with this: - (IBAction)dismissModal:(id)sender { [self hideModal:self.view]; } And then use these functions to animate the modal offscreen and clean itself up: - (void)hideModal:(UIView*) modalView { CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); [UIView beginAnimations:nil context:modalView]; [UIView setAnimationDuration:0.7]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(hideModalEnded:finished:context:)]; modalView.center = offScreenCenter; [UIView commitAnimations]; } - (void)hideModalEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { UIView* modalView = (UIView *)context; [modalView removeFromSuperview]; [self release]; } Any help is greatly appreciated!

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