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  • Slow Jquery Animation

    - by Pyronaut
    I have this webpage : http://miloarc.pyrogenicmedia.com/ Which atm is nothing special. It has a few effects but none that break the bank. If you mouse over a tile, it should change it's opacity to give it a fade effect. This is done through the Jquery Animation, not through CSS (I do this so it can fade, instead of being a straight change). Everything looks nice when the page loads, and the fades look perfect. Infact if you drag your mouse all over the place, if gives you a "trail" almost like a snake. Anyway, My next problem is that you will see there is a box in the top left, which is going to tell you information about the tile you are hovering over. This seems to work fine. When you mouse over that information box, it switches it's position (So that you can reach the tiles that were previously hidden underneath it). From my understanding, this is all working fine, and to the letter. However, After one move of the info box (One hover). Viewing the page in Firefox turns slugish. As in, after a successful move of the info box, the fade effects become very stuttered, and it doesn't pick up events as fast meaning you can't draw a "trail" on the screen. Chrome doesn't have this issue. It seems to work fine no matter what. Safari also seems ok. Although I do notice if I move my mouse really fast, it does jump a bit but not as much as firefox. Internet explorer doesn't work at all. Seems to crash the browser... And there is an error with the rounded corner plugin im using (Not sure why...). All in all, I think whatever I'm doing inside my code must be heavily sluggish. But I don't know where it is happening. Here is the full code, but I would advise go to the link to view everything. <script type="text/javascript"> $(document).ready(function() { var WindowWidth = $(window).width(); var WindowMod = WindowWidth % 20; var WindowWidth = WindowWidth - WindowMod; var BoxDimension = WindowWidth / 20; var BoxDimensionFixed = BoxDimension - 12; var dimensions = BoxDimensionFixed + 'px'; $('.gamebutton').each(function(i) { $(this).css('width', dimensions); $(this).css('height', dimensions); }); var OuterDivHeight = BoxDimension * 10; var TopMargin = ($(window).height() - OuterDivHeight) / 2; var OuterDivWidth = BoxDimension * 20; var LeftMargin = ($(window).width() - OuterDivWidth) / 2; $('#gamePort').css('margin-top', TopMargin).css('margin-left', LeftMargin).css('margin-right', LeftMargin); $('.gamebutton img').each(function(i) { $(this).hover( function () { $(this).animate({'opacity': 0.65}); }, function () { $(this).animate({'opacity': 1}); } ); }); $('.rounded').corners(); $('.gamebutton').each(function(i) { $(this).hover(function() { $('.gameTitlePopup').html($(this).attr('title')); FadeActive(); }); }); function FadeActive() { $('.activeInfo').fadeIn('slow'); } $('#gameInfoLeft').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoRight').addClass('activeInfo'); FadeActive(); }); }); $('#gameInfoRight').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoLeft').addClass('activeInfo'); FadeActive(); }); }); }); </script> Thanks for any help :).

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  • when importing multiple javascript files the javascript seems to break

    - by waywardmd
    I am trying to incorperate several different js files into one page. For some reason though whichever ones are first, seem to break. Here is the code I am using: <link href="inc/css/style.css" rel="stylesheet" type="text/css" /> <link rel="stylesheet" href="inc/css/lightbox.css" type="text/css" media="screen" /> <script type="text/javascript" src="inc/js/prototype.js"></script> <script type="text/javascript" src="inc/js/scriptaculous.js?load=effects"></script> <script type="text/javascript" src="inc/js/lightbox.js"></script> <script type="text/javascript"> <!-- function MM_swapImgRestore() { //v3.0 var i,x,a=document.MM_sr; for(i=0;a&&i<a.length&&(x=a[i])&&x.oSrc;i++) x.src=x.oSrc; } function MM_preloadImages() { //v3.0 var d=document; if(d.images){ if(!d.MM_p) d.MM_p=new Array(); var i,j=d.MM_p.length,a=MM_preloadImages.arguments; for(i=0; i<a.length; i++) if (a[i].indexOf("#")!=0){ d.MM_p[j]=new Image; d.MM_p[j++].src=a[i];}} } function MM_findObj(n, d) { //v4.01 var p,i,x; if(!d) d=document; if((p=n.indexOf("?"))>0&&parent.frames.length) { d=parent.frames[n.substring(p+1)].document; n=n.substring(0,p);} if(!(x=d[n])&&d.all) x=d.all[n]; for (i=0;!x&&i<d.forms.length;i++) x=d.forms[i][n]; for(i=0;!x&&d.layers&&i<d.layers.length;i++) x=MM_findObj(n,d.layers[i].document); if(!x && d.getElementById) x=d.getElementById(n); return x; } function MM_swapImage() { //v3.0 var i,j=0,x,a=MM_swapImage.arguments; document.MM_sr=new Array; for(i=0;i<(a.length-2);i+=3) if ((x=MM_findObj(a[i]))!=null){document.MM_sr[j++]=x; if(!x.oSrc) x.oSrc=x.src; x.src=a[i+2];} } </script> <script type="text/javascript" src="inc/js/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="inc/js/jquery.slideshow.lite-0.4.js"></script> <script type="text/javascript" charset="utf-8"> $(document).ready(function(){ $("#slideshow2").slideshow({ pauseSeconds: 6, height: 196 }); }); </script> The first files are used for a lightbox and other functions and the second ones are used for a slideshow. Depending on the order one or the other will work, but never both at the same time. What am I doing wrong? Any help is greatly appreciated, thanks.

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  • GWB | First Blogger Suggestion - More Customization To Skins

    - by Geekswithblogs Administrator
    The first suggested item (and only at this point) was a higher level of skin customization on Geekswithblogs.net. Currently we have over 10 skins to pick from and the ability to change the CSS for those skins. In the skins list, you will find one labeled Naked that doesn't add any formatting, but allows you to define what items look like and what gets displayed. I understand our skin approach is not good by any means and needs a dramatic update. Here is what we came up with in our conversation with the blogger. Better tools for editing CSS from the serverPreview of changes before publishingRetrievable CSS configurations for different custom themesBetter image upload for use of custom themesMore skins selectionUpdated current skins to fix formatting issues with newer browsers and Firefox/Opera/ChromeI would really like to gauge your feedback on these items to see what is important. I know one of my biggest complaints I get is customizable themes, but typically users don't know about the options so we have done a bad job of explaining what is possible and showing every user how to do so. We have a public tutorial system we once tried and wanted it to be member managed as well and the GWB staff contributing, but that went downhill at some point. Maybe it is time to kick that back into gear for the new bloggers we have added over the past couple of years.What do you think? What else is on your mind?

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  • Creating HTML5 Offline Web Applications with ASP.NET

    - by Stephen Walther
    The goal of this blog entry is to describe how you can create HTML5 Offline Web Applications when building ASP.NET web applications. I describe the method that I used to create an offline Web application when building the JavaScript Reference application. You can read about the HTML5 Offline Web Application standard by visiting the following links: Offline Web Applications Firefox Offline Web Applications Safari Offline Web Applications Currently, the HTML5 Offline Web Applications feature works with all modern browsers with one important exception. You can use Offline Web Applications with Firefox, Chrome, and Safari (including iPhone Safari). Unfortunately, however, Internet Explorer does not support Offline Web Applications (not even IE 9). Why Build an HTML5 Offline Web Application? The official reason to build an Offline Web Application is so that you do not need to be connected to the Internet to use it. For example, you can use the JavaScript Reference Application when flying in an airplane, riding a subway, or hiding in a cave in Borneo. The JavaScript Reference Application works great on my iPhone even when I am completely disconnected from any network. The following screenshot shows the JavaScript Reference Application running on my iPhone when airplane mode is enabled (notice the little orange airplane):   Admittedly, it is becoming increasingly difficult to find locations where you can’t get Internet access. A second, and possibly better, reason to create Offline Web Applications is speed. An Offline Web Application must be downloaded only once. After it gets downloaded, all of the files required by your Web application (HTML, CSS, JavaScript, Image) are stored persistently on your computer. Think of Offline Web Applications as providing you with a super browser cache. Normally, when you cache files in a browser, the files are cached on a file-by-file basis. For each HTML, CSS, image, or JavaScript file, you specify how long the file should remain in the cache by setting cache headers. Unlike the normal browser caching mechanism, the HTML5 Offline Web Application cache is used to specify a caching policy for an entire set of files. You use a manifest file to list the files that you want to cache and these files are cached until the manifest is changed. Another advantage of using the HTML5 offline cache is that the HTML5 standard supports several JavaScript events and methods related to the offline cache. For example, you can be notified in your JavaScript code whenever the offline application has been updated. You can use JavaScript methods, such as the ApplicationCache.update() method, to update the cache programmatically. Creating the Manifest File The HTML5 Offline Cache uses a manifest file to determine the files that get cached. Here’s what the manifest file looks like for the JavaScript Reference application: CACHE MANIFEST # v30 Default.aspx # Standard Script Libraries Scripts/jquery-1.4.4.min.js Scripts/jquery-ui-1.8.7.custom.min.js Scripts/jquery.tmpl.min.js Scripts/json2.js # App Scripts App_Scripts/combine.js App_Scripts/combine.debug.js # Content (CSS & images) Content/default.css Content/logo.png Content/ui-lightness/jquery-ui-1.8.7.custom.css Content/ui-lightness/images/ui-bg_glass_65_ffffff_1x400.png Content/ui-lightness/images/ui-bg_glass_100_f6f6f6_1x400.png Content/ui-lightness/images/ui-bg_highlight-soft_100_eeeeee_1x100.png Content/ui-lightness/images/ui-icons_222222_256x240.png Content/ui-lightness/images/ui-bg_glass_100_fdf5ce_1x400.png Content/ui-lightness/images/ui-bg_diagonals-thick_20_666666_40x40.png Content/ui-lightness/images/ui-bg_gloss-wave_35_f6a828_500x100.png Content/ui-lightness/images/ui-icons_ffffff_256x240.png Content/ui-lightness/images/ui-icons_ef8c08_256x240.png Content/browsers/c8.png Content/browsers/es3.png Content/browsers/es5.png Content/browsers/ff3_6.png Content/browsers/ie8.png Content/browsers/ie9.png Content/browsers/sf5.png NETWORK: Services/EntryService.svc http://superexpert.com/resources/JavaScriptReference/ A Cache Manifest file always starts with the line of text Cache Manifest. In the manifest above, all of the CSS, image, and JavaScript files required by the JavaScript Reference application are listed. For example, the Default.aspx ASP.NET page, jQuery library, JQuery UI library, and several images are listed. Notice that you can add comments to a manifest by starting a line with the hash character (#). I use comments in the manifest above to group JavaScript and image files. Finally, notice that there is a NETWORK: section of the manifest. You list any file that you do not want to cache (any file that requires network access) in this section. In the manifest above, the NETWORK: section includes the URL for a WCF Service named EntryService.svc. This service is called to get the JavaScript entries displayed by the JavaScript Reference. There are two important things that you need to be aware of when using a manifest file. First, all relative URLs listed in a manifest are resolved relative to the manifest file. The URLs listed in the manifest above are all resolved relative to the root of the application because the manifest file is located in the application root. Second, whenever you make a change to the manifest file, browsers will download all of the files contained in the manifest (all of them). For example, if you add a new file to the manifest then any browser that supports the Offline Cache standard will detect the change in the manifest and download all of the files listed in the manifest automatically. If you make changes to files in the manifest (for example, modify a JavaScript file) then you need to make a change in the manifest file in order for the new version of the file to be downloaded. The standard way of updating a manifest file is to include a comment with a version number. The manifest above includes a # v30 comment. If you make a change to a file then you need to modify the comment to be # v31 in order for the new file to be downloaded. When Are Updated Files Downloaded? When you make changes to a manifest, the changes are not reflected the very next time you open the offline application in your web browser. Your web browser will download the updated files in the background. This can be very confusing when you are working with JavaScript files. If you make a change to a JavaScript file, and you have cached the application offline, then the changes to the JavaScript file won’t appear when you reload the application. The HTML5 standard includes new JavaScript events and methods that you can use to track changes and make changes to the Application Cache. You can use the ApplicationCache.update() method to initiate an update to the application cache and you can use the ApplicationCache.swapCache() method to switch to the latest version of a cached application. My heartfelt recommendation is that you do not enable your application for offline storage until after you finish writing your application code. Otherwise, debugging the application can become a very confusing experience. Offline Web Applications versus Local Storage Be careful to not confuse the HTML5 Offline Web Application feature and HTML5 Local Storage (aka DOM storage) feature. The JavaScript Reference Application uses both features. HTML5 Local Storage enables you to store key/value pairs persistently. Think of Local Storage as a super cookie. I describe how the JavaScript Reference Application uses Local Storage to store the database of JavaScript entries in a separate blog entry. Offline Web Applications enable you to store static files persistently. Think of Offline Web Applications as a super cache. Creating a Manifest File in an ASP.NET Application A manifest file must be served with the MIME type text/cache-manifest. In order to serve the JavaScript Reference manifest with the proper MIME type, I added two files to the JavaScript Reference Application project: Manifest.txt – This text file contains the actual manifest file. Manifest.ashx – This generic handler sends the Manifest.txt file with the MIME type text/cache-manifest. Here’s the code for the generic handler: using System.Web; namespace JavaScriptReference { public class Manifest : IHttpHandler { public void ProcessRequest(HttpContext context) { context.Response.ContentType = "text/cache-manifest"; context.Response.WriteFile(context.Server.MapPath("Manifest.txt")); } public bool IsReusable { get { return false; } } } } The Default.aspx file contains a reference to the manifest. The opening HTML tag in the Default.aspx file looks like this: <html manifest="Manifest.ashx"> Notice that the HTML tag contains a manifest attribute that points to the Manifest.ashx generic handler. Internet Explorer simply ignores this attribute. Every other modern browser will download the manifest when the Default.aspx page is requested. Seeing the Offline Web Application in Action The experience of using an HTML5 Web Application is different with different browsers. When you first open the JavaScript Reference application with Firefox, you get the following warning: Notice that you are provided with the choice of whether you want to use the application offline or not. Browsers other than Firefox, such as Chrome and Safari, do not provide you with this choice. Chrome and Safari will create an offline cache automatically. If you click the Allow button then Firefox will download all of the files listed in the manifest. You can view the files contained in the Firefox offline application cache by typing about:cache in the Firefox address bar: You can view the actual items being cached by clicking the List Cache Entries link: The Offline Web Application experience is different in the case of Google Chrome. You can view the entries in the offline cache by opening the Developer Tools (hit Shift+CTRL+I), selecting the Storage tab, and selecting Application Cache: Notice that you view the status of the Application Cache. In the screen shot above, the status is UNCACHED which means that the files listed in the manifest have not been downloaded and cached yet. The different possible values for the status are included in the HTML5 Offline Web Application standard: UNCACHED – The Application Cache has not been initialized. IDLE – The Application Cache is not currently being updated. CHECKING – The Application Cache is being fetched and checked for updates. DOWNLOADING – The files in the Application Cache are being updated. UPDATEREADY – There is a new version of the Application. OBSOLETE – The contents of the Application Cache are obsolete. Summary In this blog entry, I provided a description of how you can use the HTML5 Offline Web Application feature in the context of an ASP.NET application. I described how this feature is used with the JavaScript Reference Application to store the entire application on a user’s computer. By taking advantage of this new feature of the HTML5 standard, you can improve the performance of your ASP.NET web applications by requiring users of your web application to download your application once and only once. Furthermore, you can enable users to take advantage of your applications anywhere -- regardless of whether or not they are connected to the Internet.

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  • How to have other divs with a flash liquid layout that fits to the page?

    - by brybam
    Basically the majority of my content is flash based. I designed it using Flash Builder (Flex) and Its in a liquid layout, (everything is in percents) and if im JUST embedding the flash content it scales to the page fine, and i have the flash content set to have a padding of 50 px. I put a header div in fine with no problems, but I have 2 problems, the first being the footer div seems to cover up the buttom of the flash content in IE, but it looks just fine in chrome. How can I solve this? I'm using the stock embed code that Flex provides, I tried to edit the css style for the div which I think is #flashContent and give it a min width and min height but it didnt seem to work, actually anything I did to #flashContent didn't seem to do anything, maybe its not the div i need to be adding that attribute to... And my other problem is I dont even know where to start when it comes to placing a div thats 280width by 600height colum to the right side of the flash content. If i could specify a size for the flash content, and the float it left, and float the colum right, and clear it with the container div id be just fine....But remember the flash content is set to 100% Scale (well techically 100%x80% because it looked better that way). Does anyone know how I can start to deal with creating a more complex scaleable flash layouts that includes other divs? ALL WELL MAINTAINING IE SUPPORT? IE is ruining my life. Here's the code I'm using: (or if it will help you visualize what im trying to do here's the page where im working on setting this up http://apumpkinpatch.com/textmashnew/) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <title>TextMixup</title> <meta name="google" value="notranslate"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <link href="css.css" rel="stylesheet" type="text/css" /> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.5.2/jquery.min.js"></script> <script src="../appassets/scripts/jquery.titlealert.js"></script> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-19768131-2']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); function tabNotification() { $.titleAlert('New Message!', {interval:200,requireBlur:true,stopOnFocus:true}); } function joinNotification() { $.titleAlert('Joined Chat!', {interval:200,requireBlur:true,stopOnFocus:true}); } </script> <!-- BEGIN Browser History required section --> <link rel="stylesheet" type="text/css" href="history/history.css" /> <script type="text/javascript" src="history/history.js"></script> <!-- END Browser History required section --> <script type="text/javascript" src="swfobject.js"></script> <script type="text/javascript"> var swfVersionStr = "10.2.0"; var xiSwfUrlStr = "playerProductInstall.swf"; var flashvars = {}; var params = {}; params.quality = "high"; params.bgcolor = "#ffffff"; params.allowscriptaccess = "sameDomain"; params.allowfullscreen = "true"; var attributes = {}; attributes.id = "TextMixup"; attributes.name = "TextMixup"; attributes.align = "middle"; swfobject.embedSWF( "TextMixup.swf", "flashContent", "100%", "80%", swfVersionStr, xiSwfUrlStr, flashvars, params, attributes); swfobject.createCSS("#flashContent", "display:block;text-align:left;"); </script> </head> <body> <div id="homebar"><a href="http://apumpkinpatch.com"><img src="../appassets/images/logo/logoHor_130_30.png" alt="APumpkinPatch HOME" width="130" height="30" hspace="10" vspace="3" border="0"/></a> </div> <div id="topad"> <script type="text/javascript"><!-- google_ad_client = "pub-5824388356626461"; /* 728x90, textmash */ google_ad_slot = "1114351240"; google_ad_width = 728; google_ad_height = 90; //--> </script> <script type="text/javascript" src="http://pagead2.googlesyndication.com/pagead/show_ads.js"> </script> </div> <div id="mainContainer"> <div id="flashContent"> <p> To view this page ensure that Adobe Flash Player version 10.2.0 or greater is installed. </p> <script type="text/javascript"> var pageHost = ((document.location.protocol == "https:") ? "https://" : "http://"); document.write("<a href='http://www.adobe.com/go/getflashplayer'><img src='" + pageHost + "www.adobe.com/images/shared/download_buttons/get_flash_player.gif' alt='Get Adobe Flash player' /></a>" ); </script> </div> <noscript> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="100%" height="80%" id="TextMixup"> <param name="movie" value="TextMixup.swf" /> <param name="quality" value="high" /> <param name="bgcolor" value="#ffffff" /> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <!--[if !IE]>--> <object type="application/x-shockwave-flash" data="TextMixup.swf" width="100%" height="80%"> <param name="quality" value="high" /> <param name="bgcolor" value="#ffffff" /> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <!--<![endif]--> <!--[if gte IE 6]>--> <p> Either scripts and active content are not permitted to run or Adobe Flash Player version 10.2.0 or greater is not installed. </p> <!--<![endif]--> <a href="http://www.adobe.com/go/getflashplayer"> <img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash Player" /> </a> <!--[if !IE]>--> </object> <!--<![endif]--> </object> </noscript> <div id="convosPreview">This is a div I would want to appear as a colum to the right of the flash content that can scale</div> <!---End mainContainer --> </div> <div id="footer"> <a href="../apps.html"><img src="../appassets/images/apps.png" hspace="5" vspace="5" alt="random chat app apumpkinpatch" width="228" height="40" border="0" /></a><a href="https://chrome.google.com/webstore/detail/hjmnobclpbhnjcpdnpdnkbgdkbfifbao?hl=en-US#"><img src="../appassets/images/chromeapp.png" alt="chrome app random video chat apumpkinpatch" width="115" height="40" vspace="5" border="0" /></a><br /><br /> <a href="http://spacebarup.com" target="_blank">©2011 Space Bar</a> | <a href="../tos.html">TOS & Privacy Policy</a> | <a href="../help.html">FAQ & Help</a> | <a href="../tips.html">Important online safety tips</a> | <a href="http://www.facebook.com/pages/APumpkinPatchcom/164279206963001?sk=app_2373072738" target="_blank">Discussion Boards</a><br /> <p>You must be at least 18 years of age to access this web site.<br />APumpkinPatch.com is not responsible for the actions of any visitors of this site.<br />APumpkinPatch.com does not endorse or claim ownership to any of the content that is broadcast through this site. </p><h2>A Pumpkin Patch is BRAND NEW and will be developed a lot over the next few months adding video chat games, chat rooms, and more! Check back often it's going to be a lot of fun!</h2> </div> </body> </html> myCSS: html, body { height:100%; } body { text-align:center; font-family: Helvetica, Arial, sans-serif; margin:0; padding:0; overflow:auto; text-align:center; background-color: #ffffff; } object:focus { outline:none; } #homebar { clear:both; text-align: left; width: 100%; height: 40px; background-color:#333333; color:#CCC; overflow:hidden; box-shadow: 0px 0px 14px rgba(0, 0, 0, 0.65); -moz-box-shadow: 0px 0px 14px rgba(0, 0, 0, 0.65); -webkit-box-shadow: 0px 0px 14px rgba(0, 0, 0, 0.65); margin-bottom: 10px; } #mainContainer { height:auto; width:auto; clear:both; } #flashContent { display:none; height:auto; float:left; min-height: 500px; min-width: 340px; } /**this is the div i want to appear as a column net to the scaleable flash content **/ #convosPreview { float:right; width:280px; height:600px; }

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  • Notes for a NetBeans IDE 7.4 HTML5 Screencast

    - by Geertjan
    I'm making a screencast that intends to thoroughly introduce NetBeans IDE 7.4 as a tool for HTML, JavaScript, and CSS developers. Here's the current outline, additions and other suggestions are welcome. Getting Started Downloading NetBeans IDE for HTML5 and PHP Examining the NetBeans installation directory, especially netbeans.conf Examining the NetBeans user directory Command line options for starting NetBeans IDE Exploring NetBeans IDE Menus and toolbars Versioning tools Options Window Go through whole Options window Change look and feels Adding themes Syntax coloring Code templates Plugin Manager and Plugin Portal Dark Look and Feel Themes Toggle line wrap Emmet HTML Tidy NetBeans Cheat Sheets Creating HTML5 projects From scratch From online template, e.g., Twitter Bootstrap From ZIP file From folder on disk From sample Editing Useful shortcuts Alt-Enter: see the current hints Alt-Shift-DOT/COMMA: expand selection (CTRL instead of Alt on Mac) Ctrl-Shift-Up/Down: copy up/down Alt-Shift-Up/Down: move up/down Alt-Insert: generate code (Lorum Ipsum) View menu | Show Non-printable Characters Source menu Show keyboard shortcut card Useful hints Surround with Tag Remove Surrounding Tag Useful code completion Link tag for CSS, show completion Script tag for JavaScript, show completion Create code templates in Options window Useful HTML Palette items Unordered List Link Useful code navigation Navigator Navigate menu Useful project settings Project-level deployment settings CSS Preprocessors (SASS/LESS) Cordova support Useful window management Dragging, minimizing, undocking Ctrl-Shift-Enter: distraction-free mode Alt-Shift Enter: maximization Debugging JavaScript debugger Deploying Embedded browser Responsive design Inspect in NetBeans mode Chrome browser with NetBeans plugin Android and iOS browsers Cordova makes native packages On device debugging On device styling Documentation PHP and HTML5 Learning Trail: https://netbeans.org/kb/trails/php.html Contributing Social Media: Twitter, Facebook, blogs Plugin Portal Planning to complete the above screencast this week, will continue editing this page as more useful features arise in my mind or hopefully in the comments in this blog entry!

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  • How to improve designer and developer work flow?

    - by mbdev
    I work in a small startup with two front end developers and one designer. Currently the process starts with the designer sending a png file with the whole page design and assets if needed. My task as front end developer is to convert it to a HTML/CSS page. My work flow currently looks like this: Lay out the distinct parts using html elements. Style each element very roughly (floats, minimal fonts and padding) so I can modify it using inspection. Using Chrome Developer Tools (inspect) add/change css attributes while updating the css file. Refresh the page after X amount of changes Use Pixel Perfect to refine the design more. Sit with the designer to make last adjustments. Inferring the paddings, margins, font sizes using trial and error takes a lot of time and I feel the process could become more efficient but not sure how to improve it. Using PSD files is not an option since buying Photoshop for each developer is currently not considered. Design guide is also not available since design is still evolving and new features are introduced. Ideas for improving the process above and sharing how the process looks like in your company will be great.

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  • Bundling in visual studio 2012 for web optimization

    - by Jalpesh P. Vadgama
    I have been writing a series of posts about Visual Studio 2012 features. This series describes what are the new features in the Visual Studio 2012. This post will also be part of Visual Studio 2012 feature series. As we know now days web applications or site are providing more and more features and due to that we have include lots of JavaScript and CSS files in our web application.So once we load site then we will have all the JavaScript  js files and CSS files loaded in the browsers and If you have lots of JavaScript files then its consumes lots of time when browser request them. Following images show the same situation over there.   Here you can see total 25 files loaded into the system and it's almost more than 1MB of total size. As we need to have our web application of site very responsive and need to have high performance application/site, this will be a performance bottleneck to our site. In situation like this, the bundling feature of Visual Studio 2012 and ASP.NET 4.5 comes very handy. With the help of this feature we do optimization there and we can increase performance of our application. To enable this feature in Visual Studio 2012 we just made debug=”false” in web.config of our application like following. Now once you enable this feature and run this application in the browser to see your traffic it will have less items like following. As you can see in the above image there are only 8 items. So after enabling bundling it will automatically convert all js and css files into the one request. Isn’t that cool feature? This feature will surely going to have great impact on performance. Hope you like it. Stay tuned for more.. Till then happy programming!!

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  • URL is generating a /#!/splash-page

    - by user32642
    My site for some reason is generating a shebang - /#!/splash-page on the URL. For example when I type www.modernvintage1005.com, the browser returns www.modernvintage1005.com/#!/splash-page and every subsequent page is /#!/about, /#!/contact, and so forth. There's absolutely nothing on the Google about this. There is a lot of rewrite help to eliminate .index.php from the home page, but that's it. How do I rewrite it to just say domain.com and domain.com/about.html, etc.? Here is my .htaccess file if you need to see it. # Rewrite Rule <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteRule ^index\.php$ - [L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] </IfModule> # compress text, html, javascript, css, xml: <IfModule mod_deflate.c> AddOutputFilterByType DEFLATE text/plain AddOutputFilterByType DEFLATE text/html AddOutputFilterByType DEFLATE text/xml AddOutputFilterByType DEFLATE text/css AddOutputFilterByType DEFLATE application/xml AddOutputFilterByType DEFLATE application/xhtml+xml AddOutputFilterByType DEFLATE application/rss+xml AddOutputFilterByType DEFLATE application/javascript AddOutputFilterByType DEFLATE application/x-javascript AddType x-font/otf .otf AddType x-font/ttf .ttf AddType x-font/eot .eot AddType x-font/woff .woff AddType image/x-icon .ico AddType image/png .png </IfModule> ## EXPIRES CACHING ## <IfModule mod_expires.c> ExpiresActive On ExpiresByType image/jpg "access 1 year" ExpiresByType image/jpeg "access 1 year" ExpiresByType image/gif "access 1 year" ExpiresByType image/png "access 1 year" ExpiresByType text/css "access 1 month" ExpiresByType application/pdf "access 1 month" ExpiresByType text/x-javascript "access 1 month" ExpiresByType application/x-shockwave-flash "access 1 month" ExpiresByType image/x-icon "access 1 year" ExpiresDefault "access 2 days" </IfModule> ## EXPIRES CACHING ##

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  • Google Chrome with strange behavior

    - by user72274
    I'm former Chromium-browser user, but after not upgrading the PPA for 2 months, I switched to Google Chrome browser yesterday. Everything is okay, except some strange behavior on some pages and crashing after loading "chrome://" configuration pages. The best known website with strange behavior is youtube, there is a picture what I see: When I open user menu in top right corner, it crashes that way and even after closing the menu, some parts of menu stay display. You may say it's Youtube problem, no, I have this problem at least on three other websites, here it is on Imgur: The problem isn't for the whole side, sometimes it happens from the middle of the screen. The interesting part is that it happens everytime in the same distance from the right border. When I check the DOM elements with the Developer tool, the overlay which shows element's position is rendered how it should be. What is more, if there is anchor after the crashed area, it works after clicking on it. Selecting text in crashed page is impossible. I hope there is enough information to give me an advice, thanks in advance. :) EDIT: Here is what the browser posted in "chrome://gpu-internals/": Graphics Feature Status Canvas: Software only, hardware acceleration unavailable Compositing: Hardware accelerated 3D CSS: Hardware accelerated CSS Animation: Software animated. WebGL: Hardware accelerated WebGL multisampling: Hardware accelerated Problems Detected Accelerated CSS animation has been disabled at the command line. Accelerated 2d canvas is unstable in Linux at the moment. Ubuntu 12.04 | Gnome-shell 3.4.1 | ATI Radeon 4550 | Screen resolution 1024*768 | Chrome version 20.0.1132.57 (Official Build 145807)

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  • Silverlight for Windows Embedded tutorial (step 6)

    - by Valter Minute
    In this tutorial step we will develop a very simple clock application that may be used as a screensaver on our devices and will allow us to discover a new feature of Silverlight for Windows Embedded (transforms) and how to use an “old” feature of Windows CE (timers) inside a Silverlight for Windows Embedded application. Let’s start with some XAML, as usual: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="640" Height="480" FontSize="18" x:Name="Clock">   <Canvas x:Name="LayoutRoot" Background="#FF000000"> <Grid Height="24" Width="150" Canvas.Left="320" Canvas.Top="234" x:Name="SecondsHand" Background="#FFFF0000"> <TextBlock Text="Seconds" TextWrapping="Wrap" Width="50" HorizontalAlignment="Right" VerticalAlignment="Center" x:Name="SecondsText" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="MinutesHand" Width="100" Background="#FF00FF00" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="MinutesText" VerticalAlignment="Center" Width="50" Text="Minutes" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="HoursHand" Width="50" Background="#FF0000FF" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="HoursText" VerticalAlignment="Center" Width="50" Text="Hours" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> </Canvas> </UserControl> This XAML file defines three grid panels, one for each hand of our clock (we are implementing an analog clock using one of the most advanced technologies of the digital world… how cool is that?). Inside each hand we put a TextBlock that will be used to display the current hour, minute, second inside the dial (you can’t do that on plain old analog clocks, but it looks nice). As usual we use XAML2CPP to generate the boring part of our code. We declare a class named “Clock” and derives from the TClock template that XAML2CPP has declared for us. class Clock : public TClock<Clock> { ... }; Our WinMain function is more or less the same we used in all the previous samples. It initializes the XAML runtime, create an instance of our class, initialize it and shows it as a dialog: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; Clock clock;   if (FAILED(clock.Init(hInstance,app))) return -1;     UINT exitcode;   if (FAILED(clock.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; } Silverlight for Windows Embedded provides a lot of features to implement our UI, but it does not provide timers. How we can update our clock if we don’t have a timer feature? We just use plain old Windows timers, as we do in “regular” Windows CE applications! To use a timer in WinCE we should declare an id for it: #define IDT_CLOCKUPDATE 0x12341234 We also need an HWND that will be used to receive WM_TIMER messages. Our Silverlight for Windows Embedded page is “hosted” inside a GWES Window and we can retrieve its handle using the GetContainerHWND function of our VisualHost object. Let’s see how this is implemented inside our Clock class’ Init method: HRESULT Init(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode;   if (FAILED(retcode=TClock<Clock>::Init(hInstance,app))) return retcode;   // create the timer user to update the clock HWND clockhwnd;   if (FAILED(GetVisualHost()->GetContainerHWND(&clockhwnd))) return -1;   timer=SetTimer(clockhwnd,IDT_CLOCKUPDATE,1000,NULL); return 0; } We use SetTimer to create a new timer and GWES will send a WM_TIMER to our window every second, giving us a chance to update our clock. That sounds great… but how could we handle the WM_TIMER message if we didn’t implement a window procedure for our window? We have to move a step back and look how a visual host is created. This code is generated by XAML2CPP and is inside xaml2cppbase.h: virtual HRESULT CreateHost(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode; XRWindowCreateParams wp;   ZeroMemory(&wp, sizeof(XRWindowCreateParams)); InitWindowParms(&wp);   XRXamlSource xamlsrc;   SetXAMLSource(hInstance,&xamlsrc); if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return retcode;   if (FAILED(retcode=vhost->GetRootElement(&root))) return retcode; return S_OK; } As you can see the CreateHostFromXaml function of IXRApplication accepts a structure named XRWindowCreateParams that control how the “plain old” GWES Window is created by the runtime. This structure is initialized inside the InitWindowParm method: // Initializes Windows parameters, can be overridden in the user class to change its appearance virtual void InitWindowParms(XRWindowCreateParams* wp) { wp->Style = WS_OVERLAPPED; wp->pTitle = windowtitle; wp->Left = 0; wp->Top = 0; } This method set up the window style, title and position. But the XRWindowCreateParams contains also other fields and, since the function is declared as virtual, we could initialize them inside our version of InitWindowParms: // add hook procedure to the standard windows creation parms virtual void InitWindowParms(XRWindowCreateParams* wp) { TClock<Clock>::InitWindowParms(wp);   wp->pHookProc=StaticHostHookProc; wp->pvUserParam=this; } This method calls the base class implementation (useful to not having to re-write some code, did I told you that I’m quite lazy?) and then initializes the pHookProc and pvUserParam members of the XRWindowsCreateParams structure. Those members will allow us to install a “hook” procedure that will be called each time the GWES window “hosting” our Silverlight for Windows Embedded UI receives a message. We can declare a hook procedure inside our Clock class: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { ... } You should notice two things here. First that the function is declared as static. This is required because a non-static function has a “hidden” parameters, that is the “this” pointer of our object. Having an extra parameter is not allowed for the type defined for the pHookProc member of the XRWindowsCreateParams struct and so we should implement our hook procedure as static. But in a static procedure we will not have a this pointer. How could we access the data member of our class? Here’s the second thing to notice. We initialized also the pvUserParam of the XRWindowsCreateParams struct. We set it to our this pointer. This value will be passed as the first parameter of the hook procedure. In this way we can retrieve our this pointer and use it to call a non-static version of our hook procedure: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { return ((Clock*)pv)->HostHookProc(hwnd,Msg,wParam,lParam,pRetVal); } Inside our non-static hook procedure we will have access to our this pointer and we will be able to update our clock: // hook procedure (handles timers) BOOL HostHookProc(HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { switch (Msg) { case WM_TIMER: if (wParam==IDT_CLOCKUPDATE) UpdateClock(); *pRetVal=0; return TRUE; } return FALSE; } The UpdateClock member function will update the text inside our TextBlocks and rotate the hands to reflect current time: // udates Hands positions and labels HRESULT UpdateClock() { SYSTEMTIME time; HRESULT retcode;   GetLocalTime(&time);   //updates the text fields TCHAR timebuffer[32];   _itow(time.wSecond,timebuffer,10);   SecondsText->SetText(timebuffer);   _itow(time.wMinute,timebuffer,10);   MinutesText->SetText(timebuffer);   _itow(time.wHour,timebuffer,10);   HoursText->SetText(timebuffer);   if (FAILED(retcode=RotateHand(((float)time.wSecond)*6-90,SecondsHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)time.wMinute)*6-90,MinutesHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)(time.wHour%12))*30-90,HoursHand))) return retcode;   return S_OK; } The function retrieves current time, convert hours, minutes and seconds to strings and display those strings inside the three TextBlocks that we put inside our clock hands. Then it rotates the hands to position them at the right angle (angles are in degrees and we have to subtract 90 degrees because 0 degrees means horizontal on Silverlight for Windows Embedded and usually a clock 0 is in the top position of the dial. The code of the RotateHand function uses transforms to rotate our clock hands on the screen: // rotates a Hand HRESULT RotateHand(float angle,IXRFrameworkElement* Hand) { HRESULT retcode; IXRRotateTransformPtr rotatetransform; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRRotateTransform,&rotatetransform))) return retcode;     if (FAILED(retcode=rotatetransform->SetAngle(angle))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterX(0.0))) return retcode;   float height;   if (FAILED(retcode==Hand->GetActualHeight(&height))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterY(height/2))) return retcode; if (FAILED(retcode=Hand->SetRenderTransform(rotatetransform))) return retcode;   return S_OK; } It creates a IXRotateTransform object, set its rotation angle and origin (the default origin is at the top-left corner of our Grid panel, we move it in the vertical center to keep the hand rotating around a single point in a more “clock like” way. Then we can apply the transform to our UI object using SetRenderTransform. Every UI element (derived from IXRFrameworkElement) can be rotated! And using different subclasses of IXRTransform also moved, scaled, skewed and distorted in many ways. You can also concatenate multiple transforms and apply them at once suing a IXRTransformGroup object. The XAML engine uses vector graphics and object will not look “pixelated” when they are rotated or scaled. As usual you can download the code here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/Clock.zip If you read up to (down to?) this point you seem to be interested in Silverlight for Windows Embedded. If you want me to discuss some specific topic, please feel free to point it out in the comments! Technorati Tags: Silverlight for Windows Embedded,Windows CE

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  • Fragment shader seems to floor() imprecisely

    - by Peter K.
    I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97. Example: floor(64.7) returns 64.0 -- correct floor(64.98) returns 65.0 -- incorrect The same happens on ceiling close above x.0, where ceil(65.02) returns 65.0 instead of 66.0. Q: Any ideas how to solve this? Note: GL ES 2.0 with GLSL 1.0 highp floats are not supported in fragment shaders on my hardware flat varying hasn't been a solution, because I'm drawing TRIANGLE_STRIP and can't redeclare the provoking vertex (only OpenGL 3.2+) Fragment Shader: varying float fVertexInteger; varying float fVertexFraction; void main() { // Fix vertex integer fixedVertexInteger = floor(fVertexInteger); // Fragment color gl_FragColor = vec4( fixedVertexInteger / 65025.0, fract(fixedVertexInteger / 255.0), fVertexFraction, 1.0 ); }

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  • Opengl glVertexAttrib4fv doesn't work?

    - by Naor
    This is my vertex shader: static const GLchar * vertex_shader_source[] = { "#version 430 core \n" "layout (location = 0) in vec4 offset; \n" "void main(void) \n" "{ \n" " const vec4 vertices[3] = vec4[3](vec4( 0.25, -0.25, 0.5, 1.0),\n" " vec4(-0.25, -0.25, 0.5, 1.0), \n" " vec4( 0.25, 0.25, 0.5, 1.0)); \n" " gl_Position = vertices[gl_VertexID] + offset; \n" "} \n" }; and this is what im trying to do: glUseProgram(rendering_program); GLfloat attrib[] = { (float)sin(currentTime) * 0.5f, (float)cos(currentTime) * 0.6f, 0.0f, 0.0f }; glVertexAttrib4fv(0, attrib); glDrawArrays(GL_TRIANGLES, 0, 3); currentTime - The number in seconds since the program has started. Expected result - Triangle moving around the window. Its from the SuperBible book (sixth edition), this is the full code:http://pastebin.com/xA3eCKz1 The triangle should move across the screen but it doesn't.

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • NullReferenceException when accessing variables in a 2D array in Unity

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } I am not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • Isometric - precise screen coordinates to isometric

    - by Rawrz
    I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to keep falling short. For drawing I use: batch.draw( texture, (y * tileWidth / 2) + (x * tileWidth / 2), (x * tileHeight / 2) - (y * tileHeight / 2)) This is what I currently use for figuring out a tile position: float xt = x + camPosition.x - (ScreenWidth/2) ; float yt = (ScreenHeight) - y + camPosition.y - (ScreenHeight/2); int tileY = Math.round((((xt) / tileWidth) - ((yt) / tileHeight))); int tileX = Math.round((((xt) / tileWidth) + ((yt) / tileHeight))- 1); I'm just wondering how I could update these to allow for more precise coordinates, instead of tile only. EDIT: Following what ccxvii said below, and removing the -1 from tileX, the object follows my mouse just like I had wanted. Just going to re-examine the math and figure out if that change will result in other messes =o

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • jQuery tools modal overlay display problem in IE6-8

    - by Michael Stone
    I'm trying to enable the overlay to be modal. It works perfectly fine in FireFox, but the window object is behind the mask when it becomes modal. This prevents any interaction with it and the page is actually useless. I've tried debugging this for a while and can't figure it out. Here is a link to the example on their site: http://flowplayer.org/tools/demos/overlay/modal-dialog.html $.fn.cfwindow = function(btnEvent,modal,draggable){ //error checking if(btnEvent == ""){ alert('Error in window :\n Please provide an id that instantiates the window. '); } if(!modal && !draggable){ $('#'+btnEvent+'[rel]').overlay(); $('#content_overlay').css('cursor','default'); } if(!modal && draggable){ $('#'+btnEvent+'[rel]').overlay(); $('#content_overlay').css('cursor','move'); $('#custom').draggable(); } if(modal){ $('#'+btnEvent+'[rel]').overlay({ // some mask tweaks suitable for modal dialogs mask: { color: '#646464', loadSpeed: 200, opacity: 0.6 }, closeOnClick: false }); $('#content_overlay').css('cursor','default'); //$('#custom').addClass('modal'); } }; That's what I'm referencing when I call through: <script type="text/javascript"> $(document).ready(function(){ $(document).pngFix(); var modal = <cfoutput>#attributes.modal#; var drag = #attributes.draggable#; var btn = '#attributes.selector#'; var src = '#attributes.source#'; var wid = '#attributes.width#'; $('##custom').width(parseInt(wid)); $('div##load_content').load(src); $('##custom').cfwindow(btn,modal,drag,wid); }); </script> CSS for the modal: <style type="text/css"> .modal { display:none; text-align:left; background-color:#FFFFFF; -moz-border-radius:6px; -webkit-border-radius:6px; } </style> Exclude the and the additional pound signs, IE. "##". Screen shot of the problem: http://twitpic.com/1tak06 Note: IE6 and IE8 have the same problem. Any help would be appreciated.

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • Google Chrome audit on caching

    - by Álvaro G. Vicario
    If I run an audit on my sites with Google Chrome, I get this message in the Leverage browser caching section: The following resources are missing a cache expiration. Resources that do not specify an expiration may not be cached by browsers: A list of all the pictures follows. I get a similar notice in Leverage proxy caching: Consider adding a "Cache-Control: public" header to the following resources: Apart from pictures, I also get a notice about HTML, CSS and JavaScript files: The following resources are explicitly non-cacheable. Consider making them cacheable if possible: Its funny because I've worked hard to cache all static contents (except for pictures, where I just left Apache's default settings). Firefox does indeed store all these items in cache. Is there anything I should improve in my HTTP headers? Here's the complete header set of some items as loaded after removing the browser caché. Pictures use default settings I didn't really check before, the rest should be cachéd for three hours. I can set headers with both .htaccess and PHP. PNG HTTP/1.1 200 OK Date: Sat, 31 Jul 2010 12:46:14 GMT Server: Apache Last-Modified: Thu, 18 Mar 2010 21:40:54 GMT Etag: "c48024-230-4821a15d6c580" Accept-Ranges: bytes Content-Length: 560 Keep-Alive: timeout=4 Connection: Keep-Alive Content-Type: image/png HTML HTTP/1.1 200 OK Date: Sat, 31 Jul 2010 12:46:13 GMT Server: Apache X-Powered-By: PHP/5.2.11 Expires: Sat, 31 Jul 2010 15:46:13 GMT Cache-Control: max-age=10800, s-maxage=10800, must-revalidate, proxy-revalidate Content-Encoding: gzip Vary: Accept-Encoding Last-Modified: Wed, 24 Mar 2010 20:30:36 GMT Keep-Alive: timeout=4 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: text/html; charset=ISO-8859-15 CSS HTTP/1.1 200 OK Date: Sat, 31 Jul 2010 12:48:21 GMT Server: Apache X-Powered-By: PHP/5.2.11 Expires: Sat, 31 Jul 2010 15:48:21 GMT Cache-Control: max-age=10800, s-maxage=10800, must-revalidate, proxy-revalidate Content-Encoding: gzip Vary: Accept-Encoding Last-Modified: Thu, 18 Mar 2010 21:40:12 GMT Keep-Alive: timeout=4 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: text/css JavaScript HTTP/1.1 200 OK Date: Sat, 31 Jul 2010 12:48:21 GMT Server: Apache X-Powered-By: PHP/5.2.11 Expires: Sat, 31 Jul 2010 15:48:21 GMT Cache-Control: max-age=10800, s-maxage=10800, must-revalidate, proxy-revalidate Content-Encoding: gzip Vary: Accept-Encoding Last-Modified: Thu, 18 Mar 2010 21:40:12 GMT Keep-Alive: timeout=4 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: application/x-javascript Update I've tested Jumby's suggestion and set my CSS's expire to 1 year: Cache-Control:max-age=31536000, s-maxage=31536000, must-revalidate, proxy-revalidate Connection:Keep-Alive Content-Encoding:gzip Content-Length:4198 Content-Type:text/css Date:Mon, 02 Aug 2010 20:48:56 GMT Expires:Tue, 02 Aug 2011 20:48:56 GMT Keep-Alive:timeout=5, max=99 Last-Modified:Thu, 18 Mar 2010 20:40:12 GMT Server:Apache/2.2.14 (Win32) PHP/5.3.1 Vary:Accept-Encoding X-Powered-By:PHP/5.3.1 However, Chrome still claims "explicitly non-cacheable".

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  • Colorbox class don't work with ajax/dom object

    - by almal
    i usually use colorbox tool for open "popup windows" in my page and all are fine. In my new project the situation is little different because i use js/ajax/dom for create dinamically my objects in handleRequestStateChange() function. After import js,jquery and css for colorbox, in the head of my js page i write: $(document).ready(function () { $(window).scroll(function () { //oP1 = document.createTextNode(posizione_menu.offsetTop); //divIpt.appendChild(oMtx1); $(".divHcss").css("position", "fixed").css("top", "0px").css("z-index", "999"); }); //Examples of how to assign the Colorbox event to elements $(".group1").colorbox({rel:'group1'}); $(".group2").colorbox({rel:'group2', transition:"fade"}); $(".group3").colorbox({rel:'group3', transition:"none", width:"75%", height:"75%"}); $(".group4").colorbox({rel:'group4', slideshow:true}); $(".ajax").colorbox(); $(".youtube").colorbox({iframe:true, innerWidth:640, innerHeight:390}); $(".vimeo").colorbox({iframe:true, innerWidth:500, innerHeight:409}); $(".iframe").colorbox({iframe:true, width:"80%", height:"80%"}); $(".inline").colorbox({inline:true, width:"50%"}); $(".callbacks").colorbox({ onOpen:function(){ alert('onOpen: colorbox is about to open'); }, onLoad:function(){ alert('onLoad: colorbox has started to load the targeted content'); }, onComplete:function(){ alert('onComplete: colorbox has displayed the loaded content'); }, onCleanup:function(){ alert('onCleanup: colorbox has begun the close process'); }, onClosed:function(){ alert('onClosed: colorbox has completely closed'); } }); $('.non-retina').colorbox({rel:'group5', transition:'none'}) $('.retina').colorbox({rel:'group5', transition:'none', retinaImage:true, retinaUrl:true}); //Example of preserving a JavaScript event for inline calls. $("#click").click(function(){ $('#click').css({"background-color":"#f00", "color":"#fff", "cursor":"inherit"}).text("Open this window again and this message will still be here."); return false; }); }); and after in handleRequestStateChange() i create my a element and assign to a div: var a = createElement('a'); //a.style.display = "block"; a.setAttribute('class','iframe'); a.setAttribute('href',"php/whois.php?P1="+oStxt.value); var divIp3 = createElement('div', 'divIp3', 'divIp3css'); var divIp31 = createElement('div', 'divIp31', 'divIp31css'); divIp3.appendChild(divIp31); divIp3.appendChild(a); a.appendChild(divIp31); The divIp31 become linkable but the href open page in a normal browser tab and not using attribute class for colorbox. Someone have an idea about? Thanks in advance AM

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  • Parabolic throw with set Height and range (libgdx)

    - by Tauboga
    Currently i'm working on a minigame for android where you have a rotating ball in the center of the display which jumps when touched in the direction of his current angle. I'm simply using a gravity vector and a velocity vector in this way: positionBall = positionBall.add(velocity); velocity = velocity.add(gravity); and velocity.x = (float) Math.cos(angle) * 12; /* 12 to amplify the velocity */ velocity.y = (float) Math.sin(angle) * 15; /* 15 to amplify the velocity */ That works fine. Here comes the problem: I want to make the jump look the same on all possible resolutions. The velocity needs to be scaled in a way that when the ball is thrown straight upwards it will touch the upper display border. When thrown directly left or right the range shall be exactly long enough to touch the left/right display border. Which formula(s) do I need to use and how to implement them correctly? Thanks in advance!

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