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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • Multitasking on iOS4 and its stated battery efficiency

    - by eml
    Apple stated that the reason multitasking didn't arrive before iOS4 is because they hadn't figured out how to do it right. Jobs stated at Apple WWDC 2010 that they now do and that they solved the problem of preserving battery performance regarding multitasking. Is iOS4's multitasking "feature" indeed more efficient regarding battery performance compared to Android? Have the Android developers managed to "do it right" too?

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  • On an HTC Hero - with provider Orange in the UK - can one upgrade the OS?

    - by user32648
    Currently it's running Android 1.5 - I'd clearly prefer to be on 1.6, 2.0 or 2.1 - but there seems to be limited information on this available on the internet. If anyone can confirm whether it's been done before, what versions are compatible with the handset, and any problems, it'd be really useful. Aside - it's kind of poor that a phone sold in March 2010 only runs Android 1.5... :(

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  • uk change to gmail

    - by csetzkorn
    This is really annoying. google changed googlemail to gmail today and my android phone does not synch anymore. how can i change my email address (???) in my android so that it works with the switched gmail rather than googlemail? thanks. christian

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  • chdir warning when opening .tar file on OS X

    - by denonth
    I need to unarchive a file to the /Developer folder. Install Qt for iOS SDK The Qt for iOS SDK has been configured to be installed in the default Xcode installation location /Developer. It is not possible to install the SDK into another location without first rebuilding it, as the install location is contained within the qmake executable, and that is built as part of Qt. To install the Qt for iOS SDK, open ‘Terminal’ and type the following from the command­-line: tar –xf qt­-everywhere-­ios­-4.8.0­-xxx.tar.gz –C /Developer (where xxx is an identifier which can be used to determine the build of the iOS SDK eg. arm7-­-nossl) This will install the Qt for iOS SDK into the following path: /Developer/Platforms/iPhoneOS.platform/Developer/usr/share/qt­-everywhere­-ios­-4.8.0 When I perform the operation I get the information: Lions-Mac:Documents User$ tar -xf qt-everywhere-ios-4.8.0-arm7-nossl.tar.gz -C /Developer tar: could not chdir to '/Developer' Any idea what is wrong?

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  • Which twitter client can synchronize unread tweets?

    - by Tom Burger
    Right now I'm forced to read all the tweets in a single client on a single device (TweetDeck on my Android phone). If I would switch to another device and/or client, I would need to search for the last unread tweet, which is sometimes complicated (too many tweets). So, the question: Is there a client who can keep the status (read/unread) on tweets across multiple devices? My target systems would be now Android and MS Windows, but also Linux might be handy.

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  • Forcibly Uninstalling Eclipse 3.5 Plugins

    - by Chris S
    How do you forcibly uninstall Eclipse 3.5 plugins without using Eclipse? I made the mistake of installing Google's Android SDK, and now when I try to check for updates via the "Check For Updates" or "Install New Software", some Android process runs, consumes all my CPU, takes up 3 gigs of memory, and crashes Eclipse. I can't even get to the uninstall dialog before Google's plugin kills everything.

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  • Which twitter client can synchronize unread tweets?

    - by Tom Burger
    Right now I'm forced to read all the tweets in a single client on a single device (TweetDeck on my Android phone). If I would switch to another device and/or client, I would need to search for the last unread tweet, which is sometimes complicated (too many tweets). So, the question: Is there a client who can keep the status (read/unread) on tweets across multiple devices? My target systems would be now Android and MS Windows, but also Linux might be handy.

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  • Bluetooth DUN Tethering fails

    - by tacone
    I have an HTC Desire HD, with Android Froyo (2.2) and PDANet installed. I am using Ubuntu 10.10. I cannot tether it over Bluetooth either with Network Manager or BlueMan. (note, I installed Blueman only after failing with NetWork manager, and I even tried the last version from the PPA). With both my device is discovered, paired, setup. But connecting always fail. Network manager says it cannot get the details of my device Blueman says Connection Refused (111) Here are some relevant entries from syslog. Mar 11 22:13:00 tacone-macbook bluetoothd[2242]: Bluetooth deamon 4.69 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting SDP server Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting experimental netlink support Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Failed to find Bluetooth netlink family Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Failed to init netlink plugin Mar 11 22:13:00 tacone-macbook kernel: [ 158.284357] Bluetooth: L2CAP ver 2.14 Mar 11 22:13:00 tacone-macbook kernel: [ 158.284361] Bluetooth: L2CAP socket layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.446781] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 Mar 11 22:13:00 tacone-macbook kernel: [ 158.446784] Bluetooth: BNEP filters: protocol multicast Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: HCI dev 0 registered Mar 11 22:13:00 tacone-macbook kernel: [ 158.569481] Bluetooth: SCO (Voice Link) ver 0.6 Mar 11 22:13:00 tacone-macbook kernel: [ 158.569484] Bluetooth: SCO socket layer initialized Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: HCI dev 0 up Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting security manager 0 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: ioctl(HCIUNBLOCKADDR): Invalid argument (22) Mar 11 22:13:00 tacone-macbook kernel: [ 158.818600] Bluetooth: RFCOMM TTY layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.818607] Bluetooth: RFCOMM socket layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.818610] Bluetooth: RFCOMM ver 1.11 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: probe failed with driver input-headset for device /org/bluez/2242/hci0/dev_F8_DB_7F_AF_6B_EE Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Adapter /org/bluez/2242/hci0 has been enabled Mar 11 22:13:00 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from ListDevices reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:13:00 tacone-macbook NetworkManager[1247]: <warn> bluez error getting adapter properties: Rejected send message, 1 matched rules; type="method_call", sender=":1.4" (uid=0 pid=1247 comm="NetworkManager) interface="org.bluez.Adapter" member="GetProperties" error name="(unset)" requested_reply=0 destination="org.bluez" (uid=0 pid=2242 comm="/usr/sbin/bluetoothd)) Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: return_link_keys (sba=00:23:6C:B5:03:6F, dba=00:23:6C:C0:F1:B0) Mar 11 22:13:00 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:02 tacone-macbook bluetoothd[2243]: Discovery session 0x2262d7c0 with :1.45 activated Mar 11 22:15:15 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:15 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:16 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:16 tacone-macbook bluetoothd[2243]: io_capa_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:17 tacone-macbook bluetoothd[2243]: io_capa_response (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:18 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: link_key_notify (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE, type=5) Mar 11 22:15:28 tacone-macbook kernel: [ 306.585725] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook kernel: [ 306.630757] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: Authentication requested Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:28 tacone-macbook kernel: [ 306.784829] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook kernel: [ 306.857861] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:29 tacone-macbook bluetoothd[2243]: probe failed with driver input-headset for device /org/bluez/2242/hci0/dev_F8_DB_7F_AF_6B_EE Mar 11 22:15:29 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:29 tacone-macbook pulseaudio[1757]: last message repeated 8 times Mar 11 22:15:29 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:30 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Mar 11 22:15:30 tacone-macbook modem-manager: (rfcomm0) opening serial device... Mar 11 22:15:30 tacone-macbook modem-manager: (rfcomm0): probe requested by plugin 'Generic' Mar 11 22:15:43 tacone-macbook modem-manager: (rfcomm0) closing serial device... Mar 11 22:15:43 tacone-macbook modem-manager: (rfcomm0) opening serial device... Mar 11 22:15:49 tacone-macbook modem-manager: (rfcomm0) closing serial device... Mar 11 22:16:15 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Mar 11 22:16:19 tacone-macbook kernel: [ 357.375108] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:16:24 tacone-macbook kernel: [ 362.169506] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook kernel: [ 362.215529] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:16:24 tacone-macbook kernel: [ 362.281559] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook kernel: [ 362.330588] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Any help ? PS: tethering via USB or WiFi is not an option, I need to do it over Bluetooth.

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • CSS hover behavior inconsistent on desktop/mobile devices [migrated]

    - by tbart
    I have a strange problem: This page looks good on desktop browsers, but the hovering effect does not seem to work correctly on at least my CM7 Android 2.3.7 device. I know hovering is not supposed to work on touch displays as it does with a mouse, but I'd like to have touch feedback, i.e. the highlight color should show once the user has tapped a menu item. This does work when the link is just a href="#" but it does not when it is a real link. I tried all sorts of stuff as you can see, to no avail. If you go back in the browser history after having tapped a real link, the item is highlighted, so the browser understands the CSS I am throwing at it. However, the javascript alert makes it clear that it only seems to interpret the link opening action and does not care about the color changing stuff. Weird that is. Workarounds welcome, preferable without javascript, but if it has to be JS, then go ahead! either go here: http://orpheus.co.at/hoverprob and Use the source, Luke! or see it here in all its glory: <html> <head> <meta name="viewport" content="width=320"> <style> #nav, #nav ul { width: 100%; float: left; list-style: none; line-height: 1; background: #fff; font-weight: bold; padding: 0; margin: 0 0 5px 0; } #nav a { display: block; color: #001834; text-decoration: none; padding: 5px 7px; } #nav li { float: left; padding: 0; width: 33%; } #nav li ul { position: absolute; left: -9999px; height: auto; margin: 0; opacity: .95; width: 100%; } #nav li a { text-align: center; height: 20px; line-height: 20px; } #nav li ul li a { text-align: left; } #nav li ul li { float: none; /* width: 316px; */ width: 100%; } #nav li:hover ul ul, #nav li:hover ul ul ul, #nav li.sfhover ul ul, #nav li.sfhover ul ul ul { left: -9999px; } #nav li:hover ul, #nav li li:hover ul, #nav li li li:hover ul, #nav li.sfhover ul, #nav li li.sfhover ul, #nav li li li.sfhover ul { left: 0; } #nav li.educate { background: #FFF0B8; /* background: #FF0000; */ /* border-radius: 5px; */ border: 5px; } #nav li.educate:hover { background: #FFCE00; /* border-radius: 5px; */ } </style> </head> <body> <div id="mobMenu"> <ul id="nav" class="nav"> <li class="educate"><a href="#">menu</a> <ul class="educate"> <li class="educate"><a href="#">href=&quot#&quot;, works</a></li> <!--(+emtpy onmouseover for iPose devices)--> <li class="educate"><a onmouseover="" href="index.html">does not work, real link</a></li> <li class="educate" id="bla"><a onmousedown="document.getElementById('bla').style.backgroundColor='Blue'; alert('Done');document.location='index.html';" href="#">JS, not interpreted in corr order</a></li> </ul> </li> </div> </body>

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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • From the Tips Box: Life after Babel Fish, Hidden Features in iOS apps, and Finding Clean Beaches with a Smartphone

    - by Jason Fitzpatrick
    Once a week we round up some of the great reader tips that come pouring in and share them with everyone. This week we’re looking at Bing’s absorbtion of Babelfish, hidden features in iOS apps, and how to find a clean beach with your smartphone. HTG Explains: What Is RSS and How Can I Benefit From Using It? HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online

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  • WWDC : Apple dévoile Metal, une nouvelle bibliothèque graphique pour améliorer les performances de rendu CPU sur les périphériques iOS

    WWDC : Apple dévoile Metal, une nouvelle bibliothèque graphique Son but est d'améliorer les performances de rendu sur CPU pour les périphériques sous iOSDurant la conférence WWDC 2014 (Apple Worldwide Developers Conference), Apple a annoncé une nouvelle bibliothèque graphique bas niveau à l'image de Mantle, appelée Metal. Le but est de drastiquement améliorer les performances de rendu sur CPU, pour les périphériques sous iOS. À cette occasion, Apple a travaillé avec Epic Games afin de produire...

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • AppDays Paris : Windows Phone, iOS et Android à l'honneur de la conférence des développeurs d'applications mobiles en novembre

    AppDays : les développeurs d'applications mobiles ont leur conférence Windows Phone, iOS et Android à l'honneur le 9 novembre « Applification du web », montée en puissance des galeries d'applications mobiles, augmentation des performances des OS mobiles. Autant de signes qui montrent que l'avenir du développement ne passera peut-être pas que par les Smartphones et les tablettes, mais qu'il passera immanquablement par eux. Des applications très pro (comme celles de SAP, l'éditeur allemand qui a bien saisi l'importance de cette tendance de fond) aux jeux les plus réalistes (comme Infinite Flight, un vrai simulateur d...

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  • Un quart de milliard de smartphones vendus au troisième trimestre, Android et iOS peinent à gagner des parts pendant que Windows Phone progresse

    Un quart de milliard de smartphones vendus au troisième trimestre, Android et iOS peinent à gagner des parts pendant que Windows Phone progresse Les rapports de vente de smartphones au troisième trimestre de l'année en cours se multiplient. Cette fois-ci, c'est l'entreprise indépendante d'analyse Canalys qui révèle à son tour une augmentation annuelle de 44% du marché. Cette proportion représente un quart de milliards de dispositifs écoulés en un trimestre sur la planète. Sans surprise,...

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  • Caching with AVPlayer and AVAssetExportSession

    - by tba
    I would like to cache progressive-download videos using AVPlayer. How can I save an AVPlayer's item to disk? I'm trying to use AVAssetExportSession on the player's currentItem (which is fully loaded). This code is giving me "AVAssetExportSessionStatusFailed (The operation could not be completed)" : AVAsset *mediaAsset = self.player.currentItem.asset; AVAssetExportSession *es = [[AVAssetExportSession alloc] initWithAsset:mediaAsset presetName:AVAssetExportPresetLowQuality]; NSString *outPath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"out.mp4"]; NSFileManager *fileManager = [NSFileManager defaultManager]; [fileManager removeItemAtPath:outPath error:NULL]; es.outputFileType = @"com.apple.quicktime-movie"; es.outputURL = [[[NSURL alloc] initFileURLWithPath:outPath] autorelease]; NSLog(@"exporting to %@",outPath); [es exportAsynchronouslyWithCompletionHandler:^{ NSString *status = @""; if( es.status == AVAssetExportSessionStatusUnknown ) status = @"AVAssetExportSessionStatusUnknown"; else if( es.status == AVAssetExportSessionStatusWaiting ) status = @"AVAssetExportSessionStatusWaiting"; else if( es.status == AVAssetExportSessionStatusExporting ) status = @"AVAssetExportSessionStatusExporting"; else if( es.status == AVAssetExportSessionStatusCompleted ) status = @"AVAssetExportSessionStatusCompleted"; else if( es.status == AVAssetExportSessionStatusFailed ) status = @"AVAssetExportSessionStatusFailed"; else if( es.status == AVAssetExportSessionStatusCancelled ) status = @"AVAssetExportSessionStatusCancelled"; NSLog(@"done exporting to %@ status %d = %@ (%@)",outPath,es.status, status,[[es error] localizedDescription]); }]; How can I export successfully? I'm looking into copying mediaAsset into an AVMutableComposition, but haven't had much luck with that either. Thanks! PS: Here are some questions from people trying to accomplish the same thing (but with MPMoviePlayerController): Cache Progressive downloaded content in MPMoviePlayerController Simultaneously stream and save a video? Caching videos to disk after successful preload by MPMoviePlayerController

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  • Zebra (ZSDK_API) 1.1.5266 Issue in XCode 4.6

    - by Poisydon
    Basically I'm having this error after I import the Zebra library in Xcode 4.6 Undefined symbols for architecture armv7: "_OBJC_CLASS_$_Linea", referenced from: objc-class-ref in libZSDK_API.a(LineaBtPrinterConnection.o) (maybe you meant: _OBJC_CLASS_$_LineaBtPrinterConnection) ld: symbol(s) not found for architecture armv7 clang: error: linker command failed with exit code 1 (use -v to see invocation) was wondering if anyone have encountered this issue with this version (1.1.5266) of the ZSDK_API. if anyone knows how to fix this, please post your instructions. My Thanks.

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  • Setting int more than once causes crash

    - by JulianB
    I'm doing a CABasicAnimation and getting the value from a nested NSMutableArray. Everything is great the first time it runs but crashes when called again either with custom functions or viewDidLoad. I've isolated it down to this line int int1 = [[[locationsArray objectAtIndex:0] objectAtIndex:0 ]integerValue] ; I assume it's to do with int not being a pointer but I'm lost as have to get the value without crashing the second time around Process: CEO Report 2011 [61880] Path: /Users/julian/Library/Application Support/iPhone Simulator/4.2/Applications/03CFB7BC-0722-4CA0-9E7D-39772AEEF444/CEO Report 2011.app/CEO Report 2011 Identifier: CEO Report 2011 Version: ??? (???) Code Type: X86 (Native) Parent Process: launchd [252] Date/Time: 2011-11-13 17:04:28.093 +0000 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x000000005079706f Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc_msgSend() selector name: objectAtIndex: iPhone Simulator 235, iPhone OS 4.2 (iPad/8C134) Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x012f1a78 objc_msgSend + 44 1 CEO Report 2011 0x0001afbd -[TalentRVC doBoxes:] + 61 (TalentRVC.m:594) 2 CEO Report 2011 0x00017025 -[TalentRVC locationSelected:] + 1123 (TalentRVC.m:137) 3 CEO Report 2011 0x0001659f -[TalentRVC segmentedControlIndexChangedA] + 290 (TalentRVC.m:53) 4 UIKit 0x002fba6e -[UIApplication sendAction:to:from:forEvent:] + 119 5 UIKit 0x0038a1b5 -[UIControl sendAction:to:forEvent:] + 67 6 UIKit 0x0038c647 -[UIControl(Internal) _sendActionsForEvents:withEvent:] + 527 7 UIKit 0x0038a16c -[UIControl sendActionsForControlEvents:] + 49 8 UIKit 0x003c96b2 -[UISegmentedControl setSelectedSegmentIndex:] + 574 9 UIKit 0x003ce17e -[UISegmentedControl touchesBegan:withEvent:] + 971 10 UIKit 0x00320025 -[UIWindow _sendTouchesForEvent:] + 395 11 UIKit 0x0030137a -[UIApplication sendEvent:] + 447 12 UIKit 0x00306732 _UIApplicationHandleEvent + 7576 13 GraphicsServices 0x01a5ca36 PurpleEventCallback + 1550 14 CoreFoundation 0x01171064 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 52 15 CoreFoundation 0x010d16f7 __CFRunLoopDoSource1 + 215 16 CoreFoundation 0x010ce983 __CFRunLoopRun + 979 17 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 18 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 19 GraphicsServices 0x01a5b268 GSEventRunModal + 217 20 GraphicsServices 0x01a5b32d GSEventRun + 115 21 UIKit 0x0030a42e UIApplicationMain + 1160 22 CEO Report 2011 0x00002864 main + 102 (main.m:14) 23 CEO Report 2011 0x000027f5 start + 53 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x98a10382 kevent + 10 1 libSystem.B.dylib 0x98a10a9c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x98a0ff59 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x98a0fcfe _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x98a0f781 _pthread_wqthread + 390 5 libSystem.B.dylib 0x98a0f5c6 start_wqthread + 30 Thread 2: WebThread 0 libSystem.B.dylib 0x989e9afa mach_msg_trap + 10 1 libSystem.B.dylib 0x989ea267 mach_msg + 68 2 CoreFoundation 0x011714a6 __CFRunLoopServiceMachPort + 150 3 CoreFoundation 0x010ce874 __CFRunLoopRun + 708 4 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 5 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 6 WebCore 0x023e1423 RunWebThread(void*) + 499 7 libSystem.B.dylib 0x98a17259 _pthread_start + 345 8 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 3: 0 libSystem.B.dylib 0x989e9afa mach_msg_trap + 10 1 libSystem.B.dylib 0x989ea267 mach_msg + 68 2 CoreFoundation 0x011714a6 __CFRunLoopServiceMachPort + 150 3 CoreFoundation 0x010ce874 __CFRunLoopRun + 708 4 CoreFoundation 0x010ce240 CFRunLoopRunSpecific + 208 5 CoreFoundation 0x010ce161 CFRunLoopRunInMode + 97 6 Foundation 0x0009b162 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 398 7 Foundation 0x00065d4c -[NSThread main] + 81 8 Foundation 0x00065cd8 __NSThread__main__ + 1387 9 libSystem.B.dylib 0x98a17259 _pthread_start + 345 10 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 4: com.apple.CFSocket.private 0 libSystem.B.dylib 0x98a08ac6 select$DARWIN_EXTSN + 10 1 CoreFoundation 0x01102cbc __CFSocketManager + 812 2 libSystem.B.dylib 0x98a17259 _pthread_start + 345 3 libSystem.B.dylib 0x98a170de thread_start + 34 Thread 5: 0 libSystem.B.dylib 0x98a0f412 __workq_kernreturn + 10 1 libSystem.B.dylib 0x98a0f9a8 _pthread_wqthread + 941 2 libSystem.B.dylib 0x98a0f5c6 start_wqthread + 30 Thread 0 crashed with X86 Thread State (32-bit): eax: 0x5079706f ebx: 0x0001af8c ecx: 0x04c8a1ff edx: 0x00200855 edi: 0x010bfbd0 esi: 0x56e58955 ebp: 0xbfffd408 esp: 0xbfffd3d4 ss: 0x0000001f efl: 0x00010206 eip: 0x012f1a78 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037 cr2: 0x5079706f Binary Images: 0x1000 - 0x29ffb +CEO Report 2011 ??? (???) <C5838026-29D3-AF1E-8C66-F7F5C18CDDD2> /Users/julian/Library/Application Support/iPhone Simulator/4.2/Applications/03CFB7BC-0722-4CA0-9E7D-39772AEEF444/CEO Report 2011.app/CEO Report 2011 0x4a000 - 0x4cff7 +PBGDBIntrospectionSupport.A.dylib 1760.0.0 (compatibility 1.0.0) <C80BE225-06F2-4CB3-BF89-84A1B0FDCDA2> /Developer-3/Applications/Xcode.app/Contents/PlugIns/GDBMIDebugging.xcplugin/Contents/Resources/PBGDBIntrospectionSupport.A.dylib 0x51000 - 0x212fe7 +Foundation 751.49.0 (compatibility 300.0.0) <DB9A4461-C768-9B7B-E463-4568E3FAA179> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/Foundation.framework/Foundation 0x2ef000 - 0x7fbff3 +UIKit 1400.0.0 (compatibility 1.0.0) <EE783C53-A647-D7F8-62CF-FB3F7DD16C54> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/UIKit.framework/UIKit 0xa40000 - 0xc73ff7 com.apple.CoreGraphics 1.600.0 (???) <78926D2F-9A6C-8B48-BD99-72B3373872BD> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics 0xcdc000 - 0xe3affb +CoreData 320.15.0 (compatibility 1.0.0) <75D8B19C-E452-CB13-87FA-CBFD44D3A04F> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreData.framework/CoreData 0xeb3000 - 0xefdffb +SystemConfiguration 379.0.0 (compatibility 1.0.0) <5A1E5868-7B70-7184-F4F6-B0FC574E49A0> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration 0xf1c000 - 0x100efef +QuartzCore 1.7.0 (compatibility 1.2.0) <FCA6F109-11B7-B38B-4EBF-D5C2CA9D5CE7> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/QuartzCore.framework/QuartzCore 0x1079000 - 0x108aff7 +libSystem.dylib 125.0.0 (compatibility 1.0.0) <76CE85FC-AAC8-DE1C-B533-ABCEF8783B8F> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libSystem.dylib 0x109d000 - 0x11ecfef +CoreFoundation 550.52.0 (compatibility 150.0.0) <CDA305C1-38E1-514F-0EFB-4B6A58E296D5> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation 0x12de000 - 0x13abfe3 +libobjc.A.dylib 227.0.0 (compatibility 1.0.0) <FEB8BB90-29E8-F87A-EA47-9395667DA191> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libobjc.A.dylib 0x13fd000 - 0x15a3fe7 +libicucore.A.dylib 45.0.0 (compatibility 1.0.0) <05674AB8-3A5A-0D89-79F8-EA0817A32D38> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libicucore.A.dylib 0x160f000 - 0x170efe7 +libxml2.2.dylib 10.3.0 (compatibility 10.0.0) <08B31BB7-E603-0C9A-1D7D-17637EFEDA54> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libxml2.2.dylib 0x1733000 - 0x1741ff7 +libz.1.dylib 1.2.3 (compatibility 1.0.0) <F91C1567-31B2-CEFD-2D61-1B76C9F89E6A> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libz.1.dylib 0x1746000 - 0x188cff7 +CFNetwork 485.12.7 (compatibility 1.0.0) <FCD41C21-04EF-CDBB-84AC-9017DC3BF552> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CFNetwork.framework/CFNetwork 0x190a000 - 0x196efeb +Security ??? (???) <1D093A0E-0E15-231C-F11D-0645230EF7A1> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/Security.framework/Security 0x1996000 - 0x1999ff7 +IOKit 275.0.0 (compatibility 1.0.0) <E244134E-FFD4-D9C4-BF8E-E1235C0C17B7> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/IOKit.framework/IOKit 0x19a1000 - 0x19b7ff7 +libSystem.override.dylib ??? (???) <477EA8CC-61D1-D179-A7B6-2BB7C377600B> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/system/libSystem.override.dylib 0x19c2000 - 0x1a43ffb +libsqlite3.dylib 9.6.0 (compatibility 9.0.0) <BCEA48F2-1BF3-BD41-F3D8-D905806BFA57> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libsqlite3.dylib 0x1a55000 - 0x1a65fe3 +GraphicsServices 14.0.0 (compatibility 1.0.0) <BA0B832B-2252-0434-BFD7-99415BEDF76B> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices 0x1a76000 - 0x1c13ff3 +JavaScriptCore 533.17.9 (compatibility 1.0.0) <8B97277F-F677-F9B0-F82F-5E1E608EFA84> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore 0x1c66000 - 0x1d47ffb +ImageIO ??? (???) <6FAE198A-EAC4-9FBF-A922-1DF8200FD269> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/ImageIO.framework/ImageIO 0x1d71000 - 0x1dbdff3 +AddressBook 30.0.0 (compatibility 1.0.0) <A011434A-1249-3B7D-97EF-08F0AA0EFBB3> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/AddressBook.framework/AddressBook 0x1de7000 - 0x1f7efe7 +AudioToolbox 296.0.0 (compatibility 1.0.0) <C35F6411-41EB-92EC-F0E1-E3328746061D> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox 0x1fd2000 - 0x1fe5fff +SpringBoardServices ??? (???) <AE58FA0A-B824-CF60-3F40-4CEBBFC2F236> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices 0x1ff1000 - 0x2034ffb +AppSupport 29.0.0 (compatibility 1.0.0) <1B38F0B4-36BB-5BEB-917A-A5CFBFCEDADA> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/AppSupport.framework/AppSupport 0x2059000 - 0x20c7fe3 +CoreText ??? (???) <EE0D05CA-772A-9D07-7931-06B948B209D5> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreText.framework/CoreText 0x20f4000 - 0x2136feb +MobileCoreServices 20.0.0 (compatibility 1.0.0) <0F2407B2-C515-C6AC-B72B-0BA21568B152> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices 0x2150000 - 0x2231ff7 +WebKit 533.17.9 (compatibility 1.0.0) <C2BA78C7-45EC-54AA-E020-D7FD6ECE06F9> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/WebKit.framework/WebKit 0x22a9000 - 0x3090ffb +WebCore 533.17.9 (compatibility 1.0.0) <D9EEBA8C-F9D4-FAF4-E0BF-58CE7DAAFB96> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/WebCore.framework/WebCore 0x358c000 - 0x363ffe3 +ProofReader 101.0.0 (compatibility 1.0.0) <196C8CFD-C6BA-A5DE-5785-7F6042DC6425> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/ProofReader.framework/ProofReader 0x3656000 - 0x3659ff7 +libAccessibility.dylib ??? (???) <BFB0EA39-9E6F-026C-0C23-66A12AB3D336> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libAccessibility.dylib 0x3661000 - 0x368fff7 +PrintKit 66.0.0 (compatibility 1.0.0) <F171F166-8B5C-FBC7-497E-9DCDEB158348> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/PrintKit.framework/PrintKit 0x36a3000 - 0x3724fe3 +CoreTelephony 383.8.3 (compatibility 1.0.0) <7BEDF930-9CA4-E6A2-BBCE-C6E7A14DEE69> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreTelephony.framework/CoreTelephony 0x3767000 - 0x3768fff +DataMigration ??? (???) <87E44081-5DCB-6597-6865-90780FEB8597> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/DataMigration.framework/DataMigration 0x376d000 - 0x3770ff7 +MobileInstallation ??? (???) <DFD90490-F485-6945-1ABE-F4D6C7A94574> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/MobileInstallation.framework/MobileInstallation 0x3776000 - 0x37aafff +Bom 157.0.0 (compatibility 2.0.0) <7FE61FCF-0E89-0744-F24C-2D1F6C1EAE89> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/Bom.framework/Bom 0x37b7000 - 0x37c4fe7 +libbz2.1.0.dylib 1.0.5 (compatibility 1.0.0) <BD82EE16-8FB3-A7F5-4CC0-EDE15AC18507> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libbz2.1.0.dylib 0x37c9000 - 0x37d4ff7 +AggregateDictionary ??? (???) <37904D52-6186-14BB-560B-D8B21316BB52> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/AggregateDictionary.framework/AggregateDictionary 0x37df000 - 0x3853ff7 +CoreAudio ??? (???) <0669925D-3993-07DC-9E76-369C1709553E> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreAudio.framework/CoreAudio 0x3888000 - 0x3cf8ff3 +libBLAS.dylib ??? (???) <3EE46AD9-7807-F326-E0AF-BAEF5939654B> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib 0x3d1e000 - 0x4160fe7 +libLAPACK.dylib ??? 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(???) <5BC721E0-FB4E-B81B-4FED-DF7189AD8BA0> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/AssetsLibraryServices.framework/AssetsLibraryServices 0x4c90000 - 0x4c90ff7 +libresolv.dylib 41.0.0 (compatibility 1.0.0) <78A807DB-B13E-9550-9C2E-8DA1DCBFEE8A> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libresolv.dylib 0x4f52000 - 0x4f9ffe7 +libCGFreetype.A.dylib 600.0.0 (compatibility 64.0.0) <2DFF120B-1542-ED85-07DC-EE7394592B76> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib 0x4fb7000 - 0x4fe0fe7 +libRIP.A.dylib 600.0.0 (compatibility 64.0.0) <0E986874-F95E-1CA2-C221-E99DBD2E6AB1> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/CoreGraphics.framework/Resources/libRIP.A.dylib 0xbeb0000 - 0xbeb9fff +WebUI ??? (???) <33AE9B5E-6083-2103-174B-2E6EC60A58A6> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/WebUI.framework/WebUI 0xbec3000 - 0xbec7ff3 +CertUI ??? (???) <5C86FEAC-C796-A9EA-076F-5A34B74B755E> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/CertUI.framework/CertUI 0xbece000 - 0xbed4ff3 +libMobileGestalt.dylib ??? (???) <1A9029E7-6BCA-46F5-0FAE-FB96EED30A05> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/usr/lib/libMobileGestalt.dylib 0xbedc000 - 0xbeefffb +PersistentConnection ??? (???) <E7C7258E-A316-B701-08C2-2A58A90211AB> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/PersistentConnection.framework/PersistentConnection 0xc210000 - 0xc26bff7 +ManagedConfiguration ??? (???) <85935272-F391-D5FF-9976-EFC8560AC1CB> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/ManagedConfiguration.framework/ManagedConfiguration 0xc2a9000 - 0xc2b7ff3 +AccountSettings ??? (???) <E77F2419-8ADC-3CC5-23A9-74F2CECA68B3> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/AccountSettings.framework/AccountSettings 0xc2c1000 - 0xc2c5fff +ApplePushService ??? (???) <218FD678-275F-0EDC-C9FF-D03062736212> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/ApplePushService.framework/ApplePushService 0xc2cb000 - 0xc2dcffb +DataDetectorsUI 52.0.0 (compatibility 1.0.0) <A2C9C080-84D0-5B51-40BE-4B6A7C512D91> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/DataDetectorsUI.framework/DataDetectorsUI 0xc2e9000 - 0xc2fdfe7 +DataDetectorsCore 154.0.0 (compatibility 1.0.0) <113CA3D9-474B-1223-ACA7-EB4D473C1583> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/PrivateFrameworks/DataDetectorsCore.framework/DataDetectorsCore 0xcdbd000 - 0xce00ff3 +QuickLook ??? (???) <94F8984E-BCEA-ADED-7749-C29CE5E04C68> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/Frameworks/QuickLook.framework/QuickLook 0xce29000 - 0xcf75fff +RawCamera 1.0.1 (compatibility 1.0.0) <33F076B3-56FC-6978-3FD7-DF5B1A416D02> /Developer-3/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.2.sdk/System/Library/CoreServices/RawCamera.bundle/RawCamera 0x8fe00000 - 0x8fe4163b dyld 132.1 (???) <4CDE4F04-0DD6-224E-ACE5-3C06E169A801> /usr/lib/dyld 0x91590000 - 0x91593fe7 libmathCommon.A.dylib 315.0.0 (compatibility 1.0.0) <1622A54F-1A98-2CBE-B6A4-2122981A500E> /usr/lib/system/libmathCommon.A.dylib 0x91681000 - 0x91681ff7 com.apple.Accelerate 1.6 (Accelerate 1.6) <3891A689-4F38-FACD-38B2-4BF937DE30CF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate 0x92ff7000 - 0x930ebff7 libiconv.2.dylib 7.0.0 (compatibility 7.0.0) <061ABF36-8BA9-79C1-6CE7-EC69A4998F51> /usr/lib/libiconv.2.dylib 0x9352d000 - 0x93541fe7 libbsm.0.dylib ??? (???) <821E415B-6C42-D359-78FF-E892792F8C52> /usr/lib/libbsm.0.dylib 0x9554f000 - 0x9562ffe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage 0x95630000 - 0x9569afe7 libstdc++.6.dylib 7.9.0 (compatibility 7.0.0) <411D87F4-B7E1-44EB-F201-F8B4F9227213> /usr/lib/libstdc++.6.dylib 0x97f72000 - 0x97f7eff7 libkxld.dylib ??? (???) <9A441C48-2D18-E716-5F38-CBEAE6A0BB3E> /usr/lib/system/libkxld.dylib 0x97f7f000 - 0x97f7fff7 com.apple.vecLib 3.6 (vecLib 3.6) <FF4DC8B6-0AB0-DEE8-ADA8-7B57645A1F36> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x9869b000 - 0x986bbfe7 libresolv.9.dylib 41.0.0 (compatibility 1.0.0) <BF7FF2F6-5FD3-D78F-77BC-9E2CB2A5E309> /usr/lib/libresolv.9.dylib 0x98704000 - 0x98746ff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <8A4721DE-25C4-C8AA-EA90-9DA7812E3EBA> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib 0x98747000 - 0x987b6ff7 libvMisc.dylib 268.0.1 (compatibility 1.0.0) <595A5539-9F54-63E6-7AAC-C04E1574B050> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib 0x989e9000 - 0x98b90ff7 libSystem.B.dylib 125.2.11 (compatibility 1.0.0) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib 0x9a4e5000 - 0x9a542ff7 com.apple.framework.IOKit 2.0 (???) <3DABAB9C-4949-F441-B077-0498F8E47A35> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib EDIT: After turning on NSZombieEnabled looks like my NSMutableArray is being deallocated? .h @interface TalentRVC : UIViewController <locationGlobalMenuDelegate, industryGlobalMenuDelegate>{ NSMutableArray *locationsArray; } @property (nonatomic, retain) NSMutableArray *locationsArray; @end .m -(void)buildArrays { locationsArray = [NSMutableArray arrayWithCapacity: 8]; for (int i = 0; i!=8; i++){ NSMutableArray *array = [NSMutableArray arrayWithCapacity: 8]; [locationsArray addObject: array]; } //Africa [[locationsArray objectAtIndex:0] addObject: [NSNumber numberWithInt: 83]]; ... //Middle East [[locationsArray objectAtIndex:1] addObject: [NSNumber numberWithInt: 89]]; ... NSLog(@"Built locationsArray"); } So after running the first time locationsArray is dumped from memory? If so, how do I can it?

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  • Animating the offset of the scrollView in a UICollectionView/UITableView causes prematurely disappearing cells

    - by radutzan
    We have a UICollectionView with a custom layout very similar to UITableView (it scrolls vertically). The UICollectionView displays only 3 cells simultaneously, with one of them being the currently active cell: [ 1 ] [*2*] [ 3 ] (The active cell here is #2.) The cells are roughly 280 points high, so only the active cell is fully visible on the screen. The user doesn't directly scroll the view to navigate, instead, she swipes the active cell horizontally to advance to the next cell. We then do some fancy animations and scroll the UICollectionView so the next cell is in the "active" position, thus making it the active one, moving the old one away and bringing up the next cell in the queue: [ 2 ] [*3*] [ 4 ] The problem here is setting the UICollectionView's offset. We currently set it in a UIView animation block (self.collectionView.contentOffset = targetOffset;) along with three other animating properties, which mostly works great, but causes the first cell (the previously active one, in the latter case, #2) to vanish as soon as the animation starts running, even before the delay interval completes. This is definitely not ideal. I've thought of some solutions, but can't figure out the best one: Absurdly enlarge the UICollectionView's frame to fit five cells instead of three, thus forcing it to keep the cells in memory even if they are offscreen. I've tried this and it works, but it sounds like an awfully dirty hack. Take a snapshot of the rendered content of the vanishing cell, put it in a UIImageView, add the UIImageView as a subview of the scrollView just before the cell goes away in the exact same position of the old cell, removing it once the animation ends. Sounds less sucky than the previous option (memory-wise, at least), but still kinda hacky. I also don't know the best way to accomplish this, please point me in the right direction. Switch to UIScrollView's setContentOffset:animated:. We actually used to have this, and it fixed the disappearing cell issue, but running this in parallel with the other UIView animations apparently competes for the attention of the main thread, thus creating a terribly choppy animation on single-core devices (iPhone 3GS/4). It also doesn't allow us to change the duration or easing of the animation, so it feels out of sync with the rest. Still an option if we can find a way to make it work in harmony with the UIView block animations. Switch to UICollectionView's scrollToItemAtIndexPath:atScrollPosition:animated:. Haven't tried this, but it has a big downside: it only takes 3 possible constants (that apply to this case, at least) for the target scroll position: UICollectionViewScrollPositionTop, UICollectionViewScrollPositionCenteredVertically and UICollectionViewScrollPositionBottom. The active cell could vary its height, but it always has to be 35 points from the top of the window, and these options don't provide enough control to accomplish the design. It could also potentially be just as problematic as 3.1. Still an option because there might be a way to go around the scroll position thing that I don't know of, and it might not have the same issue with the main thread, which seems unlikely. Any help will be greatly appreciated. Please ask if you need clarification. Thanks a lot!

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  • MPNowPlayingInfoCenter defaultCenter will not update or retrieve information

    - by Jayson Lane
    I'm working to update the MPNowPlayingInfoCenter and having a bit of trouble. I've tried quite a bit to the point where I'm at a loss. The following is my code: self.audioPlayer.allowsAirPlay = NO; Class playingInfoCenter = NSClassFromString(@"MPNowPlayingInfoCenter"); if (playingInfoCenter) { NSMutableDictionary *songInfo = [[NSMutableDictionary alloc] init]; MPMediaItemArtwork *albumArt = [[MPMediaItemArtwork alloc] initWithImage:[UIImage imageNamed:@"series_placeholder"]]; [songInfo setObject:thePodcast.title forKey:MPMediaItemPropertyTitle]; [songInfo setObject:thePodcast.author forKey:MPMediaItemPropertyArtist]; [songInfo setObject:@"NCC" forKey:MPMediaItemPropertyAlbumTitle]; [songInfo setObject:albumArt forKey:MPMediaItemPropertyArtwork]; [[MPNowPlayingInfoCenter defaultCenter] setNowPlayingInfo:songInfo]; } This isn't working, I've also tried: [[MPNowPlayingInfoCenter defaultCenter] setNowPlayingInfo:nil]; In an attempt to get it to remove the existing information from the iPod app (or whatever may have info there). In addition, just to see if I could find out the problem, I've tried retrieving the current information on app launch: NSDictionary *info = [[MPNowPlayingInfoCenter defaultCenter] nowPlayingInfo]; NSString *title = [info valueForKey:MPMediaItemPropertyTitle]; NSString *author = [info valueForKey:MPMediaItemPropertyArtist]; NSLog(@"Currently playing: %@ // %@", title, author); and I get Currently playing: (null) // (null) I've researched this quite a bit and the following articles explain it pretty thoroughly, however, I am still unable to get this working properly. Am I missing something? Would there be anything interfering with this? Is this a service something my app needs to register to access (didn't see this in any docs)? Apple's Docs Change lock screen background audio controls Now playing info ignored UPDATE: I've created a tutorial outlining how I was able to get this functioning properly: http://jaysonlane.net/tech-blog/2012/04/lock-screen-now-playing-with-mpnowplayinginfocenter/

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