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  • Store image in core data and Retina Display ?

    - by shani
    Hi I have an app that has hundreds of words with 3/4 images for each word. I have 2 versions of each word one for iOS 3 and one for retina display. I wish to save the images as data and connect them to the appropriate word so it will be easy to pull them later. my question is - how do i get the suitable size ? its works great with the @2x wjen you get it from the app file system, but hoe does it supposed to work when i get it from data ? thanks shani

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  • Core Data to-many relationship in code

    - by Jan Bezemer
    I have three entities: Session, User and Test. A session has 0-many users and a user can perform 0-6 tests. (I say 0 but in the real application always at least 1 is required, at least 1 user for a session and at least 1 test for a user. But I say 0 to express an empty start.) All entities have their own specific data attributes too. A user has a name, A session has a name, a test has six values to be filled in by the user, and so on. But my issue is with the relationships. How do I set multiple users and have them added to one session (same goes for multiple tests for one user). How do I show the content in a right way? How do I show a session that has multiple users and these users having completed multiple tests? Here's my code so far with regard to issue 1: Session *session = [NSEntityDescription insertNewObjectForEntityForName:@"Session" inManagedObjectContext:context]; session.name = @"Session 1"; User *users = [NSEntityDescription insertNewObjectForEntityForName:@"User" inManagedObjectContext:context]; users.age = [NSNumber numberWithInt:28]; users.session = session; //sessie.users = users; [sessie addUserObject:users]; With regard to issue 2: I can log the session, but I can't get the user(s) logged from a session. NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Session" inManagedObjectContext:context]; [fetchRequest setEntity:entity]; NSArray *fetchedObjects = [context executeFetchRequest:fetchRequest error:&error]; for (Session *info in fetchedObjects) { NSLog(@"Name: %@", info.name); NSLog(@"Having problems with this: %@",info.user); //User *details = info.user; //NSLog(@"User: %@", details.age); }

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  • add animation to layer's path in cocos2d

    - by greg rock
    so i'm on cocos2d but before I was on a normal ios app and I had this code : -(void)viewDidLoad{ rootLayer = [[CALayer alloc] init]; [imageView.layer addSublayer:rootLayer]; roundPath = CGPathCreateMutable(); CGPathMoveToPoint(roundPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 35); CGPathCloseSubpath(roundPath); //Box Path boxPath = CGPathCreateMutable(); CGPathMoveToPoint(boxPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 4.7); CGPathCloseSubpath(boxPath); shapeLayer = [CAShapeLayer layer]; shapeLayer.path = boxPath; [rootLayer addSublayer:shapeLayer]; } -(void)startAnimation { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"]; animation.duration = 2.0; animation.repeatCount = HUGE_VALF; animation.autoreverses = YES; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.fromValue = (id)boxPath; animation.toValue = (id)roundPath; [shapeLayer addAnimation:animation forKey:@"animatePath"]; } But I didn't found a way to do the animation fromboxpath toroundpath on cocos2d, I don't know what CCAction use . Can anybody help me ? sorry for my english I'm french :/

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  • Android: How to change my ExpandAnimation class to handle animation correctly?

    - by IamStalker
    here is my animation class that i have taken from Udnic - thanks m8, but i'm using it "not from closed position but from opened" and it's jumps and not behaving correctly. what should i do? public class ExpandAnimation extends Animation { private View mAnimatedView; private LinearLayout.LayoutParams mViewLayoutParams; public int mMarginStart, mMarginEnd; private boolean mIsVisibleAfter = false; private boolean mWasEndedAlready = false; private ImageView mImageView; /** * Initialize the animation * @param view The layout we want to animate * @param duration The duration of the animation, in ms */ public ExpandAnimation(View view, int duration, ImageView imageView) { setDuration(duration); mImageView = imageView; mAnimatedView = view; mViewLayoutParams = (LinearLayout.LayoutParams) view.getLayoutParams(); mMarginStart = mMarginEnd = 0; // decide to show or hide the view mIsVisibleAfter = (view.getVisibility() == View.VISIBLE); //mIsVisibleAfter = (mViewLayoutParams.bottomMargin == 0); mMarginStart = mViewLayoutParams.bottomMargin; if(mMarginStart != 0) mMarginStart = 0 - view.getHeight(); mMarginEnd = (mMarginStart == 0 ? (0 - view.getHeight()) : 0); view.setVisibility(View.VISIBLE); mImageView.setImageResource(R.drawable.expand_open); } @Override public void initialize(int width, int height, int parentWidth, int parentHeight) { super.initialize(width, height, parentWidth, parentHeight); } @Override protected void applyTransformation(float interpolatedTime, Transformation t) { super.applyTransformation(interpolatedTime, t); if (interpolatedTime < 1.0f) { // Calculating the new bottom margin, and setting it mViewLayoutParams.bottomMargin = mMarginStart + (int) ((mMarginEnd - mMarginStart) * interpolatedTime); // Invalidating the layout, making us seeing the changes we made mAnimatedView.requestLayout(); // Making sure we didn't run the ending before (it happens!) } else if (!mWasEndedAlready) { mViewLayoutParams.bottomMargin = mMarginEnd; mAnimatedView.requestLayout(); // if (mIsVisibleAfter) { if(mMarginEnd != 0) { mAnimatedView.setVisibility(View.GONE); mImageView.setImageResource(R.drawable.expand_close); } mWasEndedAlready = true; } } }

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  • Add Microsoft Core Fonts to Ubuntu

    - by Matthew Guay
    Have you ever needed the standard Microsoft fonts such as Times New Roman on your Ubuntu computer?  Here’s how you can easily add the core Microsoft fonts to Ubuntu. Times New Roman, Arial, and other core Microsoft fonts are still some of the most commonly used fonts in documents and websites.  Times New Roman especially is often required for college essays, legal docs, and other critical documents that you may need to write or edit.  Ubuntu includes the Liberation alternate fonts that include similar alternates to Times New Roman, Arial, and Courier New, but these may not be accepted by professors and others when a certain font is required.  But, don’t worry; it only takes a couple clicks to add these fonts to Ubuntu for free. Installing the Core Microsoft Fonts Microsoft has released their core fonts, including Times New Roman and Arial, for free, and you can easily download these from the Software Center.  Open your Applications menu, and select Ubuntu Software Center.   In the search box enter the following: ttf-mscorefonts Click Install on the “Installer for Microsoft TrueType core fonts” directly in the search results. Enter your password when requested, and click Authenticate. The fonts will then automatically download and install in a couple minutes depending on your internet connection speed. Once the install is finished, you can launch OpenOffice Writer to try out the new fonts.  Here’s a preview of all the fonts included in this pack.  And, yes, this does included the infamous Comic Sans and Webdings fonts as well as the all-important Times New Roman. Please Note:  By default in Ubuntu, OpenOffice uses Liberation Serif as the default font, but after installing this font pack, the default font will switch to Times New Roman. Adding Other Fonts In addition to the Microsoft Core Fonts, the Ubuntu Software Center has hundreds of free fonts available.  Click the Fonts link on the front page to explore these, and install the same as above. If you’ve downloaded another font individually, you can also install it easily in Ubuntu.  Just double-click it, and then click Install in the preview window. Conclusion Although you may prefer the fonts that are included with Ubuntu, there are many reasons why having the Microsoft core fonts can be helpful.  Thankfully it’s easy in Ubuntu to install them, so you’ll never have to worry about not having them when you need to edit an important document. Similar Articles Productive Geek Tips Enable Smooth fonts on Ubuntu LinuxEmbed True Type Fonts in Word and PowerPoint 2007 DocumentsNew Vista Syntax for Opening Control Panel Items from the Command-lineStupid Geek Tricks: Enable More Fonts for the Windows Command PromptAdding extra Repositories on Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook Recycle !

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  • Do NOT remove the reference to System.Core from your VS2010 Project

    - by Lee Brandt
    One of the things I routinely do when adding a new class library project, is remove all references and just add them back in as I need them. That is NOT a good idea for Visual Studio 2010. When I DID need System.Core, and went to add it back, this is what I got: "A reference to 'System.Core' could not be added. This component is automatically referenced..." After some Googling I found this article: http://connect.microsoft.com/VisualStudio/feedback/details/525663/cannot-remove-system-core-dll-reference-from-a-vs2010-project It tells you to add it back manually. Here is the part that needs back in the project file. After the last PropertyGroup node, add this node:   <ItemGroup>     <Reference Include="System.Core" />   </ItemGroup> You should be good to go again. Hope this helps.

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  • GNOME Shell Overview animation is slow on my NVIDIA 320M

    - by AllanCaeg
    I'm running Ubuntu 10.10 on my MacBook Air 11" (late 2010 model 3,1). Compiz runs fine, as well as most of GNOME Shell's animations. The animation for switching to and from GNOME Shell overview is just very slow. Unfortunately, it's the most common animation on Shell. I already applied cd ~/gnome-shell/source/gnome-shell curl http://bugzilla-attachments.gnome.org/attachment.cgi?id=157326 > shell-animations-nvidia.patch git am shell-animations-nvidia.pat that I found from http://live.gnome.org/GnomeShell/SwatList , but the issue's still here. How do I fix this? EDIT: Apparently, it's an NVIDIA driver bug, which has something to do with the message tray. Is this correct? How do I go around this issue?

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • GNOME Shell Overview animation is slow on my NVIDIA 320M

    - by AllanCaeg
    I'm running Ubuntu 10.10 on my MacBook Air 11" (late 2010 model 3,1). Compiz runs fine, as well as most of GNOME Shell's animations. The animation for switching to and from GNOME Shell overview is just very slow. Unfortunately, it's the most common animation on Shell. I already applied cd ~/gnome-shell/source/gnome-shell $ curl http://bugzilla-attachments.gnome.org/attachment.cgi?id=157326 > shell-animations-nvidia.patch $ git am shell-animations-nvidia.pat that I found from http://live.gnome.org/GnomeShell/SwatList , but the issue's still here. How do I fix this?

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  • Custom animation problem in Powerpoint 2003

    - by Tom Gullen
    I have an animation of a grid that scrolls to the left. It's a Gantt chart, and it works fine. I then have several elements I want to drop on the grid, I give them all the same movement animation and this works fine, everything scrolls at the same speed and time. However I want to add entrance animations for the elements on the grid, I can have it so that when all the entrance animations are complete then it starts scrolling, but I want it to enter whilst it is scrolling. How do you have an entrance animation for an element and keep it's position updated? The entrance animation and movement animation don't seem to work together as expected when run simultaneously. cheers!

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  • What's the best way to create animations when doing Android development?

    - by Adam Smith
    I'm trying to create my first Android game and I'm currently trying to figure out (with someone that will do the drawings and another programmer) what the best way to create animation is. (Animations such as a character moving, etc.) At first, the designer said that she could draw objects/characters and animate them with flash so she didn't have to draw every single frame of an action. The other programmer and I don't know Flash too much so I suggested extracting all the images from the Flash animation and making them appear one after the other when the animation is to start. He said that would end up taking too much resource on the CPU and I tend to agree, but I don't really see how we're supposed to make smooth animations without it being too hard on the hardware and, if possible, not have the designer draw every single frame on Adobe Illustrator. Can an experienced Android game developper help me balance this out so we can move on to other parts of the game as I have no idea what the best way to create animations is.

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  • New SQL Server 2012 per core licensing – Thank you Microsoft

    - by jchang
    Many of us have probably seen the new SQL Server 2012 per core licensing, with Enterprise Edition at $6,874 per core super ceding the $27,495 per socket of SQL Server 2008 R2 (discounted to $19,188 for 4-way and $23,370 for 2-way in TPC benchmark reports) with Software Assurance at $6,874 per processor? Datacenter was $57,498 per processor, so the new per-core licensing puts 2012 EE on par with 2008R2 DC, at 8-cores per socket. This is a significant increase for EE licensing on the 2-way Xeon 5600...(read more)

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  • I have a server running Windows 2008 R2 Core and it needs to hosts either SVN or GIT

    - by Jason Adams
    The server allocated for our cross platform projects (both Mac & PC) source repository is running Win2008R2 Core. We're really happy with its stability and we aren't interested in moving over to non-core. We need to get either SVN or GIT installed on the aforementioned box in the shortest amount of steps. We know the advantages/disadvantages of both systems. That being said, we don't care which one we use, we're just are looking for the path of least resistance on setting up a repository on a machine running R2 core.

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  • Is there any difference between processor and core?

    - by Salvador
    The following two command seems to give me different information about the same hardware srs@ubuntu:~$ cat /proc/cpuinfo | grep -e processor -e cores processor : 0 cpu cores : 4 processor : 1 cpu cores : 4 processor : 2 cpu cores : 4 processor : 3 cpu cores : 4 srs@ubuntu:~$ sudo dmidecode -t processor # dmidecode 2.9 SMBIOS 2.6 present. Handle 0x0004, DMI type 4, 42 bytes Processor Information Socket Designation: LGA1155 Type: Central Processor Family: <OUT OF SPEC> Manufacturer: Intel ID: A7 06 02 00 FF FB EB BF Version: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz Voltage: 1.0 V External Clock: 100 MHz Max Speed: 3800 MHz Current Speed: 3300 MHz Status: Populated, Enabled Upgrade: Other L1 Cache Handle: 0x0005 L2 Cache Handle: 0x0006 L3 Cache Handle: 0x0007 Serial Number: To Be Filled By O.E.M. Asset Tag: To Be Filled By O.E.M. Part Number: To Be Filled By O.E.M. Core Count: 4 Core Enabled: 1 Characteristics: 64-bit capable Until today I thought I had a single processor with 4 independent cores. I also thought that within each core can be used different threads.

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  • Dealing with multiple animation state in one sprite sheet image using html5 canvas

    - by Sora
    I am recently creating a Game using html5 canvas .The player have multiple state it can walk jump kick and push and multiple other states my question is simple but after some deep research i couldn't find the best way to deal with those multiple states this is my jsfiddle : http://jsfiddle.net/Z7a5h/5/ i managed to do one animation but i started my code in a messy way ,can anyone show me a way to deal with multiple state animation for one sprite image or just give a useful link to follow and understand the concept of it please .I appreciate your help if (!this.IsWaiting) { this.IsWaiting = true; this.lastRenderTime = now; this.Pos = 1 + (this.Pos + 1) % 3; } else { if (now - this.lastRenderTime >= this.RenderRate) this.IsWaiting = false; }

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • SQL SERVER The Difference between Dual Core vs. Core 2 Duo

    I have decided that I would not write on this subject until I have received a total of 25 questions on this subject. Here are a few questions from the list: Questions: What is the difference between Dual Core and Core 2 Duo? Which one is recommended for SQL Server: Core 2 Duo or Dual [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Android: how to hide and then show View with animation effect?

    - by tomash
    I have similar question like this one: http://stackoverflow.com/questions/2079074/update-layout-with-the-animation Basically: I have one vertical LinearLayout View with edittext, button and then list. I'd like to hide exittext after pressing button to make more space for list (button will go up). On second press edittext should be visible again. Edittext and button have "wrap_content" height. I'd like to hide and show edittext with animation. I succeeded to animate hiding by overloading Animation's applyTransformation: final float edittextheight= edittext.getHeight(); [....] @Override protected void applyTransformation(float interpolatedTime, Transformation t) { super.applyTransformation(interpolatedTime, t); android.view.ViewGroup.LayoutParams lp = edittext.getLayoutParams(); lp.height = (int)(edittextheight*(1.0-interpolatedTime)); edittext.setLayoutParams(lp); } Problem: I don't know how to calculate height to animate showing - edittext.getHeight(); returns 0 when widget is hidden and in layout definition I'm using "wrap_content". Help?

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  • Cocos2D SpriteSheet animation problem, my number of frames is much larger.

    - by vaibhav-tekam
    Hello, I am trying to use SpriteSheet to run an animation. My frames are of 320x480 in size each, So I am able to put max 6 frames on the texture image. But my animation consists of frame number ranging from 50 to 200 sometimes, and all are of size 320x480. But this much number of frames cannot be added on the Texture image as the size is restricted to 1024x1024. Is there any other approach I can try out. Can I play one animation after the other.And won't it be hampering the performance. Please, I need suggestions. Best, Vaibhav Tekam.

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