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  • How to set a .PNG image as a TILED background image for my WPF Form?

    - by John McClane
    I'm learning WPF on my own and I can't seem to find a way to make this work. Here's my code: <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Test" Height="600" Width="800" > <DockPanel> <Menu DockPanel.Dock="Right" Height="30" VerticalAlignment="Top" Background="#2E404B" BorderThickness="2.6"> <Menu.BitmapEffect> <DropShadowBitmapEffect Direction="270" ShadowDepth="3" Color="#2B3841"/> </Menu.BitmapEffect> </Menu> </DockPanel> How can I make a .BackgroundImage thing appear? :D

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  • jquery clear animation queue

    - by Elliott
    I have the code below, which works fine it can be viewed here for an example. Once the user hovers over one menu, you can then not hover over it again unless the page is refreshed. I have a feeling its something to do with my queue and I have tried .stop() but doesnt seem to work. <script type="text/javascript"> $(document).ready(function() { $('li').hover(function() { $(this).children("p.subtext").stop().slideDown(); }, function() { $(this).children("p.subtext").stop().animate({height:'0px'},{queue:false, duration:600, easing: 'easeOutBounce'}) }); }); </script> Cheers

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  • Jing + swfobject 2.2 = big video in small popup

    - by consultutah
    I am trying to use swfobject 2.2 to display an swf, but the swf won't scale to fit the div that I'm putting it in. You can see what I've got here by clicking on the "Take the product tour" button. Here is the code to generate both the impromptu popup and the sfobject: $.prompt("<div id='flashContent'>Please wait...</div>", { prefix: "tour", top: "2%", buttons: {} }); var flashvars = { scale: "showAll" }; var params = { scale: "showAll"}; var attributes = {}; swfobject.embedSWF("/content/tour.swf", "flashContent", "800", "600", "9.0.0", "expressInstall.swf", flashvars, params, attributes); If, after the flash loads, I right-click and select "Show All", it appears correct. Any ideas on what I am doing wrong? I've verified that it doesn't matter whether I'm using impromptu or not. Thank you,

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  • Hiding flash component scrollbars using object/param syntax

    - by Kieran Benton
    Hi all, I'm not sure if this is possible (complete non-flash developer speaking), but we have a 3rd party component that we want to only show a certain topleft hand portion of. I've tried limiting the size of the HTML object container as: <object type="application/x-shockwave-flash" width="600" height="415" data="<url>"> <param name="movie" value="<url>" /> <param name="wmode" value="transparent" /> <param name="allowscriptaccess" value="always" /> <param name="quality" value="high" /> <param name="flashvars" value="<vars>" /> </object> So limiting it to 600x415, but this causes horizontal and vertical scrollbars as part of the flash component to appear. Is there any standard way to override this behaviour? Thanks.

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  • ASP.NET MVC The new ActionLink with MvcHtmlString and request URL generated

    - by mare
    This piece of code used to work in MVC 1 but it does not since I upgraded to MVC 2: <%=Html.ActionLink(Resources.Localize.Routes_WidgetsCreate, "Create" + "?modal=true", "Widget", null, new { rel = "shadowbox;height=600;width=700", title = Resources.Localize.Routes_WidgetsCreate })%> I am aware it has something to do with the way ActionLink encodes things, so the result that comes out is something like this: "http://localhost:53704/Widget/Create%3fmodal%3dtrue" The problem is, when clicked, the Shadowbox modal opens up and inside, where the request View should be rendered is this exception: Server Error in '/' Application. A potentially dangerous Request.Path value was detected from the client (?). What can I do to get past that? Do you recommend another way of sending params to the view besides in QueryString (in this case I need "modal" because in the view I select CSS styles based on whether we are rendering modal or not)?

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  • How to set Options in jqgrid?

    - by Ankita
    I need to set the Options for Jqgrid like toppager, forceFit for which the "Can be changed?" value is set to "No" hence i tired it to set by adding it this way jQuery(document).ready(function() { jQuery("#list").setGridParam({ forceFit: true, toppager: true }).trigger("reloadGrid"); jQuery("#list").jqGrid({ url: '<%= Url.Action("GridData") %', datatype: 'json', mtype: 'GET', colNames:['Time', 'Description', 'Category', 'Type', 'Originator', 'Vessel'], colModel: [ { name: 'Time', index: 'Time', width: 200, align: 'left' }, { name: 'Description', index: 'Description', width: 600, align: 'left' }, { name: 'Category', index: 'Category', width: 100, align: 'left' }, { name: 'Type', index: 'Type', width: 100, align: 'left' }, { name: 'Originator', index: 'Originator', width: 100, align: 'left' }, { name: 'Vessel', index: 'Vessel', align: 'left'}], pager: jQuery('#pager'), rowNum: 20, rowList: [10, 20, 50], sortname: 'Time', sortorder: "desc", viewrecords: true, hoverrows: false, gridview: true, emptyrecords: 'No data for the applied filter', height: 460, caption: 'Logbook Grid', //forceFit: true, width: 1200 }); }); But it didnt work Can u pls let me know what exactly i am doing wrong or the right way for this ?

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  • MDX performance vs. T-SQL

    - by SubPortal
    I have a database containing tables with more than 600 million records and a set of stored procedures that make complex search operations on the database. The performance of the stored procedures is so slow even with suitable indexes on the tables. The design of the database is a normal relational db design. I want to change the database design to be multidimensional and use the MDX queries instead of the traditional T-SQL queries but the question is: Is the MDX query better than the traditional T-SQL query with regard to performance? and if yes, to what extent will that improve the performance of the queries? Thanks for any help.

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  • CruiseControl Console error message when parsing XML

    - by jarad
    I have CruiseControl(1.5) running in Win2k8R2 and svn(1.6.9) The error happens on a successful build after nant(0.86) Timeout(600 seconds). When I check the build dir everything is built correctly but CruiseControl Dashboard report Exception Here is the error shown in console: [:DEBUG] Exception: System.Xml.XmlException: The ',' character, hexadecimal value 0x2C, cannot be included in a name. Line 5544, position 274. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.ParseElement() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlWriter.WriteNode(XmlReader reader, Boolean defattr) at ThoughtWorks.CruiseControl.Core.Util.XmlFragmentWriter.WriteNode(XmlReader reader, Boolean defattr) at ThoughtWorks.CruiseControl.Core.Util.XmlFragmentWriter.WriteNode(String xml)

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  • Dropping support for IE6, Is swfObject still relevant?

    - by Armitage
    We have recently dropped support for IE6 at my job. The other developers have have opted for a generic object embed method: <object type="application/x-shockwave-flash" data="example.swf" width="800" height="600" > <param name="movie" value="example.swf"> <param name="allowScriptAccess" value="always"> </object> This seems to work in all modern browsers but it really rubs me the wrong way. I'm sure this is wrong in several ways and is clearly a big step back in sophistication. So my question is in 2 parts, what is wrong with the above method? Is swfObject still best practice and what issues does it solve (besides IE6 click-activate)? Citations less then a year old would also be helpful.

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  • Changing Screen co-ordinates

    - by Anu
    Hi, Just i come across one application.When i load that application,the actual applcation is like toolbar only.Its get loaded in the top of the screen.And the desktop items automatically get moved and displayed below toolbar.Even when i open any other window and maximized the windoe,its get maximized below toolbar only.The screen co ordinates changed to new size. If before the screen size as (0,0,800,600),after this applcation loading it changed to (0,100,800,600). When i exit the application the screen changed to original position and all desktop items get arranged to original positiom. Hows it possible? Can i do that in MFC.

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • Is it possible to read to a Paradox 7.x .db file in a .Net app?

    - by Pedro
    I'm trying to read a Paradox 7.x .db file in a .Net 3.5 app and I'm not being successful on that. First of all, when I'm registering the odbc, as a user or system dsn, the Microsoft Paradox ODBC Driver only display versions up to 5.x, so it looks like that it does not support Paradox version 7.x. At connectionsstrings.com I've found the connection string that is supposed to work with Paradox 7.x: Provider=MSDASQL;Persist Security Info=False;Mode=Read; Extended Properties='DSN=Paradox;DBQ=C:\mydbfolder; DefaultDir=C:\mydbfolder;DriverId=538;FIL=Paradox 7.X;MaxBufferSize=2048; PageTimeout=600;';Initial Catalog=C:\mydbfolder But when I try to test the connection using a Data Adapter I get the following exception: "ERROR [IM002] [Microsoft][ODBC Driver Manager] Data source name not found and no default driver specified" I have specified the ODBC as a user DSN and as a System DSN as well but kept receiving the same error. Any clues on what should I do? Thanks, Pedro

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  • Rotating text in postscript

    - by Mrgreen
    I have the following postscript code: /outputtext { /data exch def /rot exch def /xfont exch def /Times-Roman findfont xfont scalefont setfont /y1 exch def /x1 exch def x1 y1 moveto rot rotate data show } def % x y fontsize rotation (text) outputtext 20 300 12 0 (text1) outputtext 20 400 12 90 (text2) outputtext 20 500 12 90 (text3) outputtext 20 600 12 0 (text4) outputtext showpage The function simply outputs text based on a x, y co-ords and the text to display, there is also a variable for rotation. For some reason when I output text with a rotation of 0 degrees, all other text that comes after that will not work, I can't seem to figure out why this is the case. In the example above, 'text1' and 'text2' will display, but not 3 and 4.

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  • Visual studio winform designer shows design errors as text rather than html

    - by Miki Watts
    All of the sudden, visual studio displays designer errors as plain html text, for example: <DIV id="div1" class="ErrorStyle" width="100%"><span style="font-weight: 600"><br>Object reference not set to an instance of an object. </span><br><a href="" instead of displaying the usual html formatted. I haven't been able to find anything similar to it on google. Before getting this problem, when I tried opening the winform designer, I would get the run/save/cancel dialog of internet explorer for a .tmp file, instead of the designer window. That went away when I found out that I had notepad assigned to the .tmp file type and removed that. Any ideas how to fix this?

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  • Using a FormattedText object, how do I find out how much of my text was actually displayed?

    - by Robert
    If I have code like this: FormattedText text = new FormattedText(sTheBook, System.Globalization.CultureInfo.CurrentUICulture, System.Windows.FlowDirection.LeftToRight, new Typeface("Times New Roman"), 13, Brushes.Black); text.MaxTextWidth = 300; text.MaxTextHeight = 600; text.TextAlignment = TextAlignment.Justify; dc.DrawText(text, new Point(10, 0)); ...then, if it is long, only some of the text that I passed in (via sTheBook) will be displayed on the screen. I need to know how much was displayed so I can display the rest later! I can easily measure an amount of text, but it seems silly to do a search by rendering and re-rendering my text over and over until I find the piece that fits exactly. Thanks!

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  • Flex/AIR/HTML PDF scriptable viewer

    - by Lizzan
    Hi all! I've written a PowerPoint-like application in Flash, and now our client would like to view the speaker notes (a PDF file) on a separate screen while using the application. What I would need is a separate application/html page which can show the PDF and programmatically change page when the master slide changes. Is this possible? If so, is it easiest to go with a html page + javascript or a Flex/AIR app? It needs to be done without changing the PDF's, since there are 600+ files that need to be viewable.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How to resize a flash animation to fit HTML container?

    - by Andree
    Hi there, I have a flash animation with the size of 1280x1024 and I want to embed it into an HTML file. I want the flash file to be displayed in 800x600. This is my code: <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <body align="center"> <object> <param name="movie" value="/flash/connect.swf" /> <embed src="/flash/connect.swf" width="800" height="600"></embed> </object> </body> </html> Well, it doesn't work. I do have a 800x600 frame, but the flash file itself still displayed on its original size. Can someone tell me what have I done wrong here? Thanks, Andree

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  • mootools slideshow2

    - by ioannis
    hello everyone. i am using slideshow2 by Aeron Glemann in a website.Does in generate the thumbnails or do i have to provide them?the images iam showing are coming from a cloud, and are passed to the slideshow in an array.the thumbs exist in the cloud. how can i pass them in the array if the show cannot create them? i have used the replace parameter with regex but it shows as thumbnails the full image and nothing happens when i alter the css properties for the thumbnails. the images are displayed. here is the line for the show creation: var myShow = new Slideshow('show', eval(res.value), { controller: true, height: 350,overlap: false, resize: false, hu: '',replace:[/^\S+.(gif|jpg|jpeg|png)$/,'t$1'],thumbnails: true, width: 600}); the value object contains the images from the cloud in format shown below: ['xx.jpg','yy.png',....] thank you very much for your time.

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  • JComponent undock effect

    - by Christo Du Preez
    I'm trying to accomplish an undock effect for a custom Swing JComponent. By default the component is used inside a form along with other components. I want to be able to maximize this component to use the whole screen and then be able to dock it again. So far I've tested public void showDialog() { JFrame mainFrame = App.getApplication().getMainFrame(); JDialog dialog = new JDialog(mainFrame); dialog.setModal(true); dialog.setSize(800, 600); //Set to 80x660 for now dialog.add(this); //This is my JComponent dialog.setDefaultCloseOperation(JDialog.DISPOSE_ON_CLOSE); dialog.setVisible(true); } This gives me desired effect but when closing the dialog my component doesn't receive events no more. How can I prevent this? Or is there perhaps a better way to accomplish this?

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  • Creating Service with Bluetooth activation in Android

    - by Mr. Kakakuwa Bird
    Hi I want to create a service in Android which will initially ask user if they want to start Bluetooth and set the Bluetooth discovery. My question is 1) Can I launch in the service following activities? if (!mBluetoothAdapter.isEnabled()) { Intent enableBtIntent = new Intent(BluetoothAdapter.ACTION_REQUEST_ENABLE); startActivityForResult(enableBtIntent, 0); } // Set Phone Discoverable for 300 seconds. Intent discoverableIntent = new Intent(BluetoothAdapter.ACTION_REQUEST_DISCOVERABLE); discoverableIntent.putExtra(BluetoothAdapter.EXTRA_DISCOVERABLE_DURATION, 600); startActivity(discoverableIntent); 2) I want to set discoverabilty of the phone on for lifetime of application. Is it possible? 3) I want to access empty space available on SD card. How should i do it? Thanks in advance.

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  • Visual studio 2008 Professional Edition acting weird

    - by Andres
    I have a weird situation on a winform project. I have user control (with 600 lines of code around) with a datagridview. I change de ColumnHeaderStyle of the font and save it. After I save the file I close it and open again, the changes were not saved (although the asterisk is dissapeared), because the ColumnHeaderStyle is back to the former value. This is driving me crazy because I cannot change any visual thing in the Designer. Any clue? Thanks in advance.

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  • How can I efficiently group a large list of URLs by their host name in Perl?

    - by jesper
    I have text file that contains over one million URLs. I have to process this file in order to assign URLs to groups, based on host address: { 'http://www.ex1.com' = ['http://www.ex1.com/...', 'http://www.ex1.com/...', ...], 'http://www.ex2.com' = ['http://www.ex2.com/...', 'http://www.ex2.com/...', ...] } My current basic solution takes about 600 MB of RAM to do this (size of file is about 300 MB). Could you provide some more efficient ways? My current solution simply reads line by line, extracts host address by regex and puts the url into a hash. EDIT Here is my implementation (I've cut off irrelevant things): while($line = <STDIN>) { chomp($line); $line =~ /(http:\/\/.+?)(\/|$)/i; $host = "$1"; push @{$urls{$host}}, $line; } store \%urls, 'out.hash';

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  • Pulling data from a text file to generate a report

    - by Edmond
    Have a program in Access, using VBA. I need to come up with an If statement to pull data from a text file. The data is a list of procedures and prices. I have to pull the prices from the text file to show in a report how much each procedure costs. ID PID M1 M2 M3 Total 1 11120390(procedure) 2 180(price) 360 180 540 1080(total Price) 3 2 1 3 6(Units sold) 4 5 200(Price) 200 600 800 1600(total price) 6 1 3 4 8(Units Sold) 7 11120390(procedure) The table in the text file is setup like this and I need to Pull the procedure number and the price of each procedure from the text file.

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  • Opening Visual Studio created XAML in Expression Blend

    - by Jens A.
    I have created a console application using Visual Studio 2008. In a few cases, this application shows a WPF dialog. Now, the design view of Visual Studio is a little limited, so I'd like to edit this dialog using Expression Blend 3. Blend does not seem to have an option to load individual XAML files, and when I open my solution in Blend, only the XAML code is displayed when I try to edit the dialog. Edit: I've noticed, that no IntelliSense is available in the text view either. When I create a new WPF Project inside Blend, and copy my dialog there (overwriten MainWindows.xaml), I get a design view. What do I have to do to actually get a design view here? Thank! =) Edit: Header of my XAML file: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" x:Class="QuantumAnalysis.Deployment.Activation.Checker.MainWindow" x:Name="Window" Title="MainWindow" HorizontalAlignment="Right" Width="600" SizeToContent="Height">

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