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  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps

    - by cubrman
    Our engine uses deferred rendering and at the main draw phase gathers plenty of data from the objects it draws. In order to save on tex2D calls, we packed our objects' specular maps with all sorts of data, so three out of four channels are already taken. To make it clear: I am talking about the assets that come with the models and are stored in their material's Specular Level channel, not about the RenderTarget. So now I need another information to be stored in the alpha channel, but I cannot make the shader to read it properly! Nomatter what I write into alpha it ends up being 1 (255)! I tried: saving the textures in PNG/TGA formats. turning off pre-computed alpha in model's properties. Out of every texture available to me (we use Diffuse map, Normal Map and Specular Map) I was only able to read alpha successfully from the Diffuse Map! Here is how I add specular and normal maps to my model's material in the content processor: if (geometry.Material.Textures.ContainsKey(normalMapKey)) { ExternalReference<TextureContent> texRef = geometry.Material.Textures[normalMapKey]; geometry.Material.Textures.Remove("NormalMap"); geometry.Material.Textures.Add("NormalMap", texRef); } ... foreach (KeyValuePair<String, ExternalReference<TextureContent>> texture in material.Textures) { if ((texture.Key == "Texture") || (texture.Key == "NormalMap") || (texture.Key == "SpecularMap")) mat.Textures.Add(texture.Key, texture.Value); } In the shader I obviously use: float4 data = tex2D(specularMapSampler, TexCoords); so data.a is always 1 in my case, could you suggest a reason?

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  • Update fails to Install

    - by FirmTech
    I get the below error when I try to install updates using Software Updater: Not enough free disk space The upgrade needs a total of 81.3 M free space on disk '/boot'. Please free at least an additional 15.9 M of disk space on '/boot'. Empty your trash and remove temporary packages of former installations using 'sudo apt-get clean'. What should I do? firmtechnologies@FirmTechnologies:~$ (ls -l /boot) total 155801 -rw-r--r-- 1 root root 1158016 May 3 01:30 abi-3.13.0-24-generic -rw-r--r-- 1 root root 1161713 May 8 01:31 abi-3.13.0-26-generic -rw-r--r-- 1 root root 1161713 May 15 20:07 abi-3.13.0-27-generic -rw-r--r-- 1 root root 1161764 Jun 4 22:57 abi-3.13.0-29-generic -rw-r--r-- 1 root root 165510 May 3 01:30 config-3.13.0-24-generic -rw-r--r-- 1 root root 165538 May 8 01:31 config-3.13.0-26-generic -rw-r--r-- 1 root root 165521 May 15 20:07 config-3.13.0-27-generic -rw-r--r-- 1 root root 165544 Jun 4 22:57 config-3.13.0-29-generic drwxr-xr-x 5 root root 1024 Jun 6 14:31 grub -rw-r--r-- 1 root root 29091568 May 7 21:31 initrd.img-3.13.0-24-generic -rw-r--r-- 1 root root 29094684 May 12 12:24 initrd.img-3.13.0-26-generic -rw-r--r-- 1 root root 29095678 May 18 10:57 initrd.img-3.13.0-27-generic -rw-r--r-- 1 root root 29093700 Jun 6 14:32 initrd.img-3.13.0-29-generic drwx------ 2 root root 12288 Apr 30 17:11 lost+found -rw-r--r-- 1 root root 176500 Mar 12 13:31 memtest86+.bin -rw-r--r-- 1 root root 178176 Mar 12 13:31 memtest86+.elf -rw-r--r-- 1 root root 178680 Mar 12 13:31 memtest86+_multiboot.bin -rw------- 1 root root 3372643 May 3 01:30 System.map-3.13.0-24-generic -rw------- 1 root root 3377429 May 8 01:31 System.map-3.13.0-26-generic -rw------- 1 root root 3377429 May 15 20:07 System.map-3.13.0-27-generic -rw------- 1 root root 3378267 Jun 4 22:57 System.map-3.13.0-29-generic -rw------- 1 root root 5776416 May 3 01:30 vmlinuz-3.13.0-24-generic -rw------- 1 root root 5790912 May 8 01:30 vmlinuz-3.13.0-26-generic -rw------- 1 root root 5790912 May 15 20:07 vmlinuz-3.13.0-27-generic -rw------- 1 root root 5792544 Jun 4 22:57 vmlinuz-3.13.0-29-generic

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Is spreading code with refactoring comments a good idea?

    - by Uooo
    I am working on a "spaghetti-code" project, and while I am fixing bugs and implementing new features, I also do some refactoring in order to make the code unit-testable. The code is often so tightly coupled or complicated that fixing a small bug would result in a lot of classes being rewritten. So I decided to draw a line somewhere in the code where I stop refactoring. To make this clear, I drop some comments in the code explaining the situation, like: class RefactoredClass { private SingletonClass xyz; // I know SingletonClass is a Singleton, so I would not need to pass it here. // However, I would like to get rid of it in the future, so it is passed as a // parameter here to make this change easier later. public RefactoredClass(SingletonClass xyz) { this.xyz = xyz; } } Or, another piece of cake: // This might be a good candidate to be refactored. The structure is like: // Version String // | // +--> ... // | // +--> ... // | // ... and so on ... // Map map = new HashMap<String, Map<String, Map<String, List<String>>>>(); Is this a good idea? What should I keep in mind when doing so?

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • C# Memoization of functions with arbitrary number of arguments

    - by Lirik
    I'm trying to create a memoization interface for functions with arbitrary number of arguments, but I'm failing miserably. The first thing I tried is to define an interface for a function which gets memoized automatically upon execution: class EMAFunction:IFunction { Dictionary<List<object>, List<object>> map; class EMAComparer : IEqualityComparer<List<object>> { private int _multiplier = 97; public bool Equals(List<object> a, List<object> b) { List<object> aVals = (List<object>)a[0]; int aPeriod = (int)a[1]; List<object> bVals = (List<object>)b[0]; int bPeriod = (int)b[1]; return (aVals.Count == bVals.Count) && (aPeriod == bPeriod); } public int GetHashCode(List<object> obj) { // Don't compute hash code on null object. if (obj == null) { return 0; } // Get length. int length = obj.Count; List<object> vals = (List<object>) obj[0]; int period = (int) obj[1]; return (_multiplier * vals.GetHashCode() * period.GetHashCode()) + length;; } } public EMAFunction() { NumParams = 2; Name = "EMA"; map = new Dictionary<List<object>, List<object>>(new EMAComparer()); } #region IFunction Members public int NumParams { get; set; } public string Name { get; set; } public object Execute(List<object> parameters) { if (parameters.Count != NumParams) throw new ArgumentException("The num params doesn't match!"); if (!map.ContainsKey(parameters)) { //map.Add(parameters, List<double> values = new List<double>(); List<object> asObj = (List<object>)parameters[0]; foreach (object val in asObj) { values.Add((double)val); } int period = (int)parameters[1]; asObj.Clear(); List<double> ema = TechFunctions.ExponentialMovingAverage(values, period); foreach (double val in ema) { asObj.Add(val); } map.Add(parameters, asObj); } return map[parameters]; } public void ClearMap() { map.Clear(); } #endregion } Here are my tests of the function: private void MemoizeTest() { DataSet dataSet = DataLoader.LoadData(DataLoader.DataSource.FROM_WEB, 1024); List<String> labels = dataSet.DataLabels; Stopwatch sw = new Stopwatch(); IFunction emaFunc = new EMAFunction(); List<object> parameters = new List<object>(); int numRuns = 1000; long sumTicks = 0; parameters.Add(dataSet.GetValues("open")); parameters.Add(12); // First call for(int i = 0; i < numRuns; ++i) { emaFunc.ClearMap();// remove any memoization mappings sw.Start(); emaFunc.Execute(parameters); sw.Stop(); sumTicks += sw.ElapsedTicks; } Console.WriteLine("Average ticks not-memoized " + (sumTicks/numRuns)); sumTicks = 0; // Repeat call for (int i = 0; i < numRuns; ++i) { sw.Start(); emaFunc.Execute(parameters); sw.Stop(); sumTicks += sw.ElapsedTicks; } Console.WriteLine("Average ticks memoized " + (sumTicks/numRuns)); } The performance is confusing me... I expected the memoized function to be faster, but it didn't work out that way: Average ticks not-memoized 106,182 Average ticks memoized 198,854 I tried doubling the data instances to 2048, but the results were about the same: Average ticks not-memoized 232,579 Average ticks memoized 446,280 I did notice that it was correctly finding the parameters in the map and it going directly to the map, but the performance was still slow... I'm either open for troubleshooting help with this example, or if you have a better solution to the problem then please let me know what it is.

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  • how can i update view when fragment change?

    - by user1524393
    i have a activity that have 2 sherlockfragment in this The first two pages display fragments with custom list views which are built from xml from server using AsyncTask. However, when the app runs, only one list view is displayed, the other page is just blank public class VpiAbsTestActivity extends SherlockFragmentActivity { private static final String[] CONTENT = new String[] { "1","2"}; TestFragmentAdapter mAdapter; ViewPager mPager; PageIndicator mIndicator; protected void onCreate(Bundle savedInstanceState) { setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); super.onCreate(savedInstanceState); setContentView(R.layout.simple_tabs); mAdapter = new TestFragmentAdapter(getSupportFragmentManager()); mPager = (ViewPager)findViewById(R.id.pager); mPager.setAdapter(mAdapter); mIndicator = (TabPageIndicator)findViewById(R.id.indicator); mIndicator.setViewPager(mPager); mIndicator.notifyDataSetChanged(); } class TestFragmentAdapter extends FragmentPagerAdapter { private int mCount = CONTENT.length; public TestFragmentAdapter(FragmentManager fm) { super(fm); } @Override public Fragment getItem(int position) { switch(position) { case 0: return new customlist(); case 1: return new customlistnotuser(); default: return null; } } @Override public int getCount() { return mCount; } public CharSequence getPageTitle(int position) { return VpiAbsTestActivity.CONTENT[position % VpiAbsTestActivity.CONTENT.length].toUpperCase(); } @Override public void destroyItem(View collection, int position, Object view) { ((ViewPager) collection).removeView((View) view); } } } what can i update viewpager when change pages ? the customlistnotuser page likes customlist page but not show public class customlistnotuser extends SherlockFragment { // All static variables static final String URL = "url"; // XML node keys static final String KEY_TEST = "test"; // parent node static final String KEY_ID = "id"; static final String KEY_TITLE = "title"; static final String KEY_Description = "description"; static final String KEY_DURATION = "duration"; static final String KEY_THUMB_URL = "thumb_url"; static final String KEY_PRICE = "price"; static final String KEY_URL = "url"; private ProgressDialog pDialog; ListView list; LazyAdapterbeth adapter; XMLParser parser = new XMLParser(); public void onActivityCreated(Bundle savedInstanceState) { super.onActivityCreated(savedInstanceState); } public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); new getFeed().execute(); } public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { View thisfragment = inflater.inflate(R.layout.dovomi, container, false); return thisfragment; } private class getFeed extends AsyncTask<Void, Void, Document> { } protected Document doInBackground(Void... params) { XMLParser parser = new XMLParser(); String xml = parser.getXmlFromUrl(URL); // getting XML from URL Document doc = parser.getDomElement(xml); // getting DOM element return doc; } protected void onPostExecute(Document doc) { ArrayList<HashMap<String, String>> songsList = new ArrayList<HashMap<String, String>>(); NodeList nl = doc.getElementsByTagName(KEY_TEST); // looping through all song nodes <song> for (int i = 0; i < nl.getLength(); i++) { // creating new HashMap HashMap<String, String> map = new HashMap<String, String>(); Element e = (Element) nl.item(i); // adding each child node to HashMap key => value map.put(KEY_ID, parser.getValue(e, KEY_ID)); map.put(KEY_TITLE, parser.getValue(e, KEY_TITLE)); map.put(KEY_Description, parser.getValue(e, KEY_Description)); map.put(KEY_DURATION, parser.getValue(e, KEY_DURATION)); map.put(KEY_THUMB_URL, parser.getValue(e, KEY_THUMB_URL)); map.put(KEY_PRICE, parser.getValue(e, KEY_PRICE)); map.put(KEY_URL, parser.getValue(e, KEY_URL)); // adding HashList to ArrayList songsList.add(map); pDialog.dismiss(); } list=(ListView)getActivity().findViewById(R.id.list); // Getting adapter by passing xml data ArrayList adapter=new LazyAdapterbeth(getActivity(), songsList); list.setAdapter(adapter); // Click event for single list row list.setOnItemClickListener(new OnItemClickListener() {

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  • Which code snipplets in PHP can create a input form, which creates a new set of data in my mysql dat

    - by smiyazaki
    I am using the Google Maps API with parts in javascript and others in PHP. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> Google Maps AJAX + mySQL/PHP Example // var iconBlue = new GIcon(); iconBlue.image = 'icon.png'; iconBlue.shadow = ''; iconBlue.iconSize = new GSize(19, 19); iconBlue.shadowSize = new GSize(22, 20); iconBlue.iconAnchor = new GPoint(6, 20); iconBlue.infoWindowAnchor = new GPoint(5, 1); var iconRed = new GIcon(); iconRed.image = 'icon.png'; iconRed.shadow = ''; iconRed.iconSize = new GSize(19, 19); iconRed.shadowSize = new GSize(22, 20); iconRed.iconAnchor = new GPoint(6, 20); iconRed.infoWindowAnchor = new GPoint(5, 1); var customIcons = []; customIcons["restaurant"] = iconBlue; customIcons["bar"] = iconRed; function load() { if (GBrowserIsCompatible()) { var map = new GMap2(document.getElementById("map")); map.setMapType(G_SATELLITE_MAP); map.addControl(new GSmallMapControl()); map.addControl(new GMapTypeControl()); map.setCenter(new GLatLng(47.614495, -122.341861), 13); // Change this depending on the name of your PHP file GDownloadUrl("phpsqlajax_genxml.php", function(data) { var xml = GXml.parse(data); var markers = xml.documentElement.getElementsByTagName("marker"); for (var i = 0; i < markers.length; i++) { var name = markers[i].getAttribute("name"); var address = markers[i].getAttribute("address"); var type = markers[i].getAttribute("type"); var point = new GLatLng(parseFloat(markers[i].getAttribute("lat")), parseFloat(markers[i].getAttribute("lng"))); var marker = createMarker(point, name, address, type); map.addOverlay(marker); } }); } } function createMarker(point, name, address, type) { var marker = new GMarker(point, customIcons[type]); var html = "<b>" + name + "</b> <br/>" + address; GEvent.addListener(marker, 'click', function() { marker.openInfoWindowHtml(html); }); return marker; } //]]> (I suppose the php will be called by "GDownloadUrl("phpsqlajax_genxml.php", function(data) { ..." in the javascript part of the sourcecode of phpsqlajax_map.htm) Now I need another php file and the code snipplets for it, which creates an input form where I can add some new locations to the google map. Following code is used to create the xml file here: http://detektors.de/maptest/phpsqlajax_genxml.php The next step would be, trying to make an plugin for wordpress that I could easily post a blog entry with a new location on the same map, which displays already some other locations stored in the mysql database. thanks! <?php require("phpsqlajax_dbinfo.php"); function parseToXML($htmlStr) { $xmlStr=str_replace('<','<',$htmlStr); $xmlStr=str_replace('','>',$xmlStr); $xmlStr=str_replace('"','"',$xmlStr); $xmlStr=str_replace("'",''',$xmlStr); $xmlStr=str_replace("&",'&',$xmlStr); return $xmlStr; } // Opens a connection to a MySQL server $connection=mysql_connect ($host, $username, $password); if (!$connection) { die('Not connected : ' . mysql_error()); } // Set the active MySQL database $db_selected = mysql_select_db($database, $connection); if (!$db_selected) { die ('Can\'t use db : ' . mysql_error()); } // Select all the rows in the markers table $query = "SELECT * FROM markers WHERE 1"; $result = mysql_query($query); if (!$result) { die('Invalid query: ' . mysql_error()); } header("Content-type: text/xml"); // Start XML file, echo parent node echo ''; // Iterate through the rows, printing XML nodes for each while ($row = @mysql_fetch_assoc($result)){ // ADD TO XML DOCUMENT NODE echo ''; } // End XML file echo ''; ?

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  • "pdf_open: Not a PDF 1.[1-5] file." when typesetting TeX file in TextMate

    - by Manti
    I have a TeX file, which is typeset by XeLaTeX. The file has \includegraphics{coverimage.eps} on the first page, and coverimage.eps is located in the same directory as the TeX file. OS: MacOS 10.6.5, TextMate 1.5.10, xelatex 3.1415926-2.2-0.9997.4 (TeX Live 2010) If I run xelatex doc.tex in console, file compiles without errors, and eps file is included. If I typeset it in TextMate (xelatex engine is selected in preferences), I get the following error: ** WARNING ** pdf_open: Not a PDF 1.[1-5] file. ** WARNING ** Failed to include image file "./coverimage.eps" ** WARNING ** >> Please check if ** WARNING ** >> rungs -q -dNOPAUSE -dBATCH -sPAPERSIZE=a0 -sDEVICE=pdfwrite -dCompatibilityLevel=%v -dAutoFilterGrayImages=false -dGrayImageFilter=/FlateEncode -dAutoFilterColorImages=false -dColorImageFilter=/FlateEncode -sOutputFile=%o %i -c quit ** WARNING ** >> %o = output filename, %i = input filename, %b = input filename without suffix ** WARNING ** >> can really convert "./coverimage.eps" to PDF format image. ** WARNING ** pdf: image inclusion failed for "coverimage.eps". ** WARNING ** Failed to read image file: coverimage.eps ** WARNING ** Interpreting special command PSfile (ps:) failed. ** WARNING ** >> at page="1" position="(107.149, 124.566)" (in PDF) ** WARNING ** >> xxx "PSfile="coverimage.eps" llx=0 lly=0 urx=408 ury=526 rwi=3809 and there is no image included in the resulting file (but text looks ok). I am not sure whether it is the error of xelatex or TextMate LaTeX bundle. What I tried to do: As I said, xelatex doc.tex from console works. The exact command line that TextMate uses is: xelatex -interaction=nonstopmode -file-line-error-style -synctex=1 But it works from console too. If I convert the image to pdf (and fix the .tex file accordingly), typesetting from TextMate works too. I tried running rungs with parameters specified in the error message, and got valid .pdf file with image as a result. I compared .log files from typesetting in TextMate and in console, they are absolutely identical except for this error message (in particular, version of xelatex is the same). Does anyone know what can cause this? Please tell me if you need any additional information. Thank you in advance.

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  • classic asp: display jpg using response.BinaryWrite

    - by Fuxi
    hi, i'm displaying an image like this: <img src='counter.asp'> counter.asp is doing a hitcounter do determine how often the image was displayed (i'll replace it with a modrewrite url). the problem: in the counter.asp script i need to send the actual .jpg image to the browser, how could this be done? i suppose i need to load the image through FSO then send it using Response.BinaryWrite - any ideas? thanks

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  • Delete a photo from the user's photo library?

    - by Jacob Relkin
    Hi, Is there a way I can delete an image that is loaded into my app from a UIImagePickerController? I want to be able to delete the image from the user's photo library when the user performs a specific action. I am prompting the user to choose a image from their library, then it gets loaded into my app at which point the app does some shnazzy animation, then actually deletes the image. Please help!

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  • Optimized .htaccess???

    - by StackOverflowNewbie
    I'd appreciate some feedback on the compression and caching configuration below. Trying to come up with a general purpose, optimized compression and caching configuration. If possible: Note your PageSpeed and YSlow grades Add configuration to your .htaccess Clear your cache Note your PageSpeed and YSlow grades to see if there are any improvements (or degradations) NOTE: Make sure you have appropriate modules loaded. Any feedback is much appreciated. Thanks. # JavaScript MIME type issues: # 1. Apache uses "application/javascript": http://svn.apache.org/repos/asf/httpd/httpd/branches/1.3.x/conf/mime.types # 2. IIS uses "application/x-javascript": http://technet.microsoft.com/en-us/library/bb742440.aspx # 3. SVG specification says it is text/ecmascript: http://www.w3.org/TR/2001/REC-SVG-20010904/script.html#ScriptElement # 4. HTML specification says it is text/javascript: http://www.w3.org/TR/1999/REC-html401-19991224/interact/scripts.html#h-18.2.2.2 # 5. "text/ecmascript" and "text/javascript" are considered obsolete: http://www.rfc-editor.org/rfc/rfc4329.txt #------------------------------------------------------------------------------- # Compression #------------------------------------------------------------------------------- <IfModule mod_deflate.c> AddOutputFilterByType DEFLATE application/xhtml+xml AddOutputFilterByType DEFLATE application/xml AddOutputFilterByType DEFLATE application/atom+xml AddOutputFilterByType DEFLATE text/css AddOutputFilterByType DEFLATE text/html AddOutputFilterByType DEFLATE text/plain AddOutputFilterByType DEFLATE text/xml # The following MIME types are in the process of registration AddOutputFilterByType DEFLATE application/xslt+xml AddOutputFilterByType DEFLATE image/svg+xml # The following MIME types are NOT registered AddOutputFilterByType DEFLATE application/mathml+xml AddOutputFilterByType DEFLATE application/rss+xml # Deal with JavaScript MIME type issues AddOutputFilterByType DEFLATE application/javascript AddOutputFilterByType DEFLATE application/x-javascript AddOutputFilterByType DEFLATE text/ecmascript AddOutputFilterByType DEFLATE text/javascript </IfModule> #------------------------------------------------------------------------------- # Expires header #------------------------------------------------------------------------------- <IfModule mod_expires.c> # 1. Set Expires to a minimum of 1 month, and preferably up to 1 year, in the future # (but not more than 1 year as that would violate the RFC guidelines) # 2. Use "Expires" over "Cache-Control: max-age" because it is more widely accepted ExpiresActive on ExpiresByType application/pdf "access plus 1 year" ExpiresByType application/x-shockwave-flash "access plus 1 year" ExpiresByType image/bmp "access plus 1 year" ExpiresByType image/gif "access plus 1 year" ExpiresByType image/jpeg "access plus 1 year" ExpiresByType image/png "access plus 1 year" ExpiresByType image/svg+xml "access plus 1 year" ExpiresByType image/tiff "access plus 1 year" ExpiresByType image/x-icon "access plus 1 year" ExpiresByType text/css "access plus 1 year" ExpiresByType video/x-flv "access plus 1 year" # Deal with JavaScript MIME type issues ExpiresByType application/javascript "access plus 1 year" ExpiresByType application/x-javascript "access plus 1 year" ExpiresByType text/ecmascript "access plus 1 year" ExpiresByType text/javascript "access plus 1 year" # Probably better to explicitly declare MIME types than to have a blanket rule for expiration # Uncomment below if you disagree #ExpiresDefault "access plus 1 year" </IfModule> #------------------------------------------------------------------------------- # Caching #------------------------------------------------------------------------------- <IfModule mod_headers.c> <FilesMatch "\.(bmp|css|flv|gif|ico|jpg|jpeg|js|pdf|png|svg|swf|tif|tiff)$"> Header add Cache-Control "public" Header unset ETag Header unset Last-Modified FileETag none </FilesMatch> </IfModule>

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos;

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos; }

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  • Problem of Three20: How to refresh TTLauncherItem

    - by WellBeing
    After adding TTLauncherItem into TTLauncherView, I want to change the image and title for the added TTLauncherItem? But when I changed the value of image and title, it was not working. There is no change on the view. Exit the program, and enter again, the image and title was changed. How can I refresh image and title of TTLauncherItem immediately? Thanks all~~

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  • android - using resources drawable in content provider

    - by Russ Wheeler
    I am trying to pass back an image through a content provider in a separate app. I have two apps, one with the activity in (app a), the other with content provider (app b) I have app a reading an image off my SD card via app b using the following code. App a: public void but_update(View view) { ContentResolver resolver = getContentResolver(); Uri uri = Uri.parse("content://com.jash.cp_source_two.provider/note/1"); InputStream inStream = null; try { inStream = resolver.openInputStream(uri); Bitmap bitmap = BitmapFactory.decodeStream(inStream); image = (ImageView) findViewById(R.id.imageView1); image.setImageBitmap(bitmap); } catch(FileNotFoundException e) { Toast.makeText(getBaseContext(), "error = "+e, Toast.LENGTH_LONG).show(); } finally { if (inStream != null) { try { inStream.close(); } catch (IOException e) { Log.e("test", "could not close stream", e); } } } }; App b: @Override public ParcelFileDescriptor openFile(Uri uri, String mode) throws FileNotFoundException { try { File path = new File(Environment.getExternalStorageDirectory().getAbsolutePath(),"pic2.png"); return ParcelFileDescriptor.open(path,ParcelFileDescriptor.MODE_READ_ONLY); } catch (FileNotFoundException e) { Log.i("r", "File not found"); throw new FileNotFoundException(); } } In app a I am able to display an image from app a's resources folder, using setImageURi and constructing a URI using the following code. int id = R.drawable.a2; Resources resources = getBaseContext().getResources(); Uri uri = Uri.parse(ContentResolver.SCHEME_ANDROID_RESOURCE + "://" + resources.getResourcePackageName(id) + '/' + resources.getResourceTypeName(id) + '/' + resources.getResourceEntryName(id) ); image = (ImageView) findViewById(R.id.imageView1); image.setImageURI(uri); However, if I try to do the same in app b (read from app b's resources folder rather than the image on the SD card) it doesn't work, saying it can't find the file, even though I am creating the path of the file from the resource, so it is definitely there. Any ideas? Does it restrict sending resources over the content provider somehow? P.S. I also got an error when I tried to create the file with File path = new File(uri); saying 'there is no applicable constructor to '(android.net.Uri)' though http://developer.android.com/reference/java/io/File.html#File(java.net.URI) Seems to think it's possible...unless java.net.URI is different to android.net.URI, in which case can I convert them? Thanks Russ

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  • drawing images and lines over UIScrollView

    - by Jorge
    I'm programming an app in which one of the ViewControllers is showing an UIScrollView that shows an image. I'd like to load an image (pushpin in png format) and draw it (and delete it) in some points of the UIScrollView image. I'd also would like to draw bezier paths in that image (and deleting them). I've programmed several apps but this is the first time I face graphic programming and don't know where to start from. Any suggestions? Thanks!

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