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  • Video Recording Not Working in ICS

    - by Nirav Ranpara
    I have implement code Record video in Android Phone . This code is working in 2.2 , 2.3 . not in ICS But when I checked in ICS code is not working ? here I posted code and xml file. videorecord.java import java.io.File; import java.io.IOException; import android.app.Activity; import android.app.AlertDialog; import android.content.Context; import android.content.DialogInterface; import android.content.Intent; import android.content.SharedPreferences; import android.hardware.Camera; import android.media.CamcorderProfile; import android.media.MediaRecorder; import android.os.Bundle; import android.os.CountDownTimer; import android.os.Environment; import android.util.Log; import android.view.Display; import android.view.KeyEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.widget.EditText; import android.widget.FrameLayout; import android.widget.ImageView; import android.widget.LinearLayout; import android.widget.TextView; import android.widget.Toast; public class videorecord extends Activity{ SharedPreferences.Editor pre; String filename; CountDownTimer t; private Camera myCamera; private MyCameraSurfaceView myCameraSurfaceView; private MediaRecorder mediaRecorder; Integer cnt=0; LinearLayout myButton; TextView myButton1; SurfaceHolder surfaceHolder; boolean recording; private TextView txtcount; private ImageView btnplay; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); recording = false; setContentView(R.layout.videorecord); init(); myCamera = getCameraInstance(); if(myCamera == null){ } myCameraSurfaceView = new MyCameraSurfaceView(this, myCamera); FrameLayout myCameraPreview = (FrameLayout)findViewById(R.id.videoview); Display display = getWindowManager().getDefaultDisplay(); int width = display.getWidth(); int height = display.getHeight(); myCameraSurfaceView.setLayoutParams(new LinearLayout.LayoutParams(width, height-60)); myCameraPreview.addView(myCameraSurfaceView); myButton = (LinearLayout)findViewById(R.id.mybutton); btnplay.setOnClickListener(myButtonOnClickListener); } private void init() { txtcount = (TextView) findViewById(R.id.txtcounter); //myButton1 = (TextView) findViewById(R.id.mybutton1); btnplay = (ImageView)findViewById(R.id.btnplay); t = new CountDownTimer( Long.MAX_VALUE , 1000) { @Override public void onTick(long millisUntilFinished) { cnt++; String time = new Integer(cnt).toString(); long millis = cnt; int seconds = (int) (millis / 60); int minutes = seconds / 60; seconds = seconds % 60; txtcount.setText(String.format("%d:%02d:%02d", minutes, seconds,millis)); } @Override public void onFinish() { } }; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { if ((keyCode == KeyEvent.KEYCODE_BACK)) { if(recording) { new AlertDialog.Builder(videorecord.this).setTitle("Do you want to save Video ?") .setPositiveButton("OK", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { filename(); //finish(); } }).setNegativeButton("Cancle", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub } }).show(); } else { if ((keyCode == KeyEvent.KEYCODE_BACK)) { //Intent homeIntent= new Intent(Intent.ACTION_MAIN); //homeIntent.addCategory(Intent.CATEGORY_HOME); //homeIntent.setFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP); //startActivity(homeIntent); //this.finishActivity(1); finish(); } //moveTaskToBack(true); // finish(); return super.onKeyDown(keyCode, event); } } else { // Toast.makeText(getApplicationContext(), "asd", Toast.LENGTH_LONG).show(); android.os.Process.killProcess(android.os.Process.myPid()) ; } return super.onKeyDown(keyCode, event); } ImageView.OnClickListener myButtonOnClickListener = new ImageView.OnClickListener(){ public void onClick(View v) { if(recording){ Log.e("Record error", "error in recording ."); mediaRecorder.stop(); t.cancel(); filename(); releaseMediaRecorder(); }else{ releaseCamera(); Log.e("Record Stop error", "error in recording ."); // if(!prepareMediaRecorder()){ prepareMediaRecorder(); finish(); } mediaRecorder.start(); recording = true; // myButton1.setText("STOP Recording"); // btnplay.setImageResource(android.R.drawable.ic_media_pause); btnplay.setImageResource(R.drawable.stoprec); t.start(); } }}; private Camera getCameraInstance(){ Camera c = null; try { c = Camera.open(); } catch (Exception e){ } return c; } private void filename() { AlertDialog.Builder alert = new AlertDialog.Builder(this); alert.setTitle("Save Video"); alert.setMessage("Enter File Name"); final EditText input = new EditText(this); alert.setView(input); alert.setPositiveButton("Ok", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { if(input.getText().length()>=1) { filename = input.getText().toString(); File sdcard = new File(Environment.getExternalStorageDirectory() + "/VideoRecord"); File from = new File(sdcard,"null.mp4"); File to = new File(sdcard,filename+".mp4"); from.renameTo(to); SharedPreferences sp = videorecord.this.getSharedPreferences("data", MODE_WORLD_WRITEABLE); pre = sp.edit(); pre.clear(); pre.commit(); pre.putString("lastvideo", filename+".mp4"); pre.commit(); //btnplay.setImageResource(android.R.drawable.ic_media_play); btnplay.setImageResource(R.drawable.startrec); // Intent intent = new Intent(videorecord.this,StopVidoWatch_Activity.class); // startActivity(intent); Intent myIntent = new Intent(getApplicationContext(), StopVidoWatch_Activity.class).setFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP); startActivity(myIntent); } else { filename(); } } }); alert.setNegativeButton("Cancel", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int whichButton) { // Intent intent = new Intent(videorecord.this,StopVidoWatch_Activity.class); // startActivity(intent); File file = new File(Environment.getExternalStorageDirectory() + "/VideoRecord/null.mp4"); //boolean deleted = file.delete(); file.delete(); finish(); } }); alert.show(); } private boolean prepareMediaRecorder(){ myCamera = getCameraInstance(); mediaRecorder = new MediaRecorder(); myCamera.unlock(); mediaRecorder.setCamera(myCamera); mediaRecorder.setAudioSource(MediaRecorder.AudioSource.CAMCORDER); mediaRecorder.setVideoSource(MediaRecorder.VideoSource.CAMERA); mediaRecorder.setProfile(CamcorderProfile.get(CamcorderProfile.QUALITY_HIGH)); File folder = new File(Environment.getExternalStorageDirectory() + "/VideoRecord"); boolean success = false; if (!folder.exists()) { success = folder.mkdir(); } if (!success) { } else { } mediaRecorder.setOutputFile("/sdcard/VideoRecord/"+filename+".mp4"); mediaRecorder.setMaxDuration(60000); mediaRecorder.setMaxFileSize(5000000); Display display = getWindowManager().getDefaultDisplay(); int width = display.getHeight(); int height = display.getWidth(); String s = new String(); s= s.valueOf(width); String s1 = new String(); s1= s1.valueOf(height); // Toast.makeText(videorecord.this, "Width : " + s , Toast.LENGTH_LONG).show(); // Toast.makeText(videorecord.this, "Height : " + s1 , Toast.LENGTH_LONG).show(); mediaRecorder.setVideoSize(height, width); mediaRecorder.setPreviewDisplay(myCameraSurfaceView.getHolder().getSurface()); try { mediaRecorder.prepare(); } catch (IllegalStateException e) { releaseMediaRecorder(); return false; } catch (IOException e) { releaseMediaRecorder(); return false; } return true; } @Override protected void onPause() { super.onPause(); releaseMediaRecorder(); releaseCamera(); } private void releaseMediaRecorder() { if (mediaRecorder != null) { mediaRecorder.reset(); mediaRecorder.release(); mediaRecorder = null; myCamera.lock(); } } private void releaseCamera(){ if (myCamera != null){ myCamera.release(); myCamera = null; } } public class MyCameraSurfaceView extends SurfaceView implements SurfaceHolder.Callback{ private SurfaceHolder mHolder; private Camera mCamera; public MyCameraSurfaceView(Context context, Camera camera) { super(context); mCamera = camera; mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int weight, int height) { if (mHolder.getSurface() == null){ return; } try { mCamera.stopPreview(); } catch (Exception e){ } try { mCamera.setPreviewDisplay(mHolder); mCamera.startPreview(); } catch (Exception e){ } } public void surfaceCreated(SurfaceHolder holder) { try { mCamera.setPreviewDisplay(holder); mCamera.startPreview(); } catch (IOException e) { } } public void surfaceDestroyed(SurfaceHolder holder) { } } } videorecord.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <FrameLayout android:layout_width="fill_parent" android:layout_height="fill_parent" > <FrameLayout android:id="@+id/videoview" android:layout_width="fill_parent" android:layout_height="fill_parent"></FrameLayout> <LinearLayout android:id="@+id/mybutton" android:layout_width="fill_parent" android:layout_marginBottom="0dip" android:layout_height="wrap_content" android:orientation="horizontal" android:layout_weight="0" > <!-- <TextView android:text="START Recording" android:id="@+id/mybutton1" android:layout_height="wrap_content" android:layout_width="wrap_content" style="@style/savestyle" android:layout_weight="1" android:gravity="left" > </TextView> --> <ImageView android:layout_height="wrap_content" android:id="@+id/btnplay" android:padding="5dip" android:background="#A0000000" android:textColor="#ffffffff" android:layout_width="wrap_content" android:src="@drawable/startrec" /> </LinearLayout> <TextView android:text="00:00:00" android:id="@+id/txtcounter" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="right|bottom" android:padding="5dip" android:background="#A0000000" android:textColor="#ffffffff" /> </FrameLayout> <RelativeLayout android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="@color/bgcolor" > <LinearLayout android:layout_above="@+id/mybutton" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent" > </LinearLayout> </RelativeLayout> </LinearLayout>

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  • game state singleton cocos2d, initWithEncoder always returns null

    - by taber
    Hi, I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks. Here's my singleton GameState.h: #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end ... and GameState.m: #import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn't load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end ... I'm saving the state on app exit, like this: - (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; } ... and loading the state when the app finishes loading, like this: - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... } I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either. Thanks again in advance.

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  • How to get objects to react to touches in Cocos2D?

    - by Wayfarer
    Alright, so I'm starting to learn more about Coco2D, but I'm kinda frusterated. A lot of the tutorials I have found are for outdated versions of the code, so when I look through and see how they do certain things, I can't translate it into my own program, because a lot has changed. With that being said, I am working in the latest version of Coco2d, version 0.99. What I want to do is create a sprite on the screen (Done) and then when I touch that sprite, I can have "something" happen. For now, let's just make an alert go off. Now, I got this code working with the help of a friend. Here is the header file: // When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorld Layer @interface HelloWorld : CCLayer { CGRect spRect; } // returns a Scene that contains the HelloWorld as the only child +(id) scene; @end And here is the implementation file: // // cocos2d Hello World example // http://www.cocos2d-iphone.org // // Import the interfaces #import "HelloWorldScene.h" #import "CustomCCNode.h" // HelloWorld implementation @implementation HelloWorld +(id) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorld *layer = [HelloWorld node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init] )) { // create and initialize a Label CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"]; sp.position = ccp(300,200); [self addChild:sp]; float w = [sp contentSize].width; float h = [sp contentSize].height; CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2)); spRect = CGRectMake(aPoint.x, aPoint.y, w, h); CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"]; sprite2.position = ccp(100,100); [self addChild:sprite2]; //[self registerWithTouchDispatcher]; self.isTouchEnabled = YES; } return self; } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) // don't forget to call "super dealloc" [super dealloc]; } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(spRect, location)) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Win" message:@"testing" delegate:nil cancelButtonTitle:@"okay" otherButtonTitles:nil]; [alert show]; [alert release]; NSLog(@"TOUCHES"); } NSLog(@"Touch got"); } However, this only works for 1 object, the sprite which I create the CGRect for. I can't do it for 2 sprites, which I was testing. So my question is this: How can I have all sprites on the screen react to the same event when touched? For my program, the same event needs to be run for all objects of the same type, so that should make it a tad easier. I tried making a subclass of CCNode and over write the method, but that just didn't work at all... so I'm doing something wrong. Help would be appreciated!

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  • How i set the background color in UIView using CGContext?

    - by Rajendra Bhole
    Hi, I have developed the application in which i want to set the background color of UIView which is already set on UIViewController.The code is below, @implementation frmGraphView /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)drawRect:(CGRect)rect { CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, rect); //CGContextSetCMYKFillColor(ctx, 35.0, 56.0, 34.0, 30.0, 1.0); //CGContextSetRGBFillColor(ctx, 92.0f, 95.0f, 97.0f, 1.0f); //CGContextFillRect(ctx, CGRectMake(0, 0, 300, 280)); CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); float fltX1,fltX2,fltY1,fltY2=0; NSArray *hoursInDays = [[NSArray alloc] initWithObjects:@"0",@"1" ,@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"11",@"12", nil]; fltX1 = 30; fltY1 = 5; fltX2 = fltX1; fltY2 = 270; //Dividing the Y-axis CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); //float y = 275; for(int intIndex = 0 ; intIndex < [hoursInDays count] ; fltY2-=20, intIndex++) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, fltX1-3 , fltY2); CGContextAddLineToPoint(ctx, fltX1+3, fltY2); CGContextSelectFont(ctx, "Helvetica", 14.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForYAxis = [[hoursInDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx, fltX1-18, fltY2-18 , arrayDataForYAxis, strlen(arrayDataForYAxis)); CGContextStrokePath(ctx); } CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); fltX1 = 5; fltY1 = 250; fltX2 = 270; fltY2 = fltY1; NSArray *weekDays =[[NSArray alloc] initWithObjects:@"Sun", @"Mon", @"Tus", @"Wed", @"Thu", @"Fri", @"Sat", nil]; //Dividing the X-axis CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); //float y = 275; for(int intIndex = 0 ; intIndex < [weekDays count] ; fltX1+=33, intIndex++) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, fltX1+52 , fltY2-3); CGContextAddLineToPoint(ctx, fltX1+52, fltY2+3); CGContextSelectFont(ctx, "Arial", 15.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForXAxis = [[weekDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx, fltX1+37, fltY2+18 , arrayDataForXAxis, strlen(arrayDataForXAxis)); CGContextStrokePath(ctx); } } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end

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  • How to have two UIPickerViews together in one ViewController?

    - by 0SX
    I'm trying to put 2 UIPickerViews together in one ViewController. Each UIPickerView has different data arrays. I'm using interface builder to link the pickers up. I know I'll have to use separate delegates and dataSources but I can't seem to hook everything up with interface builder correctly. Here's all my code: pickerTesting.h #import <UIKit/UIKit.h> #import "picker2DataSource.h" @interface pickerTestingViewController : UIViewController <UIPickerViewDelegate, UIPickerViewDataSource>{ IBOutlet UIPickerView *picker; IBOutlet UIPickerView *picker2; NSMutableArray *pickerViewArray; } @property (nonatomic, retain) IBOutlet UIPickerView *picker; @property (nonatomic, retain) IBOutlet UIPickerView *picker2; @property (nonatomic, retain) NSMutableArray *pickerViewArray; @end pickerTesting.m #import "pickerTestingViewController.h" @implementation pickerTestingViewController @synthesize picker, picker2, pickerViewArray; - (void)viewDidLoad { [super viewDidLoad]; pickerViewArray = [[NSMutableArray alloc] init]; [pickerViewArray addObject:@" 100 "]; [pickerViewArray addObject:@" 200 "]; [pickerViewArray addObject:@" 400 "]; [pickerViewArray addObject:@" 600 "]; [pickerViewArray addObject:@" 1000 "]; [picker selectRow:1 inComponent:0 animated:NO]; picker2.delegate = self; picker2.dataSource = self; } - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)picker; { return 1; } - (void)pickerView:(UIPickerView *)picker didSelectRow:(NSInteger)row inComponent:(NSInteger)component { } - (NSInteger)pickerView:(UIPickerView *)picker numberOfRowsInComponent:(NSInteger)component; { return [pickerViewArray count]; } - (NSString *)pickerView:(UIPickerView *)picker titleForRow:(NSInteger)row forComponent:(NSInteger)component; { return [pickerViewArray objectAtIndex:row]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end And I have a separate class for the other datasource. picker2DataSource.h @interface picker2DataSource : NSObject <UIPickerViewDataSource, UIPickerViewDelegate> { NSMutableArray *customPickerArray; } @property (nonatomic, retain) NSMutableArray *customPickerArray; @end picker2DataSource.m #import "picker2DataSource.h" @implementation picker2DataSource @synthesize customPickerArray; - (id)init { // use predetermined frame size self = [super init]; if (self) { customPickerArray = [[NSMutableArray alloc] init]; [customPickerArray addObject:@" a "]; [customPickerArray addObject:@" b "]; [customPickerArray addObject:@" c "]; [customPickerArray addObject:@" d "]; [customPickerArray addObject:@" e "]; } return self; } - (void)dealloc { [customPickerArray release]; [super dealloc]; } - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)picker2; { return 1; } - (void)pickerView:(UIPickerView *)picker2 didSelectRow:(NSInteger)row inComponent:(NSInteger)component { } - (NSInteger)pickerView:(UIPickerView *)picker2 numberOfRowsInComponent:(NSInteger)component; { return [customPickerArray count]; } - (NSString *)pickerView:(UIPickerView *)picker2 titleForRow:(NSInteger)row forComponent:(NSInteger)component; { return [customPickerArray objectAtIndex:row]; } @end Any help or code examples would be great. Thanks.

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  • Cocoa nextEventMatchingMask not receiving NSMouseMoved event

    - by Jonny
    Hello, I created a local event loop and showed up a borderless window (derived from NSPanel), I found in the event loop there's no NSMouseMoved event received, although I can receive Mouse button down/up events. What should I do to get the NSMouseMoved events? I found making the float window as key window can receive the NSMouseMoved events, but I don't want to change key window. And it appears this is possible, because I found after clicking the test App Icon in System Dock Bar, I can receive the mousemoved events, and the key window/mainwindow are unchanged. Here's the my test code: (Create a Cocoa App project names FloatWindowTest, and put a button to link it with the onClick: IBAction). Thanks in advance! -Jonny #import "FloatWindowTestAppDelegate.h" @interface FloatWindow : NSPanel @end @interface FloatWindowContentView : NSView @end @implementation FloatWindowTestAppDelegate @synthesize window; - (void)delayedAction:(id)sender { // What does this function do? // 1. create a float window // 2. create a local event loop // 3. print out the events got from nextEventMatchingMask. // 4. send it to float window. // What is the problem? // In local event loop, althrough the event mask has set NSMouseMovedMask // there's no mouse moved messages received. // FloatWindow* floatWindow = [[FloatWindow alloc] init]; NSEvent* event = [NSApp currentEvent]; NSPoint screenOrigin = [[self window] convertBaseToScreen:[event locationInWindow]]; [floatWindow setFrameTopLeftPoint:screenOrigin]; [floatWindow orderFront:nil]; //Making the float window as Key window will work, however //change active window is not anticipated. //[floatWindow makeKeyAndOrderFront:nil]; BOOL done = NO; while (!done) { NSAutoreleasePool* pool = [NSAutoreleasePool new]; NSUInteger eventMask = NSLeftMouseDownMask| NSLeftMouseUpMask| NSMouseMovedMask| NSMouseEnteredMask| NSMouseExitedMask| NSLeftMouseDraggedMask; NSEvent* event = [NSApp nextEventMatchingMask:eventMask untilDate:[NSDate distantFuture] inMode:NSDefaultRunLoopMode dequeue:YES]; //why I cannot get NSMouseMoved event?? NSLog(@"new event %@", [event description]); [floatWindow sendEvent:event]; [pool drain]; } [floatWindow release]; return; } -(IBAction)onClick:(id)sender { //Tried to postpone the local event loop //after return from button's mouse tracking loop. //but not fixes this problem. [[NSRunLoop currentRunLoop] performSelector:@selector(delayedAction:) target:self argument:nil order:0 modes:[NSArray arrayWithObject:NSDefaultRunLoopMode]]; } @end @implementation FloatWindow - (id)init { NSRect contentRect = NSMakeRect(200,300,200,300); self = [super initWithContentRect:contentRect styleMask:NSTitledWindowMask backing:NSBackingStoreBuffered defer:YES]; if (self) { [self setLevel:NSFloatingWindowLevel]; NSRect frameRect = [self frameRectForContentRect:contentRect]; NSView* view = [[[FloatWindowContentView alloc] initWithFrame:frameRect] autorelease]; [self setContentView:view]; [self setAcceptsMouseMovedEvents:YES]; [self setIgnoresMouseEvents:NO]; } return self; } - (BOOL)becomesKeyOnlyIfNeeded { return YES; } - (void)becomeMainWindow { NSLog(@"becomeMainWindow"); [super becomeMainWindow]; } - (void)becomeKeyWindow { NSLog(@"becomeKeyWindow"); [super becomeKeyWindow]; } @end @implementation FloatWindowContentView - (BOOL)acceptsFirstMouse:(NSEvent *)theEvent { return YES; } - (BOOL)acceptsFirstResponder { return YES; } - (id)initWithFrame:(NSRect)frameRect { self = [super initWithFrame:frameRect]; if (self) { NSTrackingArea* area; area = [[NSTrackingArea alloc] initWithRect:frameRect options:NSTrackingActiveAlways| NSTrackingMouseMoved| NSTrackingMouseEnteredAndExited owner:self userInfo:nil]; [self addTrackingArea:area]; [area release]; } return self; } - (void)drawRect:(NSRect)rect { [[NSColor redColor] set]; NSRectFill([self bounds]); } - (BOOL)becomeFirstResponder { NSLog(@"becomeFirstResponder"); return [super becomeFirstResponder]; } @end

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  • How does one get rid of fishy behavior in Windows?

    - by Tom Wijsman
    After I had boot my computer this morning there suddenly flooded water from the top of the screen, after which some fishes dropped into it. Now I can barely see what I am doing because the water distorts the view. Sometimes the fish follow the cursor so I need to move it away or wait for the fish to mind their own business. This makes it very annoying to use my system. What have I tried? Reboot the system. This caused the water to deplete from the desktop. Upon reboot, the screen was refilled with water and fishes. Attach another monitor. Same problem, fills that monitor as well and gives me extra fish. Clicking the fish. Makes them turn direction. Right clicking the fish. Changes color of the fish, not really useful. I'm locked out of changing the background or screen saver settings. Hence, I had to post the lady below... Safe mode doesn't save me from the fishes. It does give me another background there, but I can't screenshot easily. Other user accounts experience this as well. The Guest account seems to experience more fish than the other accounts. Using HijackThis, OTL Timekeeper List, Syninternal Autoruns, RootKitRevealer, ShellExView and similar tools I can't seem to find any entries that could be it, the Sysinternals tools show everything as verified. I'm suspecting this to be a driver problem. Randomly removing drivers doesn't seem to alleviate the problem. When removing the Graphics Drivers, it makes my screen black. While that could be considered the solution, it's not what I want. Changing the time / date settings does also not seem to affect the fishes. Changing the time a few years in the future, I would have expected the fishes to be dead. But, the same fishes are still there... They simply won't die! Tried to get used to them. They are really bothering me, looks like they require food. I don't know how to give them food, but apparently they get it elsewhere during reboot... Tried to disable my mouse pointer and use the keyboard. This works, they now swim around more randomly. They do put their attention to huge changes on the screen, so I need to type slow. Or otherwise I can't see what I'm tying exactly. Hold my laptop upside down. This seems to affect the water and fishes, but the water stays in the screen. They seem super resistant against water sickness and confusion though... What does the problem look like? What do I need? A way to get rid of these fishes on my screen forever, they are really annoying me a lot and I'm about to crack the screen to see if that makes them escape. Do you have any idea why this problem is occurring? What are my considerations? Buying an USB fish tank could make the fish leave the screen, I am uncertain though whether the fish could leave the screen through the USB cable. Using the FISh (programming language) which seems to provide EXPRESSIVE POWER and EFFICIENT EXECUTION, I can however not find any examples on how to remove fish. What are my Specifications? I'm using a Sony Vaio Fishy laptop. Sony VAIO VGN-Fishy, VAIO. Processor: 1337 MHz, Intel Core 2 Duo, T5432, 1 MB, Intel PM965 Express, 667 MHz. Memory: 1024 MB, DDR2-SDRAM, 667 MHz, 2 x 1024 MB, 4 GB. Disk Drive: 50 GB, Serial ATA, 5400 RPM. Storage Media: Memory Stick™, Memory Stick PRO™. Display: 15.4 ", 1280 x 800 pixels, LCD. Video: GeForce 8400M GT, 128 MB. Optical Drive: DVD±R/RW DL, 24 x, 24 x, 24 x, 6 x, 4 x, 6 x, 4 x, 5 x, 5 x, 8 x, 8 x, 8 x, 8 x, 6 x, 6 x, 24 x, 24 x, 24 x, 16 x. Camera: 1.3 MP, 30 fps. Networking: 2.0+EDR. Keyboard: Touchpad, AZERTY. Operating System/Software: Windows Vista Home Premium. Security: Kensington. Weight & Dimensions: 98.8 oz (2800 g), 14 " (355.8 mm), 10 " (254.4 mm), 0.98 " (24.9 mm). Other features: 100 BASE-TX/10 BASE-T, 802.11a/b/g/n/Draft n, V92/V.90, fishes. Plz! Help me...

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • How do I center a UIImageView within a full-screen UIScrollView?

    - by Sebastian Celis
    In my application, I would like to present the user with a full-screen photo viewer much like the one used in the Photos app. This is just for a single photo and as such should be quite simple. I just want the user to be able to view this one photo with the ability to zoom and pan. I have most of it working. And, if I do not center my UIImageView, everything behaves perfectly. However, I really want the UIImageView to be centered on the screen when the image is sufficiently zoomed out. I do not want it stuck to the top-left corner of the scroll view. Once I attempt to center this view, my vertical scrollable area appears to be greater than it should be. As such, once I zoom in a little, I am able to scroll about 100 pixels past the top of the image. What am I doing wrong? @interface MyPhotoViewController : UIViewController <UIScrollViewDelegate> { UIImage* photo; UIImageView *imageView; } - (id)initWithPhoto:(UIImage *)aPhoto; @end @implementation MyPhotoViewController - (id)initWithPhoto:(UIImage *)aPhoto { if (self = [super init]) { photo = [aPhoto retain]; // Some 3.0 SDK code here to ensure this view has a full-screen // layout. } return self; } - (void)dealloc { [photo release]; [imageView release]; [super dealloc]; } - (void)loadView { // Set the main view of this UIViewController to be a UIScrollView. UIScrollView *scrollView = [[UIScrollView alloc] init]; [self setView:scrollView]; [scrollView release]; } - (void)viewDidLoad { [super viewDidLoad]; // Initialize the scroll view. CGSize photoSize = [photo size]; UIScrollView *scrollView = (UIScrollView *)[self view]; [scrollView setDelegate:self]; [scrollView setBackgroundColor:[UIColor blackColor]]; // Create the image view. We push the origin to (0, -44) to ensure // that this view displays behind the navigation bar. imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, -44.0, photoSize.width, photoSize.height)]; [imageView setImage:photo]; [scrollView addSubview:imageView]; // Configure zooming. CGSize screenSize = [[UIScreen mainScreen] bounds].size; CGFloat widthRatio = screenSize.width / photoSize.width; CGFloat heightRatio = screenSize.height / photoSize.height; CGFloat initialZoom = (widthRatio > heightRatio) ? heightRatio : widthRatio; [scrollView setMaximumZoomScale:3.0]; [scrollView setMinimumZoomScale:initialZoom]; [scrollView setZoomScale:initialZoom]; [scrollView setBouncesZoom:YES]; [scrollView setContentSize:CGSizeMake(photoSize.width * initialZoom, photoSize.height * initialZoom)]; // Center the photo. Again we push the center point up by 44 pixels // to account for the translucent navigation bar. CGPoint scrollCenter = [scrollView center]; [imageView setCenter:CGPointMake(scrollCenter.x, scrollCenter.y - 44.0)]; } - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; [[[self navigationController] navigationBar] setBarStyle:UIBarStyleBlackTranslucent]; [[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:YES]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; [[[self navigationController] navigationBar] setBarStyle:UIBarStyleDefault]; [[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleDefault animated:YES]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return imageView; } @end

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  • Cant get lm-sensors to load ATI Radeon temp or fan

    - by woody
    New to Linux and having minor issues :/ . I followed this guide initially but did not recieve the proper output and did not show my ATI Radeon HD 5000 temp or fan speed. Then used this guide, same problems exhibited. No issues installing and no errors. I think its not reading i2c for some reason. The proprietary driver is installed and functioning correctly according fglrxinfo. I can use aticonfig commands and view both temp and fan. Any ideas on how to get it working under 'sensors'? When i run 'sudo sensors-detect' this is my ouput # sensors-detect revision 5984 (2011-07-10 21:22:53 +0200) # System: LENOVO IdeaPad Y560 (laptop) # Board: Lenovo KL3 This program will help you determine which kernel modules you need to load to use lm_sensors most effectively. It is generally safe and recommended to accept the default answers to all questions, unless you know what you're doing. Some south bridges, CPUs or memory controllers contain embedded sensors. Do you want to scan for them? This is totally safe. (YES/no): y Silicon Integrated Systems SIS5595... No VIA VT82C686 Integrated Sensors... No VIA VT8231 Integrated Sensors... No AMD K8 thermal sensors... No AMD Family 10h thermal sensors... No AMD Family 11h thermal sensors... No AMD Family 12h and 14h thermal sensors... No AMD Family 15h thermal sensors... No AMD Family 15h power sensors... No Intel digital thermal sensor... Success! (driver `coretemp') Intel AMB FB-DIMM thermal sensor... No VIA C7 thermal sensor... No VIA Nano thermal sensor... No Some Super I/O chips contain embedded sensors. We have to write to standard I/O ports to probe them. This is usually safe. Do you want to scan for Super I/O sensors? (YES/no): y Probing for Super-I/O at 0x2e/0x2f Trying family `National Semiconductor/ITE'... Yes Found unknown chip with ID 0x8502 Probing for Super-I/O at 0x4e/0x4f Trying family `National Semiconductor/ITE'... No Trying family `SMSC'... No Trying family `VIA/Winbond/Nuvoton/Fintek'... No Trying family `ITE'... No Some hardware monitoring chips are accessible through the ISA I/O ports. We have to write to arbitrary I/O ports to probe them. This is usually safe though. Yes, you do have ISA I/O ports even if you do not have any ISA slots! Do you want to scan the ISA I/O ports? (YES/no): y Probing for `National Semiconductor LM78' at 0x290... No Probing for `National Semiconductor LM79' at 0x290... No Probing for `Winbond W83781D' at 0x290... No Probing for `Winbond W83782D' at 0x290... No Lastly, we can probe the I2C/SMBus adapters for connected hardware monitoring devices. This is the most risky part, and while it works reasonably well on most systems, it has been reported to cause trouble on some systems. Do you want to probe the I2C/SMBus adapters now? (YES/no): y Using driver `i2c-i801' for device 0000:00:1f.3: Intel 3400/5 Series (PCH) Now follows a summary of the probes I have just done. Just press ENTER to continue: Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9) To load everything that is needed, add this to /etc/modules: #----cut here---- # Chip drivers coretemp #----cut here---- If you have some drivers built into your kernel, the list above will contain too many modules. Skip the appropriate ones! Do you want to add these lines automatically to /etc/modules? (yes/NO) My output for 'sensors' is: acpitz-virtual-0 Adapter: Virtual device temp1: +58.0°C (crit = +100.0°C) coretemp-isa-0000 Adapter: ISA adapter Core 0: +56.0°C (high = +84.0°C, crit = +100.0°C) Core 1: +57.0°C (high = +84.0°C, crit = +100.0°C) Core 2: +58.0°C (high = +84.0°C, crit = +100.0°C) Core 3: +57.0°C (high = +84.0°C, crit = +100.0°C) and my '/etc/modules' is: # /etc/modules: kernel modules to load at boot time. # # This file contains the names of kernel modules that should be loaded # at boot time, one per line. Lines beginning with "#" are ignored. lp rtc # Generated by sensors-detect on Fri Nov 30 23:24:31 2012 # Chip drivers coretemp

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Retro video games programming

    - by SebKom
    I just watched the Super Mario Bros. -1 World glitch in youtube and I really began wondering about the code behind those games. Which language was used? What about the OS for the video games consoles? Are there any website with resources about this subject? (I am a 90s video gamer so I am particularly interested about the programming behind those games but feel free to make this a wiki and include links to resources about video games programming in general, if you want)

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  • Problems with Level Architect, Citrus Engine, Flash

    - by Idan
    I am using the Citrus Engine to make a Flash game, and the Level Architect doesn't work well for me. Firstly, when I first launch it and open my project and my level, nothing is shown, no assets and not anything I have previously done with my level. To fix it, I open another project. The other project works fine, meaning I can see the assets and the level. Then I go back to the actual project I am working on, and the problem is fixed, only it does not fix the second problem: I can't add my own assests. I follow the manual and add tags like this: [Property(value="0")] But it doesn't change a thing in the level architect window (even after I close and reopen it). Any ideas? Thanks! Here's the code of the class I want to be shown in the Level Architect: package { import com.citrusengine.objects.PhysicsObject; import com.citrusengine.objects.platformer.Sensor; import flash.utils.clearTimeout; import flash.utils.setTimeout; /** * @author Aymeric */ public class Teleporter extends Sensor { [Property(value="0")] public var endX:Number=0; [Property(value="0")] public var endY:Number=0; public var object:PhysicsObject; [Property(value="0")] public var time:Number = 0; public var needToTeleport:Boolean = false; protected var _teleporting:Boolean = false; private var _teleportTimeoutID:uint; public function Teleporter(name:String, params:Object = null) { super(name, params); } override public function destroy():void { clearTimeout(_teleportTimeoutID); super.destroy(); } override public function update(timeDelta:Number):void { super.update(timeDelta); if (needToTeleport) { _teleporting = true; _teleportTimeoutID = setTimeout(_teleport, time); needToTeleport = false; } _updateAnimation(); } protected function _teleport():void { _teleporting = false; object.x = endX; object.y = endY; clearTimeout(_teleportTimeoutID); } protected function _updateAnimation():void { if (_teleporting) { _animation = "teleport"; } else { _animation = "normal"; } } } }

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  • Can't get past the Ubuntu loading screen when installing

    - by Oscar Godson
    I'm trying to install Ubuntu 11.04 onto some custom made PC that my father in law tried building. It had Windows on it, but he wants Ubuntu so he asked me to do it. I've installed Ubuntu 11.04 on a few computers no issues, but on this computer I get to the all purple screen with the Ubuntu logo and the orange and white dots that light up. Like this: The fan is also super, super loud and sounds like the whole thing is going to explode and has been running like this for 15 mins ish. Then, after about 15 mins the dots stop animating from orange to white and usually just stick at all orange. Any ideas?

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  • This Week in Geek History: Zelda Turns 25, Birth of the Printing Press, and the Unveiling of ENIAC

    - by Jason Fitzpatrick
    Every week we bring you interesting highlights from the history of geekdom. This week we take a look at The Legend of Zelda’s 25th anniversary, the Gutenberg press, and the unveiling of primitive super computer ENIAC. Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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  • I cannot search/find any applications in the Dash on 12.04

    - by Russell
    Its been a while since I booted my Ubuntu (12.04), but when i did I had several updates (over 100) and I installed them along with rebooting. These updates seemed to mess with my video driver but I seemed to have fixed this. My problem is that my applications do not show anywhere. I can open them via terminal or if there are shortcuts (such as on the toolbar) but if I hit Super and go to Apps, there is nothing. This is true if I hit Super and search any app name nothing will come back (except for files). I need help to understand what happened! Also for some reason I can't upgrade to 12.10 (I assume because I have 12.04 and not 12.04.1, which I don't understand how to get).

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  • Cant get lm-sensors to load ATI Radeon temp and fan or output all settings

    - by woody
    New to Linux and having minor issues :/ . I followed this guide initially but did not recieve the proper output and did not show my ATI Radeon HD 5000 temp or fan speed. Then used this guide, same problems exhibited. No issues installing and no errors. I think its not reading i2c for some reason. The proprietary driver is installed and functioning correctly according fglrxinfo. I can use aticonfig commands and view both temp and fan. Any ideas on how to get the ATI Radeon sensors working under 'sensors'? When i run 'sudo sensors-detect' this is my ouput # sensors-detect revision 5984 (2011-07-10 21:22:53 +0200) # System: LENOVO IdeaPad Y560 (laptop) # Board: Lenovo KL3 This program will help you determine which kernel modules you need to load to use lm_sensors most effectively. It is generally safe and recommended to accept the default answers to all questions, unless you know what you're doing. Some south bridges, CPUs or memory controllers contain embedded sensors. Do you want to scan for them? This is totally safe. (YES/no): y Silicon Integrated Systems SIS5595... No VIA VT82C686 Integrated Sensors... No VIA VT8231 Integrated Sensors... No AMD K8 thermal sensors... No AMD Family 10h thermal sensors... No AMD Family 11h thermal sensors... No AMD Family 12h and 14h thermal sensors... No AMD Family 15h thermal sensors... No AMD Family 15h power sensors... No Intel digital thermal sensor... Success! (driver `coretemp') Intel AMB FB-DIMM thermal sensor... No VIA C7 thermal sensor... No VIA Nano thermal sensor... No Some Super I/O chips contain embedded sensors. We have to write to standard I/O ports to probe them. This is usually safe. Do you want to scan for Super I/O sensors? (YES/no): y Probing for Super-I/O at 0x2e/0x2f Trying family `National Semiconductor/ITE'... Yes Found unknown chip with ID 0x8502 Probing for Super-I/O at 0x4e/0x4f Trying family `National Semiconductor/ITE'... No Trying family `SMSC'... No Trying family `VIA/Winbond/Nuvoton/Fintek'... No Trying family `ITE'... No Some hardware monitoring chips are accessible through the ISA I/O ports. We have to write to arbitrary I/O ports to probe them. This is usually safe though. Yes, you do have ISA I/O ports even if you do not have any ISA slots! Do you want to scan the ISA I/O ports? (YES/no): y Probing for `National Semiconductor LM78' at 0x290... No Probing for `National Semiconductor LM79' at 0x290... No Probing for `Winbond W83781D' at 0x290... No Probing for `Winbond W83782D' at 0x290... No Lastly, we can probe the I2C/SMBus adapters for connected hardware monitoring devices. This is the most risky part, and while it works reasonably well on most systems, it has been reported to cause trouble on some systems. Do you want to probe the I2C/SMBus adapters now? (YES/no): y Using driver `i2c-i801' for device 0000:00:1f.3: Intel 3400/5 Series (PCH) Now follows a summary of the probes I have just done. Just press ENTER to continue: Driver `coretemp': * Chip `Intel digital thermal sensor' (confidence: 9) To load everything that is needed, add this to /etc/modules: #----cut here---- # Chip drivers coretemp #----cut here---- If you have some drivers built into your kernel, the list above will contain too many modules. Skip the appropriate ones! Do you want to add these lines automatically to /etc/modules? (yes/NO) My output for 'sensors' is: acpitz-virtual-0 Adapter: Virtual device temp1: +58.0°C (crit = +100.0°C) coretemp-isa-0000 Adapter: ISA adapter Core 0: +56.0°C (high = +84.0°C, crit = +100.0°C) Core 1: +57.0°C (high = +84.0°C, crit = +100.0°C) Core 2: +58.0°C (high = +84.0°C, crit = +100.0°C) Core 3: +57.0°C (high = +84.0°C, crit = +100.0°C) and my '/etc/modules' is: # /etc/modules: kernel modules to load at boot time. # # This file contains the names of kernel modules that should be loaded # at boot time, one per line. Lines beginning with "#" are ignored. lp rtc # Generated by sensors-detect on Fri Nov 30 23:24:31 2012 # Chip drivers coretemp

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  • how to resize an encrypted logical volume?

    - by Nirmik
    I installed Ubuntu with encryption and LVM on my entire haddisk... Now I want to resize it. How do I do This... Following this link gave me errors on step 2 - How to resize a LVM partition? error ubuntu@ubuntu:~$ sudo e2fsck -f /dev/sda5 e2fsck 1.42.5 (29-Jul-2012) ext2fs_open2: Bad magic number in super-block e2fsck: Superblock invalid, trying backup blocks... e2fsck: Bad magic number in super-block while trying to open /dev/sda5 The superblock could not be read or does not describe a correct ext2 filesystem. If the device is valid and it really contains an ext2 filesystem (and not swap or ufs or something else), then the superblock is corrupt, and you might try running e2fsck with an alternate superblock: e2fsck -b 8193 what do I do?

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  • How to Setup Network Link aggregation (802.3ad) on Ubuntu

    - by Sysadmin Geek
    Do you need to pump large amounts of data to a multitude of clients simultaneously, while only using a single IP address? By using “link aggregation” we can join several separate network cards on the system into one humongous NIC. Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform] Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science]

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  • Is it ok to replace optimized code with readable code?

    - by Coder
    Sometimes you run into a situation where you have to extend/improve an existing code. You see that the old code is very lean, but it's also difficult to extend, and takes time to read. Is it a good idea to replace it with modern code? Some time ago I liked the lean approach, but now, it seems to me that it's better to sacrifice a lot of optimizations in favor of higher abstractions, better interfaces and more readable, extendable code. The compilers seem to be getting better as well, so things like struct abc = {} are silently turned into memsets, shared_ptrs are pretty much producing the same code as raw pointer twiddling, templates are working super good because they produce super lean code, and so on. But still, sometimes you see stack based arrays and old C functions with some obscure logic, and usually they are not on the critical path. Is it good idea to change such code if you have to touch a small piece of it either way?

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  • The Open Road Awaits [Wallpaper]

    - by Asian Angel
    ROAD TO PARADISE [DesktopNexus] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

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  • Is there a language or design pattern that allows the *removal* of object behavior or properties in a class hierarchy?

    - by Sebastien Diot
    A well-know shortcoming of traditional class hierarchies is that they are bad when it comes to model the real world. As an example, trying to represent animals species with classes. There are actually several problems when doing that, but one that I never saw a solution to is when a sub-class "looses" a behavior or properties that was defined in a super-class, like a penguin not being able to fly (there are probably better examples, but that's the first one that comes to my mind, having seen "Madagascar 2" recently). On the one hand, you don't want to define for every property and behavior some flag that specifies if it is at all present, and check it every time before accessing that behavior or property. You would just like to say that birds can fly, simply and clearly, in the Bird class. But then it would be nice if one could define "exceptions" afterward, without having to use some horrible hacks everywhere. This often happens when a system has been productive for a while. You suddenly find an "exception" that doesn't fit in the original design at all, and you don't want to change a large portion of your code to accommodate it. So, is there some language or design patterns that can cleanly handle this problem, without requiring major changes to the "super-class", and all the code that uses it? Even if a solution only handle a specific case, several solutions might together form a complete strategy. [EDIT] Forgot about the Liskov Substitution Principle. That is why you can't do it. Assuming you define "traits/interfaces" for all major "feature groups", you can freely implement traits in different branches of the hierarchy, like the Flying trait could be implemented by Birds, and some special kind of squirrels and fish. So my question could amount to "How could I un-implement a trait?" If your super-class is a Java Serializable, you have to be one too, even if there is no way for you to serialize your state, for example if you contained a "Socket". So one way to do it is to always define all your traits in pair from the start: Flying and NotFlying (which would throw UnsupportedOperationExceiption, if not checked against). The Not-trait would not define any new interface, and could be simply checked for. Sounds like a "cheap" solution, in particular if used from the start.

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  • Vector Graphics in DirectX

    - by Doug
    I'm curious as to people's thoughts on the best way to use vector graphics in a directX game instead of rasterized textures(think Super Meat Boy). I want to remain resolution independent and don't want to downscale/upscale rasterized graphics. Also the idea would be for all assets to be vector graphics(again think Super Meat Boy). I've looked at Valve's paper "Improved Alpha-Tested Magnification for Vector Textures and Special Effects" and also looked at using shaders http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html. Wondering if anyone has done something similar or an alternate approach. Cheers

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  • Windows XP periodically disconnects, reconnects; Windows 7 doesn't

    - by einpoklum
    My setup: I have a PC with a Gigabyte GA-MA78S2H motherboard (Realtek Gigabit wired Ethernet on-board). I have the latest drivers (at least the latest driver for the NIC. I'm connecting via an Edimax BR-6216Mg (again, wired connection). For some reason I experience short periodic disconnects and reconnects. Specifically, Skype disconnects, tries to connect, succeeds after a short while; incoming SFTP sessions get dropped; using a browser, I sometime get stuck in the DNS lookup or connection to the website and a page won't load. A couple of seconds later, a reload works. All this happens with Windows XP SP3. With Windows 7, it doesn't happen. The connection is smooth (OS is sluggish though, but never mind that). Like I said, I updated the NIC driver. I tried reducing the MTU (used something called Dr. TCP), thinking maybe that would help, but it didn't. (I'm a bit but not super-knowledgeable about TCP parameters.) I'm guessing it's either a problem with the driver or some settings which are different between the two OSes. ipconfig for my adapter: Ethernet adapter Local Area Connection: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Realtek PCIe GBE Family Controller Physical Address. . . . . . . . . : 00-1D-7D-E9-72-9E Dhcp Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IP Address. . . . . . . . . . . . : 192.168.0.2 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.0.254 DHCP Server . . . . . . . . . . . : 192.168.0.254 DNS Servers . . . . . . . . . . . : 192.117.235.235 62.219.186.7 Lease Obtained. . . . . . . . . . : Saturday, March 10, 2012 8:28:20 AM Lease Expires . . . . . . . . . . : Friday, January 26, 1906 2:00:04 AM

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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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