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  • Problem Showing Sensors Details

    - by Skatephone
    Hi, i'm looking to show detail about sensors in an Actvity but when i put my app in to my phone i manage to view only details about the accellerometer, but the program says that i have 4 sensors: Accellerometer, Magnetic field, Orientation and Temperature. I'm using Android 1.6 and a htc Tattoo for testing. This is my code: public class SensorInfo extends Activity { private SensorManager mSensorManager; TextView mTextAcc,mTextGyr,mTextLig,mTextMag,mTextOri, mTextPre,mTextPro,mTextTem, mSensorsTotTitle,mSensorAvailablesTitle,mTextAccTitle,mTextGyrTitle,mTextLigTitle,mTextMagTitle,mTextOriTitle, mTextPreTitle,mTextProTitle,mTextTemTitle; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.detaillayout); // Get the texts fields of the layout and setup to invisible setTextViews(); // Get the SensorManager mSensorManager= (SensorManager) getSystemService(SENSOR_SERVICE); // List of Sensors Available List<Sensor> msensorList = mSensorManager.getSensorList(Sensor.TYPE_ALL); // Print Sensor Details Sensor sens; int type,i; String text = new String(""); // Do the list of available sensors on a String and print detail about each sensor for (i=0;i<msensorList.size();i++){ sens = msensorList.get(i); type = sens.getType(); text = " - "+getString(R.string.power)+" "+String.valueOf(sens.getPower())+"mA\n"; text+= " - "+getString(R.string.resolution)+" "+String.valueOf(sens.getResolution())+"\n"; text+= " - "+getString(R.string.maxrange)+" "+String.valueOf(sens.getMaximumRange ())+"\n"; text+= " - "+getString(R.string.vendor)+" "+sens.getVendor()+"\n"; text+= " - "+getString(R.string.version)+" "+String.valueOf(sens.getVersion()); switch(type) { // Check the type of Sensor that generate the event and show is resolution case Sensor.TYPE_ACCELEROMETER: mTextAccTitle.setVisibility(0); mTextAccTitle.setMaxHeight(30); mTextAcc.setVisibility(0); mTextAcc.setMaxHeight(100); mTextAcc.setText(text); // Print data of the Sensor break; case Sensor.TYPE_GYROSCOPE: mTextGyrTitle.setVisibility(0); mTextGyr.setVisibility(0); mTextGyr.setText(text); // Print data of the Sensor break; case Sensor.TYPE_LIGHT: mTextLigTitle.setVisibility(0); mTextLig.setVisibility(0); mTextLig.setText(text); // Print data of the Sensor break; case Sensor.TYPE_MAGNETIC_FIELD: mTextMagTitle.setVisibility(0); mTextMag.setVisibility(0); mTextMag.setText(text); // Print data of the Sensor break; case Sensor.TYPE_ORIENTATION: mTextOriTitle.setVisibility(0); mTextOri.setVisibility(0); mTextOri.setText(text); // Print data of the Sensor break; case Sensor.TYPE_PRESSURE: mTextPreTitle.setVisibility(0); mTextPre.setVisibility(0); mTextPre.setText(text); // Print data of the Sensor break; case Sensor.TYPE_PROXIMITY: mTextProTitle.setVisibility(0); mTextPro.setVisibility(0); mTextPro.setText(text); // Print data of the Sensor break; case Sensor.TYPE_TEMPERATURE: mTextTemTitle.setVisibility(0); mTextTem.setVisibility(0); mTextTem.setText(text); // Print data of the Sensor break; } } } // Get the texts fields of the layout and setup to invisible void setTextViews(){ mTextAccTitle = (TextView) findViewById(R.id.sensorAccTitle); mTextAccTitle.setVisibility(4); mTextAccTitle.setMaxHeight(0); mTextAcc = (TextView) findViewById(R.id.sensorAcc); mTextAcc.setMaxHeight(0); mTextAcc.setVisibility(4); mTextGyrTitle = (TextView) findViewById(R.id.sensorGyrTitle); mTextGyrTitle.setVisibility(4); mTextGyrTitle.setMaxHeight(0); mTextGyr = (TextView) findViewById(R.id.sensorGyr); mTextGyr.setVisibility(4); mTextGyrTitle.setMaxHeight(0); mTextLigTitle = (TextView) findViewById(R.id.sensorLigTitle); mTextLigTitle.setVisibility(4); mTextLigTitle.setMaxHeight(0); mTextLig = (TextView) findViewById(R.id.sensorLig); mTextLig.setVisibility(4); mTextLig.setMaxHeight(0); mTextMagTitle = (TextView) findViewById(R.id.sensorMagTitle); mTextMagTitle.setVisibility(4); mTextMagTitle.setMaxHeight(0); mTextMag = (TextView) findViewById(R.id.sensorMag); mTextMag.setVisibility(4); mTextMag.setMaxHeight(0); mTextOriTitle = (TextView) findViewById(R.id.sensorOriTitle); mTextOriTitle.setVisibility(4); mTextOriTitle.setMaxHeight(0); mTextOri = (TextView) findViewById(R.id.sensorOri); mTextOri.setVisibility(4); mTextOri.setMaxHeight(0); mTextPreTitle = (TextView) findViewById(R.id.sensorPreTitle); mTextPreTitle.setVisibility(4); mTextPreTitle.setMaxHeight(0); mTextPre = (TextView) findViewById(R.id.sensorPre); mTextPre.setVisibility(4); mTextPre.setMaxHeight(0); mTextProTitle = (TextView) findViewById(R.id.sensorProTitle); mTextProTitle.setVisibility(4); mTextProTitle.setMaxHeight(0); mTextPro = (TextView) findViewById(R.id.sensorPro); mTextPro.setVisibility(4); mTextPro.setMaxHeight(0); mTextTemTitle = (TextView) findViewById(R.id.sensorTemTitle); mTextTemTitle.setVisibility(4); mTextTemTitle.setMaxHeight(0); mTextTem = (TextView) findViewById(R.id.sensorTem); mTextTem.setVisibility(4); mTextTem.setMaxHeight(0); } } Tank's Valerio From Italy

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  • Multiple marker icons, how to add to google mashup

    - by user351189
    I have created a Google maps mashup, where with a bit of input, I have managed to have a sidebar that links to a video icon/marker that then opens up an info window showing virtual tours. I would, however, like to put different coloured marker icons on the map depending on the category that the video is in. This would be easy enough to do, but my page is made up of a mixture of J-Query and JavaScript all calling to the individual flash files. Could someone help me with the code for adding extra marker icons for different categories? Here is the code: So, after the intial 'var camera;' point, there comes this: function addMarker(point, title, video, details) { var marker = new GMarker(point, {title: title, icon:camera}); GEvent.addListener(marker, "click", function() { if (details) { marker.openInfoWindowTabsHtml([new GInfoWindowTab("Video", video), new GInfoWindowTab("More", details)]); } else { marker.openInfoWindowHtml(video); } }); Then further down, is the code for calling the individual marker image. I would like to add another image to this list - would I start out by calling the new object 'camera-red.image' or something similar? function initialize() { if (GBrowserIsCompatible()) { map = new GMap2(document.getElementById("mapDiv")); map.setCenter(new GLatLng(51.52484592590448, -0.13345599174499512), 17); map.setUIToDefault(); var uclvtSatMapType = createUclVTSatMapType() map.addMapType(uclvtSatMapType); map.setMapType(uclvtSatMapType); camera = new GIcon(G_DEFAULT_ICON); camera.image = "ucl-video.png"; camera.iconSize = new GSize(32,37); camera.iconAnchor = new GPoint(16,35); camera.infoWindowAnchor = new GPoint(16,2); addMarkersToMap(); } The actual map can be found here: link text Thanks.

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  • Google maps and J-Query: Individual markers?

    - by user351189
    Hi there, I have created a Google maps mashup, where with a bit of input, I have managed to have a sidebar that links to a video icon/marker that then opens up an info window showing virtual tours. I would, however, like to put different coloured marker icons on the map depending on the category that the video is in. This would be easy enough to do, but my page is made up of a mixture of J-Query and JavaScript all calling to the individual flash files. Could someone help me with the code for adding extra marker icons for different categories? Here is the code: So, after the intial 'var camera;' point, there comes this: function addMarker(point, title, video, details) { var marker = new GMarker(point, {title: title, icon:camera}); GEvent.addListener(marker, "click", function() { if (details) { marker.openInfoWindowTabsHtml([new GInfoWindowTab("Video", video), new GInfoWindowTab("More", details)]); } else { marker.openInfoWindowHtml(video); } }); Then further down, is the code for calling the individual marker image. I would like to add another image to this list - would I start out by calling the new object 'camera-red.image' or something similar? function initialize() { if (GBrowserIsCompatible()) { map = new GMap2(document.getElementById("mapDiv")); map.setCenter(new GLatLng(51.52484592590448, -0.13345599174499512), 17); map.setUIToDefault(); var uclvtSatMapType = createUclVTSatMapType() map.addMapType(uclvtSatMapType); map.setMapType(uclvtSatMapType); camera = new GIcon(G_DEFAULT_ICON); camera.image = "ucl-video.png"; camera.iconSize = new GSize(32,37); camera.iconAnchor = new GPoint(16,35); camera.infoWindowAnchor = new GPoint(16,2); addMarkersToMap(); } The actual map can be found here: link text Thanks. Gray

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  • adding onTap method on path direction between 2 point

    - by idham
    I have a problem in my Android application I have a path direction on my application and I want to add an onTap method for the path, so if I touch that path my application will display information with alert dialog. This my activity code: hasilrute hr = new hasilrute(); for (int k = 0;k < hr.r2.size(); k++){ String angkot = hr.r2.get(i).angkot; Cursor c = db.getLatLong(hasilrute.a); Cursor cc = db.getLatLong(hasilrute.b); String x = (c.getString(3)+","+c.getString(2)); String xx = (cc.getString(3)+","+cc.getString(2)); String pairs[] = getDirectionData(x, xx); String[] lnglat = pairs[0].split(","); GeoPoint point = new GeoPoint((int) (Double.parseDouble(lnglat[1]) *1E6),(int)(Double.parseDouble(lnglat[0]) * 1E6)); GeoPoint gp1; GeoPoint gp2 = point; for (int j = 1;j < pairs.length; j++){ lnglat = pairs[j].split(","); gp1 = gp2; gp2 = new GeoPoint((int) (Double.parseDouble(lnglat[1]) *1E6),(int) (Double.parseDouble(lnglat[0]) * 1E6)); mapView.getOverlays().add(new jalur(gp1, gp2,angkot)); } } and it's my jalur.java code public class jalur extends Overlay { private GeoPoint gp1; private GeoPoint gp2; private String angkot; private Context mContext; public jalur(GeoPoint gp1, GeoPoint gp2, String angkot){ this.gp1 = gp1; this.gp2 = gp2; this.angkot = angkot; } @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when){ Projection projection = mapView.getProjection(); if (shadow == false){ if (angkot.equals("Cimahi-Leuwipanjang")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(118,171,127)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Cangkorah")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(67,204,255)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimindi-Cipatik")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(42,82,0)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Jalan Kaki")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(0,0,0)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Padalarang")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(229,66,66)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); } if (angkot.equals("Pasantren-Sarijadi")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(4,39,255)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Parongpong")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(141,0,200)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Cibeber")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(255,246,0)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Cimindi")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(220,145,251)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Contong")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(242,138,138)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Soreang")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(0,255,78)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); }if (angkot.equals("Cimahi-Batujajar")){ Paint paint = new Paint(); paint.setAntiAlias(true); Point point = new Point(); projection.toPixels(gp1,point); Point point2 = new Point(); projection.toPixels(gp2, point2); paint.setColor(Color.rgb(137,217,51)); paint.setStrokeWidth(2); canvas.drawLine((float) point.x, (float) point.y, (float) point2.x, (float) point2.y, paint); } } return super.draw(canvas, mapView, shadow, when); } @Override public void draw(Canvas canvas, MapView mapView, boolean shadow){ super.draw(canvas, mapView, shadow); } } thanks for your attention :)

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  • RemoteViewsService never gets called whenever we update app widget

    - by user3689160
    I am making one task widget application. This is a simple widget application which can be used to add new tasks by clicking on "+New Task". So ideally what I have done is, I've added a widget first, then when we click on "+New Task" a new activity opens up from where we can type in a new task and it should get updated in the ListView inside the home screen widget. Problem: Now whenever I add a new task, the ListView does not get updated. The data gets inside the database a new is created as well. My onUpdate(...) method gets called as well. There is a WidgetService.java which is a RemoteViewService that is being used to call the RemoteViewFactory but WidgetService.java gets called only when we create the widget, never after that. WidgetService.java never gets called again. I have the following setup MyWidgetProvider.java AppWidgetProvider class for updating the widget and filling its remote views. public class MyWidgetProvider extends AppWidgetProvider { public static int randomNumber=132; static RemoteViews remoteViews = null; @Override public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { updateList(context,appWidgetManager,appWidgetIds); } public static void updateList(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds){ final int N = appWidgetIds.length; Log.d("MyWidgetProvider", "length="+appWidgetIds.length+""); for (int i = 0; i<N; ++i) { Log.d("MyWidgetProvider", "value"+ i + "="+appWidgetIds[i]); // Calling updateWidgetListView(context, appWidgetIds[i]); to load the listview with data remoteViews = updateWidgetListView(context, appWidgetIds[i]); // Updating the Widget with the new data filled remoteviews appWidgetManager.updateAppWidget(appWidgetIds[i], remoteViews); appWidgetManager.notifyAppWidgetViewDataChanged(appWidgetIds[i], R.id.lv_tasks); } } private static RemoteViews updateWidgetListView(Context context, int appWidgetId) { Intent svcIntent = null; remoteViews = new RemoteViews(context.getPackageName(),R.layout.widget_demo); //RemoteViews Service needed to provide adapter for ListView svcIntent = new Intent(context, WidgetService.class); //passing app widget id to that RemoteViews Service svcIntent.putExtra(AppWidgetManager.EXTRA_APPWIDGET_ID, appWidgetId); //setting a unique Uri to the intent //binding the data from the WidgetService to the svcIntent svcIntent.setData(Uri.parse(svcIntent.toUri(Intent.URI_INTENT_SCHEME))); //setting adapter to listview of the widget remoteViews.setRemoteAdapter(R.id.lv_tasks, svcIntent); //setting click listner on the "New Task" (TextView) of the widget remoteViews.setOnClickPendingIntent(R.id.tv_add_task, buildButtonPendingIntent(context)); return remoteViews; } // Just to create PendingIntent, this will be broadcasted everytime textview containing "New Task" is clicked and OnReceive method of MyWidgetIntentReceiver.java will run public static PendingIntent buildButtonPendingIntent(Context context) { Intent intent = new Intent(); intent.putExtra("TASK_DONE_VALUE_VALID", false); intent.setAction("com.ommzi.intent.action.CLEARTASK"); return PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT); } // This method is defined here so that we can update the remoteviews from other classes as well, like we'll do it in MyWidgetIntentReceiver.java public static void pushWidgetUpdate(Context context, RemoteViews remoteViews) { ComponentName myWidget = new ComponentName(context, MyWidgetProvider.class); AppWidgetManager manager = AppWidgetManager.getInstance(context); manager.updateAppWidget(myWidget, remoteViews); } } WidgetService.java A RemoteViewsService class for creating a RemoteViewsFactory. public class WidgetService extends RemoteViewsService { @Override public RemoteViewsFactory onGetViewFactory(Intent intent) { int appWidgetId = intent.getIntExtra(AppWidgetManager.EXTRA_APPWIDGET_ID,AppWidgetManager.INVALID_APPWIDGET_ID); return (new ListProvider(this.getApplicationContext(), intent)); } } ListProvider.java A RemoteViewsFactory class for filling the ListView inside the widget. public class ListProvider implements RemoteViewsFactory { private List<TemplateTaskData> tasks; private Context context = null; private int appWidgetId; int increment=0; public ListProvider(Context context, Intent intent) { this.context = context; appWidgetId = intent.getIntExtra(AppWidgetManager.EXTRA_APPWIDGET_ID,AppWidgetManager.INVALID_APPWIDGET_ID); //appWidgetId = Integer.valueOf(intent.getData().getSchemeSpecificPart())- MyWidgetProvider.randomNumber; populateListItem(); } private void populateListItem() { tasks = new ArrayList<TemplateTaskData>(); com.ommzi.database.sqliteDataBase letStartDB = new com.ommzi.database.sqliteDataBase(context); letStartDB.open(); tasks=letStartDB.getData(); letStartDB.close(); } public int getCount() { return tasks.size(); } public long getItemId(int position) { return position; } public RemoteViews getViewAt(int position) { // We are only showing the text view field here as there is limitation on using Checkbox within the widget // We prefer to on an activity for the user to make comprehensive changes as changes inside the widget is always limited. // To view the supported list of views for the widget you can visit http://developer.android.com/guide/topics/appwidgets/index.html final RemoteViews remoteView = new RemoteViews(context.getPackageName(), R.layout.screen_wcitem); TemplateTaskData taskDTO = tasks.get(position); Log.d("My ListProvider", "1"); remoteView.setTextViewText(R.id.wc_add_task, taskDTO.getTaskName()); if(taskDTO.getTaskDone()){ remoteView.setImageViewResource(R.id.imageView1, R.drawable.checked); }else{ remoteView.setImageViewResource(R.id.imageView1, R.drawable.unchecked); } Intent intent = new Intent(); intent.setAction("com.ommzi.intent.action.GETTASK"); intent.putExtra("TASK_DONE_VALUE_VALID", true); intent.putExtra("ROWID", taskDTO.getRowId()); intent.putExtra("TASK_NAME", taskDTO.getTaskName()); intent.putExtra("TASK_DONE_VALUE", taskDTO.getTaskDone()); remoteView.setOnClickPendingIntent(R.id.imageView1, PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT)); Log.d("My ListProvider, Inside getView", "Value of Incrementor=" + increment + "\n ROWID=" + taskDTO.getRowId() + "\n TASK_NAME=" + taskDTO.getTaskName() + "\n TASK_DONE_VALUE=" +taskDTO.getTaskDone() + "\n Total Database Size=" + tasks.size()); return remoteView; } public RemoteViews getLoadingView() { // TODO Auto-generated method stub return null; } public int getViewTypeCount() { // TODO Auto-generated method stub return 1; } public boolean hasStableIds() { // TODO Auto-generated method stub return false; } public void onCreate() { // TODO Auto-generated method stub } public void onDataSetChanged() { // TODO Auto-generated method stub } public void onDestroy() { // TODO Auto-generated method stub } } GetTaskActivity.java This is another activity that is fired from a BroadcastReceiver(MyWidgetIntentReceiver.java). Purpose of this is to get a new task added to the list of task. MyWidgetIntentReceiver.java BroadcastReceiver fired using a pending intent that starts an activity GetTaskActivity.java. Please help me out with this problem. I am seen all the posts here and on other websites no body is having any solution. But I am sure a solution exist to this. Thanks for your help!

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  • Flash Camera Permissions Dialog: Why does it sometimes take more than one click to work?

    - by Emmett Shear
    Often, but not always, the first few clicks on the "Allow" button on the Flash camera permissions dialog are ignored. This is very frustrating for users. And for me, when I'm testing code! I'm afraid I don't really know what else to say about the problem to give more insight. My hunch is that it has something to do with getting focus on the embed element, but that is merely a guess. See Justin.tv for an example.

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • How can I display the camera view in the main window in real time?

    - by Mongrel Warfare
    I'm trying to make an augmented reality application with a waypoint structure, like Yelp, and I'm wondering how to set up my main view so that it displays the camera view on the whole screen. I've heard of using the UIImagePickerController Class, but I'm unsure how to manipulate the code so that it doesn't actually take a picture, but just stays in the view mode. Any help would be appreciated, thanks!

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  • How do i get the data from a surveillance camera to a storage i can stream from?

    - by radbyx
    Hi my sisters house was robbed chrismas evening :( I talked with her about making a surveillance system for her. The idea is to have a system that detects intruders and then send a SMS to you while streaming it to a private website. The hard part: How and where do I storage the data from the camera so it's streamable? I think i can manage to do the streaming, website and SMS server, but i need the data (fundamentation). Thanks, any help is much appriciated.

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  • How do I search the MediaStore for a specific directory instead of entire external storage?

    - by Nick Lopez
    In my app I have an option that allows users to browse for audio files on their phone to add to the app. I am having trouble however with creating a faster way of processing the query code. Currently it searches the entire external storage and causes the phone to prompt a force close/wait warning. I would like to take the code I have posted below and make it more efficient by either searching in a specific folder on the phone or by streamlining the process to make the file search quicker. I am not sure how to do this however. Thanks! public class BrowseActivity extends DashboardActivity implements OnClickListener, OnItemClickListener { private List<Sound> soundsInDevice = new ArrayList<Sound>(); private List<Sound> checkedList; private ListView browsedList; private BrowserSoundAdapter adapter; private long categoryId; private Category category; private String currentCategoryName; private String description; // private Category newCategory ; private Button doneButton; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.activity_browse); checkedList = new ArrayList<Sound>(); browsedList = (ListView) findViewById(android.R.id.list); doneButton = (Button) findViewById(R.id.doneButton); soundsInDevice = getMediaSounds(); if (soundsInDevice.size() > 0) { adapter = new BrowserSoundAdapter(this, R.id.browseSoundName, soundsInDevice); } else { Toast.makeText(getApplicationContext(), getString(R.string.no_sounds_available), Toast.LENGTH_SHORT) .show(); } browsedList.setAdapter(adapter); browsedList.setOnItemClickListener(this); doneButton.setOnClickListener(this); } private List<Sound> getMediaSounds() { List<Sound> mediaSoundList = new ArrayList<Sound>(); ContentResolver cr = getContentResolver(); String[] projection = {MediaStore.Audio.Media._ID, MediaStore.Audio.Media.DISPLAY_NAME, MediaStore.Audio.Media.TITLE, MediaStore.Audio.Media.DATA, MediaStore.Audio.Media.DURATION}; final Uri uri = MediaStore.Audio.Media.EXTERNAL_CONTENT_URI; Log.v("MediaStore.Audio.Media.EXTERNAL_CONTENT_URI", "" + uri); final Cursor cursor = cr.query(uri, projection, null, null, null); int n = cursor.getCount(); Log.v("count", "" + n); if (cursor.moveToFirst()) { do { String soundName = cursor .getString(cursor .getColumnIndexOrThrow(MediaStore.Audio.Media.DISPLAY_NAME)); Log.v("soundName", "" + soundName); String title = cursor .getString(cursor .getColumnIndexOrThrow(MediaStore.Audio.Media.TITLE)); Log.v("title", "" + title); String path = cursor.getString(cursor .getColumnIndexOrThrow(MediaStore.Audio.Media.DATA)); Log.v("path", "" + path); Sound browsedSound = new Sound(title, path, false, false, false, false, 0); Log.v("browsedSound", "" + browsedSound); mediaSoundList.add(browsedSound); Log.v("mediaSoundList", "" + mediaSoundList.toString()); } while (cursor.moveToNext()); } return mediaSoundList; } public class BrowserSoundAdapter extends ArrayAdapter<Sound> { public BrowserSoundAdapter(Context context, int textViewResourceId, List<Sound> objects) { super(context, textViewResourceId, objects); } @Override public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder viewHolder; View view = convertView; LayoutInflater inflater = getLayoutInflater(); if (view == null) { view = inflater.inflate(R.layout.list_item_browse, null); viewHolder = new ViewHolder(); viewHolder.soundNameTextView = (TextView) view .findViewById(R.id.browseSoundName); viewHolder.pathTextView = (TextView) view .findViewById(R.id.browseSoundPath); viewHolder.checkToAddSound = (CheckBox) view .findViewById(R.id.browse_checkbox); view.setTag(viewHolder); } else { viewHolder = (ViewHolder) view.getTag(); } final Sound sound = soundsInDevice.get(position); if (sound.isCheckedState()) { viewHolder.checkToAddSound.setChecked(true); } else { viewHolder.checkToAddSound.setChecked(false); } viewHolder.soundNameTextView.setText(sound.getName()); viewHolder.pathTextView.setText(sound.getUri()); viewHolder.checkToAddSound .setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { CheckBox cb = (CheckBox) v .findViewById(R.id.browse_checkbox); boolean checked = cb.isChecked(); boolean newValue = checked; updateView(position, newValue); doneButtonStatus(checkedList.size()); } }); return view; } } // Adapter view holder class private class ViewHolder { private TextView soundNameTextView; private TextView pathTextView; private CheckBox checkToAddSound; } // done button On Click @Override public void onClick(View view) { boolean status = getIntent().getBooleanExtra("FromAddCat", false); Log.v("for add category","enters in if"); if(status){ Log.v("for add category","enters in if1"); currentCategoryName = getIntent().getStringExtra("categoryName"); description = getIntent().getStringExtra("description"); boolean existCategory = SQLiteHelper.getCategoryStatus(currentCategoryName); if (!existCategory) { category = new Category(currentCategoryName, description, false); category.insert(); category.update(); Log.v("for add category","enters in if2"); } }else{ categoryId = getIntent().getLongExtra("categoryId",-1); category = SQLiteHelper.getCategory(categoryId); } for (Sound checkedsound : checkedList) { checkedsound.setCheckedState(false); checkedsound.insert(); category.getSounds().add(checkedsound); final Intent intent = new Intent(this, CategoriesActivity.class); finish(); startActivity(intent); } } @Override public void onItemClick(AdapterView<?> arg0, View view, int position, long arg3) { boolean checked = true; boolean newValue = false; CheckBox cb = (CheckBox) view.findViewById(R.id.browse_checkbox); if (cb.isChecked()) { cb.setChecked(!checked); newValue = !checked; } else { cb.setChecked(checked); newValue = checked; } updateView(position, newValue); doneButtonStatus(checkedList.size()); } private void doneButtonStatus(int size) { if (size > 0) { doneButton.setEnabled(true); doneButton.setBackgroundResource(R.drawable.done_button_drawable); } else { doneButton.setEnabled(false); doneButton.setBackgroundResource(R.drawable.done_btn_disabled); } } private void updateView(int index, boolean newValue) { System.out.println(newValue); Sound sound = soundsInDevice.get(index); if (newValue == true) { checkedList.add(sound); sound.setCheckedState(newValue); } else { checkedList.remove(sound); sound.setCheckedState(newValue); } } }

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  • while I scroll between the layout it takes too long to be able to scroll between the gallerie's pictures. Is there any way to reduce this time?

    - by Mateo
    Hello, this is my first question here, though I've being reading this forum for quite a while. Most of the answers to my doubts are from here :) Getting back on topic. I'm developing an Android application. I'm drawing a dynamic layout that are basically Galleries, inside a LinearLayout, inside a ScrollView, inside a RelativeLayout. The ScrollView is a must, because I'm drawing a dynamic amount of galleries that most probably will not fit on the screen. When I scroll inside the layout, I have to wait 3/4 seconds until the ScrollView "deactivates" to be able to scroll inside the galleries. What I want to do is to reduce this time to a minimum. Preferably I would like to be able to scroll inside the galleries as soon as I lift my finger from the screen, though anything lower than 2 seconds would be great as well. I've being googling around for a solution but all I could find until now where layout tutorials that didn't tackle this particular issue. I was hoping someone here knows if this is possible and if so to give me some hints on how to do so. I would prefer not to do my own ScrollView to solve this. But if that is the only way I would appreciate some help because I'm not really sure how would I solve this issue by doing that. this is my layout: public class PicturesL extends Activity implements OnClickListener, OnItemClickListener, OnItemLongClickListener { private ArrayList<ImageView> imageView = new ArrayList<ImageView>(); private StringBuilder PicsDate = new StringBuilder(); private CaWaApplication application; private long ListID; private ArrayList<Gallery> gallery = new ArrayList<Gallery>(); private ArrayList<Bitmap> Thumbails = new ArrayList<Bitmap>(); private String idioma; private ArrayList<Long> Days = new ArrayList<Long>(); private long oldDay; private long oldThumbsLoaded; private ArrayList<Long> ThumbailsDays = new ArrayList<Long>(); private ArrayList<ArrayList<Long>> IDs = new ArrayList<ArrayList<Long>>(); @Override public void onCreate(Bundle savedInstancedState) { super.onCreate(savedInstancedState); RelativeLayout layout = new RelativeLayout(this); ScrollView scroll = new ScrollView(this); LinearLayout realLayout = new LinearLayout(this); ArrayList<TextView> texts = new ArrayList<TextView>(); Button TakePic = new Button(this); idioma = com.mateloft.cawa.prefs.getLang(this); if (idioma.equals("en")) { TakePic.setText("Take Picture"); } else if (idioma.equals("es")) { TakePic.setText("Sacar Foto"); } RelativeLayout.LayoutParams scrollLP = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.FILL_PARENT, RelativeLayout.LayoutParams.FILL_PARENT); layout.addView(scroll, scrollLP); realLayout.setOrientation(LinearLayout.VERTICAL); realLayout.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); scroll.addView(realLayout); TakePic.setId(67); TakePic.setOnClickListener(this); application = (CaWaApplication) getApplication(); ListID = getIntent().getExtras().getLong("listid"); getAllThumbailsOfID(); LinearLayout.LayoutParams TakeLP = new LinearLayout.LayoutParams(LinearLayout.LayoutParams.WRAP_CONTENT, LinearLayout.LayoutParams.WRAP_CONTENT); realLayout.addView(TakePic); oldThumbsLoaded = 0; int galler = 100; for (int z = 0; z < Days.size(); z++) { ThumbailsManager croppedThumbs = new ThumbailsManager(Thumbails, oldThumbsLoaded, ThumbailsDays.get(z)); oldThumbsLoaded = ThumbailsDays.get(z); texts.add(new TextView(this)); texts.get(z).setText("Day " + Days.get(z).toString()); gallery.add(new Gallery(this)); gallery.get(z).setAdapter(new ImageAdapter(this, croppedThumbs.getGallery(), 250, 175, true, ListID)); gallery.get(z).setOnItemClickListener(this); gallery.get(z).setOnItemLongClickListener(this); gallery.get(z).setId(galler); galler++; realLayout.addView(texts.get(z)); realLayout.addView(gallery.get(z)); } Log.d("PicturesL", "ListID: " + ListID); setContentView(layout); } private void getAllThumbailsOfID() { ArrayList<ModelPics> Pictures = new ArrayList<ModelPics>(); ArrayList<String> ThumbailsPath = new ArrayList<String>(); Pictures = application.dataManager.selectAllPics(); long thumbpathloaded = 0; int currentID = 0; for (int x = 0; x < Pictures.size(); x++) { if (Pictures.get(x).walkname == ListID) { if (Days.size() == 0) { Days.add(Pictures.get(x).day); oldDay = Pictures.get(x).day; IDs.add(new ArrayList<Long>()); currentID = 0; } if (oldDay != Pictures.get(x).day) { oldDay = Pictures.get(x).day; ThumbailsDays.add(thumbpathloaded); Days.add(Pictures.get(x).day); IDs.add(new ArrayList<Long>()); currentID++; } StringBuilder tpath = new StringBuilder(); tpath.append(Pictures.get(x).path.substring(0, Pictures.get(x).path.length() - 4)); tpath.append("-t.jpg"); IDs.get(currentID).add(Pictures.get(x).id); ThumbailsPath.add(tpath.toString()); thumbpathloaded++; if (x == Pictures.size() - 1) { Log.d("PicturesL", "El ultimo de los arrays, tamaño: " + Days.size()); ThumbailsDays.add(thumbpathloaded); } } } for (int y = 0; y < ThumbailsPath.size(); y++) { Thumbails.add(BitmapFactory.decodeFile(ThumbailsPath.get(y))); } } I had a memory leak on another activity when screen orientation changed that was making it slower, now it is working better. The scroller is not locking up. But sometimes, when it stops scrolling, it takes a few seconds (2/3) to disable itself. I just want it to be a little more dynamic, is there any way to override the listener and make it stop scrolling ON_ACTION_UP or something like that? I don't want to use the listview because I want to have each gallery separated by other views, now I just have text, but I will probably separate them with images with a different size than the galleries. I'm not really sure if this is possible with a listadapter and a listview, I assumed that a view can only handle only one type of object, so I'm using a scrollview of a layout, if I'm wrong please correct me :) Also this activity works as a preview or selecting the pictures you want to view in full size and manage their values. So its working only with thumbnails. Each one weights 40 kb. Guessing that is very unlikely that a user gets more than 1000~1500 pictures in this view, i thought that the activity wouldn't use more than 40~50 mb of ram in this case, adding 10 more if I open the fullsized view. So I guessed as well most devices are able to display this view in full size. If it doesn't work on low-end devices my plan was to add an option in the app preferences to let user chop this view according to some database values. And a last reason is that during most of this activity "life-cycle" (the app has pics that are relevant to the view, when it ends the value that selects which pictures are displayed has to change and no more pictures are added inside this instance of this activity); the view will be unpopulated, so most of the time showing everything wont cost much, just at the end of its cycle That was more or less what I thought at the time i created this layout. I'm open to any sort of suggestion or opinion, I just created this layout a few days ago and I'm trying to see if it can work right, because it suits my app needs. Though if there is a better way i would love to hear it Thanks Mateo

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Nokia sort sa carte « Here Maps » sur iOS et prévoit un SDK pour une version Android début 2013

    Nokia sort son application « Here Maps » pour iOS Et prévoit un SDK pour une version Android début 2013 Au cas où certains l'auraient oublié, la guerre des « Maps » ne se passe pas qu'entre Google et Apple. Un des acteurs majeurs du secteur s'appelle Nokia. Et depuis aujourd'hui, Nokia a lancé son application gratuite sur l'AppStore. « Here Maps » pour iOS propose la géolocalisation, la vue satellite, la possibilité d'enregistrer des extraits de cartes pour une consultation hors-ligne, le trafic en temps réel, le partage de points d'intérêts (je signale une chose intéressante sur la carte et les personnes avec qui je la partage la voient) sans oublier la navigation et le gu...

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  • Nokia sort sa carte « Here Maps » pour iOS et prévoit un SDK pour une version Android début 2013

    Nokia sort son application « Here Maps » pour iOS Et prévoit un SDK pour une version Android début 2013 Au cas où certains l'auraient oublié, la guerre des « Maps » ne se passe pas qu'entre Google et Apple. Un des acteurs majeurs du secteur s'appelle Nokia. Et depuis aujourd'hui, Nokia a lancé son application gratuite sur l'AppStore. « Here Maps » pour iOS propose la géolocalisation, la vue satellite, la possibilité d'enregistrer des extraits de cartes pour une consultation hors-ligne, le trafic en temps réel, le partage de points d'intérêts (je signale une chose intéressante sur la carte et les personnes avec qui je la partage la voient) sans oublier la navigation et le gu...

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  • Les smartphones visés par 33 % de malwares en plus en 2010, Android affecté par 400 % d'exploits supplémentaires

    Les smartphones visés par 33% de malwares en plus en 2010, Android affecté par 400% d'exploits supplémentaires Depuis des années, les menaces informatiques ne s'en prenaient qu'aux ordinateurs. Elles élargissent désormais leur champ d'action, avec des téléphones toujours plus perfectionnés. Une étude récente a ainsi démontré que les malwares s'en prenant spécifiquement aux smartphones ont augmenté de 33% en 2010. Il faut dire aussi que les utilisateurs sont moins méfiants quant aux données qui transitent par leur mobile. Et peu d'entre eux savent même que les virus mobiles existent. L'explosion de la demande et de l'utilisation des applications mobiles a aussi contribué à ce phénomène. La mauvaise nou...

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  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

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  • Flash Player 11.3 et AIR 3.3 disponibles en versions bêta : améliorations de Stage3D, support de NetStream et Stylus pour Android

    Flash Player 11.3 et AIR 3.3 disponibles en versions bêta améliorations de Stage3D, support de NetStream, Stylus pour Android et débogage USB Flash Player 11.3, le lecteur multimédia et AIR 3.3 la plateforme d'applications media riche sont disponibles en versions bêta. Pour cette version de Flash Player, Adobe c'est une fois de plus concentrer sur l'intégration d'un ensemble de fonctionnalités rendant la plateforme plus attractive. Flash Player 11.3 Beta apporte le support du clavier en mode plein écran. Cette fonctionnalité permet aux développeurs de déterminer si l'application est en mode plein écran et d'utiliser toutes les fonctionnalités du clavier disponibles. Le mode protégé...

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  • Looking for Kiosk-style / camera store easy photo memory card to CD/DVD burning program for Windows-7 Notebook? For non techie user.

    - by Rob
    I'm looking for a Kiosk-style / camera shop easy photo memory card to CD/DVD burning program? For non technie user. The kind of system you see in a camera shop / store, e.g. in the UK, Jessops and Boots stores. This is for my Dad who is adept at general PC usage as a notebook owner, but would prefer something fairly simple. The task of burning photos to CD/DVD, in their original photo file .jpg form, i.e. NOT as CD or DVD video or slideshow, is what I'm looking for. I'm guessing this might be possible in Picasa, but all the options available might be superfluous and confusing. He could probably learn to use that but thought I would try simpler options first. Looking for something that guides the user through the steps/stages of the process, 'Wizard' style. Any suggestions? Platform: HP Windows 7 Home notebook with CD/DVD burner and SD memory card slot.

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  • How do I install the build dependencies for Android?

    - by newcomer
    Hi, I'm trying build the Android source using these packages. ButI am getting this error: $ sudo apt-get install git-core gnupg flex bison gperf build-essential zip curl zlib1g-dev gcc-multilib g++-multilib libc6-dev-i386 lib32ncurses5-dev ia32-libs x11proto-core-dev libx11-dev lib32readline5-dev lib32z-dev [sudo] password for asdf: Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package libc6-dev-i386 E: Unable to locate package lib32ncurses5-dev E: Unable to locate package ia32-libs E: Unable to locate package lib32readline5-dev E: Unable to locate package lib32z-dev I tried to download & install say libc6-dev-i386 debian package form here. But when I double click on the .deb file Ubuntu Software Manager says wrong architecture 'amd64'. (My OS: 32-bit Ubuntu 10.10 (updated), Processor: AMD phenom II 64-bit.)

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  • Document Foundation : pas de LibreOffice OnLine cette année mais une feuille de route officielle, le portage pour Android progresse

    La Document Foundation : pas de LibreOffice OnLine cette année Mais un feuille de route officielle, le portage pour Android progresse Edit 16h : La Document Foundation vient de corriger une confusion dans la communication autour des déclinaisons Cloud et mobiles de son fork d'OpenOffice.org. Elle annonce une feuille de route. La Document Foundation a posé hier la dernière pierre de la dernière version de la branche 3.4 de sa suite bureautique open-source. Résultat, son énergie va à présent être entièrement tournée vers la branche 3.5 de LibreOffice. Et vers les nouvelles déclinaisons de son fork d'OpenOffice.org. La première...

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  • MonoDroid est disponible gratuitement en version test, la version finale du portage de Mono sur Android sera payante

    MonoDroid est disponible gratuitement, en version de test avant la mouture finale payante Mise à jour du 06.01.2011 par Katleen En mars dernier, nous vous parlions déjà du projet MonoDroid (voir news précédente), cet outil dont le but est de permettre aux développeurs de travailler sur .Net depuis Android (et sous d'autres systèmes pour ses autres versions) grâce à une totale disponibilité pour eux des APIs de l'OS de Google. Sa preview était très attendue. Figurez-vous que la voici, enfin. Elle permet d'utiliser les librairiesOpenGL et OpenTK et de compiler du code à la volée (en cas de code natif). Elle offre également un kit de développement complet en ligne de commande (compatible...

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  • Brevets : Samsung compte poursuivre Apple sur l'utilisation de la 4G LTE dans l'iPhone 5, le constructeur dénigre Android aux Pays-Bas

    Brevets : Samsung compte poursuivre Apple sur l'utilisation de la 4G LTE dans l'iPhone 5 le constructeur dénigre Android aux Pays-Bas Apple se prépare pour le lancement demain de l'iPhone 5. De son côté, Samsung se prépare également. Mais pour bloquer la commercialisation du nouveau dispositif d'Apple. Selon un article du Korea Times, le constructeur coréen a confirmé qu'il allait trainer Apple devant les tribunaux, suite à la demande de la firme à la pomme d'interdire la gamme Galaxy S sur le territoire américain. Pour rappel, Samsung avait été condamné à verser un milliard de dollars à Apple pour avoir violé les brevets de la société sur le Design de l'iPhone. La ...

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