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  • In iTextSharp, can we set the vertical position of the pdfwriter?

    - by Pandincus
    Hello, I've recently started using iTextSharp to generate PDF reports from data. It works quite nicely. In one particular report, I need a section to always appear at the bottom of the page. I'm using the PdfContentByte to create a dashed line 200f from the bottom: cb.MoveTo(0f, 200f); cb.SetLineDash(8, 4, 0); cb.LineTo(doc.PageSize.Width, 200f); cb.Stroke(); Now I'd like to insert content below that line. However, (as expected) the PdfContentByte methods don't change the vertical position of the PdfWriter. New paragraphs, for example, appear earlier in the page. // appears wherever my last content was, NOT below the dashed line doc.Add(new Paragraph("test", _myFont)); Is there some way to instruct the pdfwriter that I'd like to advance the vertical position to below the dashed line now, and continue inserting content there? There is a GetVerticalPosition() method -- it'd be nice if there was a corresponding Setter :-). // Gives me the vertical position, but I can't change it var pos = writer.GetVerticalPosition(false); So, is there any way to set the writer's position by hand? Thanks!

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  • How do I get my Nvidia monitor position settings (in Linux) to persist after a restart?

    - by machineghost
    I have two monitors, and I run them both in Linux using the proprietary Nvidia drivers with "TwinView". I just installed Linux Mint 13, and since the install after every reboot my monitors come up in the wrong position (the computer thinks the left monitor is on the right). After boot-up I can run the Nvidia config and fix the monitors' position, and I can even save the configuration file successfully. But as soon as I restart again, the monitors re-appear switched. Does anyone have any idea what might be causing this (and more importantly, how I can solve it?)

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  • Is there DBus command to set position of KDE panel?

    - by Liss
    I have single vertical KDE panel. When I switch from single monitor X screen back to triple monitor X screen (with xrandr) my KDE panel ends up on the right edge of middle monitor, instead of right edge of right monitor. Also, many windows are in wrong place after the switch, but I have a script which restores geometry of all windows (as is used to be in triple monitor state before I switched to single monitor mode), so this is not a problem. Unfortunately, it does not work for KDE panel - it stays in the wrong place. I guess I need to use DBus to restore KDE panel position (programmatically move it to right edge of right screen), I tried googling, but it seems it is not very well documented. Is there DBus command to set position of KDE panel?

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  • Finetuning movement based on gradual rotation towards a target

    - by A.B.
    I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of reaching it. This problem is ilustrated in the picture below. When the arrow is ordered to move to point A, it will only end up circling around it (following the red circle) because it is not able to adjust its rotation quickly enough. I'm interested in a solution where the movement speed is multiplied by a number from 0.1 to 1 in proportion to necessity. The problem is, how do I calculate whether it is necessary in the first place? How do I calculate an appropriate multiplier that is neither too small nor too large? void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto movement_distance = distanceBetweenPoints(position, destination); desired_rotation = angleBetweenPoints(position, destination); /// Check whether rotation should be adjusted if (rotation != desired_rotation) { /// Check whether the object can achieve the desired rotation within the next adjustment of its rotation if (Radian::isWithinDistance(rotation, desired_rotation, rotation_speed)) { rotation = desired_rotation; } else { /// Determine whether to increment or decrement rotation in order to achieve desired rotation if (Radian::convert(desired_rotation - rotation) > 0) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } } } if (movement_distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); }

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • HLSL How to flip geometry horizontally

    - by cubrman
    I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to the right hand side (like flipping it in Photoshop). Doing it in pixel shader would be a huge computational cost (extra RT, more fullscreen samples...), so it must be done in the vertex shader. Once more: this is NOT reflection, i need to flip THE WHOLE MODEL. I thought I could simply do the following: Turn off culling. Run the following code in the vertex shader: input.Position = mul(input.Position, World); // World[3][0] holds x value of the model's pivot in the World. if (input.Position.x <= World[3][0]) input.Position.x += World[3][0] - input.Position.x; else input.Position.x -= input.Position.x - World[3][0]; ... The model is never drawn. Where am I wrong? I presume that messes up the index buffer. Can something be done about it? P.S. it's INSANELY HARD to format code here. Thanks to Panda I found my problem. SOLUTION: // Do thins before anything else in the vertex shader. Position.x *= -1; // To invert alongside the object's YZ plane.

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • How to make an Actor follow my finger

    - by user48352
    I'm back with another question that may be really simple. I've a texture drawn on my spritebatch and I'm making it move up or down (y-axis only) with Libgdx's Input Handler: touchDown and touchUp. @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { myWhale.touchDownY = screenY; myWhale.isTouched = true; return true; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { myWhale.isTouched = false; return false; } myWhale is an object from Whale Class where I move my texture position: public void update(float delta) { this.delta = delta; if(isTouched){ dragWhale(); } } public void dragWhale() { if(Gdx.input.getY(0) - touchDownY < 0){ if(Gdx.input.getY(0)<position.y+height/2){ position.y = position.y - velocidad*delta; } } else{ if(Gdx.input.getY(0)>position.y+height/2){ position.y = position.y + velocidad*delta; } } } So the object moves to the center of the position where the person is pressing his/her finger and most of the time it works fine but the object seems to take about half a second to move up or down and sometimes when I press my finger it wont move. Maybe there's another simplier way to do this. I'd highly appreciate if someone points me on the right direction.

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

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  • How to access Google Maps API v3 marker's DIV and it's pixel position?

    - by Ray Yun
    Instead of google maps api's default info window, I'm going to use other jquery tooltip plugin over marker. So I need to get marker's DIV and its pixel position. But couldn't get it because there are no id or class for certain marker. Only I can access map canvas div from marker object and undocumented pixelBounds object. How can I access marker's DIV? Where can I get DIV's pixel position? Can I convert lat-lng position to pixel values?

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  • How do I position an element so that it acts like both 'absolutely' & 'relatively' positioned at the same time? - CSS

    - by marcamillion
    You can see the implementation here: http://jsfiddle.net/BMWZd/25/ When you click on one of the names in Box#1, you will see the circle in the top left corner of the box move up and down. How do I stop that? While also, making sure that it shows in the top left corner of each of the boxes on all browser sizes? So position:absolute will keep it in one place regardless of what happens around it. But it won't put it in the exact same position (relatively) on diff browser sizes. But position:relative will. How do I get the best of both worlds?

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  • How to load new movie with preserved position from previous movie?

    - by ITmeze
    Hi, I am serving movie via JW player. I need to provide functionality to change quality of the movie. Each quality has different url. I need a javascript that loads new movie and moves to last position within clip. Example: User is watching a movie in low quality (http://test.com/play?id=1&qual=low) and is currently at position 00:30:15. User presses button requesting medium quality 'http://test.com/play?id=1&qual=medium' and sees movie starting from position from low quality (http://test.com/play?id=1&qual=low)

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  • VoiceXML Prompt & SSML <mark> element. How to read prompt from the specified position?

    - by EugeneP
    <mark> element informs that reading went on to some point. But is there a way we could read the prompt again from the specified position returned by mark (name) id? It could be useful in such a scenario: we are reading a long text. Then the user commands: PAUSE. We stop. Then the user would say "Go on". And we continue to read the prompt from the last position. IS that possible at all? And I would ask yet another question. No matter with the usage of SSML or not: How to make it work - pause the prompt reading and then continue from the position where we stopped? Pause means "take full control over that pause", so that we could continue whenever we wanted. Dynamically.

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  • Is it possible to avoid downloading song up to the supplied position using SoundManager2?

    - by dinjas
    I'm using the SoundManager2 JavaScript SDK on a site that streams synchronized audio from SoundCloud to multiple clients simultaneously. When a new user loads the page, the audio is loaded, and a position parameter is set to specify where playback should begin. The problem arises when the track is really long (say 60 minutes), and the current track position is substantially far into the track (e.g. 30 minutes). When this is the case, it takes a really long time before playback begins because the track has to download/buffer up to the current position. Is there a way to avoid downloading the 30 minutes of audio that I don't need?

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  • Function to get X, Y position of an object orbiting a point, given a distance and angle in radians?

    - by Jake Petroules
    I am trying to code a function for a camera that orbits a point. Assume a 3d coordinate plane where Z is up. Ignore Z. Let's say the camera's position starts at (0, 0, z). The object to orbit is at, say (50, 50, z). So we have a distance of ~70 units. Calling the function with {(50, 50, z), 70, x} where x is the position in orbit, in radians, should return where the position of the camera should be. I believe this involves cos and tan but my trig isn't that great... point3d getCameraPosition(point3d objectPosition, float distance, float rotationRadians) { // ??? }

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  • Math Question: Is it possible to calculate the row position as you loop through a cartesian product

    - by Kuyenda
    Is it possible to calculate the row position in the cartesian product of two arrays? For example if you have one array of two rows and another of three rows it's easy to calculate the size of the cartesian product (Array1.Rows.Count * Array2.Rows.Count = 6), but you can't iterate through each array and just use the product of the respective row positions to calculate the row position in the cartesian product. Array1.Row * Array2.Row 1 * 1 = 1 1 * 2 = 2 2 * 1 = 2 2 * 2 = 4 3 * 1 = 3 3 * 2 = 6 Is there a formula to obtain the result 1, 2, 3, 4, 5, 6 from Array1.Row and Array2.Row as you iterate through them in the following fashion: For 1 To Array1.Rows.Count For 1 To Array2.Rows.Count 'some formula here to get cartesian row position' Next Array2.Row Next Array1.Row Thanks!

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  • Cocos2d-iPhone: CCSprite positions differ between Retina & non-Retina Screens

    - by bobwaycott
    I have a fairly simple app built using cocos2d-iphone, but a strange positioning problem that I've been unable to resolve. The app uses sprite sheets, and there is a Retina and non-Retina sprite sheet within the app that use the exact same artwork (except for resolution, of course). There are other artwork within the app used for CCSprites that are both standard and -hd suffixed. Within the app, a group of sprites are created when the app starts. These initially created CCSprites always position identically (and correctly) on Retina & non-Retina screens. // In method called to setup sprites when app launches // Cache & setup app sprites [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"sprites.plist"]; sprites = [CCSpriteBatchNode batchNodeWithFile: @"sprites.png"]; hill = [CCSprite spriteWithSpriteFrameName: @"hill.png"]; hill.position = ccp( 160, 75 ); [sprites addChild: hill z: 1]; // ... [create more sprites in same fashion] // NOTE: All sprites created here have correct positioning on Retina & non-Retina screens When a user taps the screen a certain way, a method is called that creates another group of CCSprites (on- and off-screen), animating them all in. One of these sprites, hand, is always positioned identically (and correctly) on Retina & non-Retina screens. The others (a group of clouds) successfully create & animate, but their positions are correct only on Retina displays. On a non-Retina display, each cloud has incorrect starting positions (incorrect for x, y, or sometimes both), and their ending positions after animation are also wrong. I've included the responsible code below from the on-touch method that creates the new sprites and animates them in. Again, it works as expected on a Retina display, but incorrectly on non-Retina screens. The CCSprites used are created in the same way at app-start to setup all the initial sprites in the app, which always have correct positions. // Elsewhere, in a method called on touch // Create clouds cloud1 = [CCSprite spriteWithSpriteFrameName: @"cloud_1.png"]; cloud1.position = ccp(-150, 320); cloud1.scale = 1.2f; cloud2 = [CCSprite spriteWithSpriteFrameName: @"cloud_2.png"]; cloud2.position = ccp(-150, 335); cloud2.scale = 1.3f; cloud3 = [CCSprite spriteWithSpriteFrameName: @"cloud_4.png"]; cloud3.position = ccp(-150, 400); cloud4 = [CCSprite spriteWithSpriteFrameName: @"cloud_5.png"]; cloud4.position = ccp(-150, 420); cloud5 = [CCSprite spriteWithSpriteFrameName: @"cloud_3.png"]; cloud5.position = ccp(400, 350); cloud6 = [CCSprite spriteWithSpriteFrameName: @"cloud_1.png"]; cloud6.position = ccp(400, 335); cloud6.scale = 1.1f; cloud7 = [CCSprite spriteWithSpriteFrameName: @"cloud_2.png"]; cloud7.flipY = YES; cloud7.flipX = YES; cloud7.position = ccp(400, 380); // Create hand hand = [CCSprite spriteWithSpriteFrameName:@"hand.png"]; hand.position = ccp(160, 650); [sprites addChild: cloud1 z: 10]; [sprites addChild: cloud2 z: 9]; [sprites addChild: cloud3 z: 8]; [sprites addChild: cloud4 z: 7]; [sprites addChild: cloud5 z: 6]; [sprites addChild: cloud6 z: 10]; [sprites addChild: cloud7 z: 8]; [sprites addChild: hand z: 10]; // ACTION!! [cloud1 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(70, 320)]]; [cloud2 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(60, 335)]]; [cloud3 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(100, 400)]]; [cloud4 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(80, 420)]]; [cloud5 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(250, 350)]]; [cloud6 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(250, 335)]]; [cloud7 runAction:[CCMoveTo actionWithDuration: 1.0f position: ccp(270, 380)]]; [hand runAction: handIn]; It may be worth mentioning that I see this incorrect positioning behavior in the iOS Simulator when running the app and switching between the standard iPhone and iPhone (Retina) hardware options. I have not been able to verify this occurs or does not occur on an actual non-Retina iPhone because I do not have one. However, this is the only time I see this odd positioning behavior occur (the incorrect results obtained after user touch), and since I'm creating all sprites in exactly the same way (i.e., [CCSprite spriteWithSpriteFrameName:] and then setting position with cpp()), I would be especially grateful for any help in tracking down why this single group of sprites are always incorrect on non-Retina screens. Thank you.

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  • What is the best way to find the digit at n position in a decimal number?

    - by Elijah
    Background I'm working on a symmetric rounding class and I find that I'm stuck with regards to how to best find the number at position x that I will be rounding. I'm sure there is an efficient mathematical way to find the single digit and return it without having to resort to string parsing. Problem Suppose, I have the following (C#) psuedo-code: var position = 3; var value = 102.43587m; // I want this no ? (that is 5) protected static int FindNDigit(decimal value, int position) { // This snippet is what I am searching for } Also, it is worth noting that if my value is a whole number, I will need to return a zero for the result of FindNDigit. Does anyone have any hints on how I should approach this problem? Is this something that is blaringly obvious that I'm missing?

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  • position:fixed on element in ie7/8 and problems with the scrolling of the content inside it

    - by jayarjo
    I got an element fixed in the center of the screen, having specific dimensions (let's say 500x500). The element has content, which is larger then the height of the element and thus causes scroll bar to appear, which is fine. In FF/WebKit everything works nice. However in IE 7/8 ... content of the fixed element doesn't scroll, or scrolls with HUGE delay. If I change position:fixed to position:absolute, it starts to scroll fine, but with position:fixed... it's just a pain!.. Is it some known issue? Anyone heard/encountered something like that? Any ideas how to deal with such?...

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  • jQuery UI dialog positioning

    - by Wickethewok
    I am trying to use the jQuery dialog UI library in order to position a dialog next to some text when it is hovered over. The jQuery dialog takes a position parameter which is measured from the top left corner of the current viewport (in other words, [0, 0] will always put it in the upper left hand corner of your browser window, regardless of where you are currently scrolled to). However, the only way I know to retrieve the location is of the element relative to the ENTIRE page. The following is what I have currently. position.top is calculated to be something like 1200 or so, which puts the dialog well below the rest of the content on the page. $(".mytext").mouseover(function() { position = $(this).position(); $("#dialog").dialog('option', 'position', [position.top, position.left]); } How can I find the correct position? Thanks!

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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