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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • problems programmatically creating UIView on iPad App

    - by user3871
    I have been struggling with this problem for a few days. My iPad app is designed to be a portrait game. To satisfy Apple's expection, I also support landscape mode. When it goes into landscape mode, the game goes into a letterbox format with back borders on the sides. My problem is I am creating the UIWindow and UIView programmatically. For some unkown reason, the touch controls are "locked" in to think I'm always in landscape mode. And even though visually in portrait mode everything looks correct, the top and bottom of the screen does not respond to touch. To summarize how I am setting this up, let me provide the skeletal framework of what I'm doing: in main.cpp: int retVal = UIApplicationMain(argc, argv, nil, @"derbyPoker_ipadAppDelegate"); In the delegate, I am doing this: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { CGRect screenBounds = [[UIScreen mainScreen] bounds]; CGFloat scale = [[ UIScreen mainScreen] scale ]; m_device_width = screenBounds.size.width; m_device_height = screenBounds.size.height; m_device_scale = scale; // Everything is built assuming 640x960 window = [[ UIWindow alloc ] initWithFrame:[[UIScreen mainScreen] bounds]]; viewController = [ glView new ]; [self doStateChange:[blitz class]]; return YES; } The last bit of code sets up the UIView... - (void) doStateChange: (Class) state{ viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, m_device_width, m_device_height) andManager:self]; viewController.view.contentMode = UIViewContentModeScaleAspectFit; viewController.view.autoresizesSubviews = YES; [window addSubview:viewController.view]; [window makeKeyAndVisible]; } The problem seems to related to the line viewController.view.contentMode = UIViewContentModeScaleAspectFit; If I remove that line, touch works correctly in portrait mode. But the negative is when I'm landscape mode, the game stretches incorrectly. So That's not a option. The frustrating thing is, when I originally had this set up with a NIB file, it worked fine. I have read through the docs about UIWindow, UIViewController and UIView and have tried about everything to no avail. Any help would be greatly appreciated.

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • WebLogic Silent Install 11.1.1.4 (WLS 10.3.4)

    - by john.graves(at)oracle.com
    This is just a quick note to remind myself of how incredibly easy it is to install the base products without the aid of a mouse! Note to Windoze users: Why?!?!  I’m only showing Linux examples in this blog so I encourage you to just say NO to win-no-z  install.sh !/bin/bash ./wls1034_oepe111161_linux32.bin -mode=silent -silent_xml=./silent.xml silent.xml <?xml version="1.0" encoding="UTF-8"?> <bea-installer> <input-fields> <data-value name="BEAHOME" value="/opt/app/wls10.3.4" /> <data-value name="WLS_INSTALL_DIR" value="/opt/app/wls10.3.4/wlserver_10.3" /> </input-fields> </bea-installer> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note about Oracle_Home: Since all products are moving to a common WLS base, I simply use the WLS version as my Oracle Home.  In this case wls10.3.4.  Also, I keep my user_projects outside my Oracle_Home directory to keep things clean.  I typically use /opt/app/user_projects or a variation of that.

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • Melhoria de Performance no .NET 4.5: Multicore Just-in-Time (JIT).

    - by anobre
    Olá pessoal! Dando uma lida nas melhorias de performance da plataforma .NET 4.5, me deparei com algo extremamente interessante: Multicore Just-in-Time (JIT). A teoria é muito simples: por que não utilizar vários núcleos para a compilação JIT? Além disto, será que seria possível compilar os métodos em uma determinada ordem, onde os primeiros fossem aqueles com maior probabilidade de execução? Isto parece meio loucura mas é o que o Multicore Just-in-Time (JIT) faz. E o melhor de tudo, de uma forma extremamente simples. As aplicações ASP.NET 4.5 já o fazem por default. Em outras ocasiões, basta executar duas linhas de código: uma indicando a pasta onde o arquivo que armazenará o profile ficará, e a outra para iniciar o procedimento. Este profile é o arquivo responsável por armazenar a ordem de compilação dos métodos, para que aqueles com maior chance de serem executados mais cedo sejam compilados antes. Código para este processo: ProfileOptimization.SetProfileRoot(@"C:\ProfileRoot"); ProfileOptimization.StartProfile("profile"); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Esta otimização na compilação só será notada após a criação do profile. Portanto, na primeira vez nada será percebido. Ao final do processo, um arquivo com o nome escolhido (no caso profile) será criado, na pasta indicada como root: Fica a dica! Abraços!

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Silverlight 4 Twitter Client &ndash; Part 5

    - by Max
    In this post, we will look at implementing the following in our twitter client - displaying the profile picture in the home page after logging in. So to accomplish this, we will need to do the following steps. 1) First of all, let us create another field in our Global variable static class to hold the profile image url. So just create a static string field in that. public static string profileImage { get; set; } 2) In the Login.xaml.cs file, before the line where we redirect to the Home page if the login was successful. Create another WebClient request to fetch details from this url - .xml">http://api.twitter.com/1/users/show/<TwitterUsername>.xml I am interested only in the “profile_image_url” node in this xml string returned. You can choose what ever field you need – the reference to the Twitter API Documentation is here. 3) This particular url does not require any authentication so no need of network credentials for this and also the useDefaultCredentials will be true. So this code would look like. WebRequest.RegisterPrefix("http://", System.Net.Browser.WebRequestCreator.ClientHttp); WebClient myService = new WebClient(); myService.AllowReadStreamBuffering = myService.UseDefaultCredentials = true; myService.DownloadStringCompleted += new DownloadStringCompletedEventHandler(TimelineRequestCompleted_User);) myService.DownloadStringAsync(new Uri("http://api.twitter.com/1/users/show/" + TwitterUsername.Text + ".xml")); 4) To parse the xml file returned by this and get the value of the “profile_image_url” node, the LINQ code will look something like XDocument xdoc; xdoc = XDocument.Parse(e.Result); var answer = (from status in xdoc.Descendants("user") select status.Element("profile_image_url").Value); GlobalVariable.profileImage = answer.First().ToString(); 5) After this, we can then redirect to Home page completing our login formalities. 6) In the home page, add a image tag and give it a name, something like <Image Name="image1" Stretch="Fill" Margin="29,29,0,0" Height="73" VerticalAlignment="Top" HorizontalAlignment="Left" Width="73" /> 7) In the OnNavigated to event in home page, we can set the image source url as below image1.Source = new BitmapImage(new Uri(GlobalVariable.profileImage, UriKind.Absolute)); Hope this helps. If you have any queries / suggestions, please feel free to comment below or contact me. Technorati Tags: Silverlight,LINQ,Twitter API,Twitter

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • MVVM and Animations in Silverlight

    - by Aligned
    I wanted to spin an icon to show progress to my user while some content was downloading. I'm using MVVM (aren't you) and made a satisfactory Storyboard to spin the icon. However, it took longer than expected to trigger that animation from my ViewModel's property.I used a combination of the GoToState action and the DataTrigger from the Microsoft.Expression.Interactions dll as described here.Then I had problems getting it to start until I found this approach that saved the day. The DataTrigger didn't bind right away because "it doesn’t change visual state on load is because the StateTarget property of the GotoStateAction is null at the time the DataTrigger fires.". Here's my XAML, hopefully you can fill in the rest.<Image x:Name="StatusIcon" AutomationProperties.AutomationId="StatusIcon" Width="16" Height="16" Stretch="Fill" Source="inProgress.png" ToolTipService.ToolTip="{Binding StatusTooltip}"> <i:Interaction.Triggers> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="True" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Downloading" /> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="False" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Complete"/> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> </i:Interaction.Triggers> <Image.Projection> <PlaneProjection/> </Image.Projection> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="VisualStateGroup"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0" To="Downloading"> <VisualTransition.GeneratedEasingFunction> <QuadraticEase EasingMode="EaseInOut"/> </VisualTransition.GeneratedEasingFunction> <Storyboard RepeatBehavior="Forever"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Projection).(PlaneProjection.RotationZ)" Storyboard.TargetName="StatusIcon"> <EasingDoubleKeyFrame KeyTime="0:0:1.5" Value="-360"/> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="-360"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualTransition> <VisualTransition From="Downloading" GeneratedDuration="0"/> </VisualStateGroup.Transitions> <VisualState x:Name="Downloading"/> <VisualState x:Name="Complete"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups></Image>MVVMAnimations.zip

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  • Using extension methods to decrease the surface area of a C# interface

    - by brian_ritchie
    An interface defines a contract to be implemented by one or more classes.  One of the keys to a well-designed interface is defining a very specific range of functionality. The profile of the interface should be limited to a single purpose & should have the minimum methods required to implement this functionality.  Keeping the interface tight will keep those implementing the interface from getting lazy & not implementing it properly.  I've seen too many overly broad interfaces that aren't fully implemented by developers.  Instead, they just throw a NotImplementedException for the method they didn't implement. One way to help with this issue, is by using extension methods to move overloaded method definitions outside of the interface. Consider the following example: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public interface IFileTransfer 2: { 3: void SendFile(Stream stream, Uri destination); 4: } 5:   6: public static class IFileTransferExtension 7: { 8: public static void SendFile(this IFileTransfer transfer, 9: string Filename, Uri destination) 10: { 11: using (var fs = File.OpenRead(Filename)) 12: { 13: transfer.SendFile(fs, destination); 14: } 15: } 16: } 17:   18: public static class TestIFileTransfer 19: { 20: static void Main() 21: { 22: IFileTransfer transfer = new FTPFileTransfer("user", "pass"); 23: transfer.SendFile(filename, new Uri("ftp://ftp.test.com")); 24: } 25: } In this example, you may have a number of overloads that uses different mechanisms for specifying the source file. The great part is, you don't need to implement these methods on each of your derived classes.  This gives you a better interface and better code reuse.

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Generate GUID from any string using C#

    - by Haitham Khedre
    Some times you need to generate GUID from a string which is not valid for GUID constructor . so what we will do is to get a valid input from string that the GUID constructor will accept it. It is recommended to be sure that the string that you will generate a GUID from it some how unique. The Idea is simple is to convert the string to 16 byte Array which the GUID constructor will accept it. The code will talk : using System; using System.Text; namespace StringToGUID { class Program { static void Main(string[] args) { int tokenLength = 32; int guidByteSize = 16; string token = "BSNAItOawkSl07t77RKnMjYwYyG4bCt0g8DVDBv5m0"; byte[] b = new UTF8Encoding().GetBytes(token.Substring(token.Length - tokenLength, tokenLength).ToCharArray(), 0, guidByteSize); Guid g = new Guid(b); Console.WriteLine(g.ToString()); token = "BSNePf57YwhzeE9QfOyepPfIPao4UD5UohG_fI-#eda7d"; b = new UTF8Encoding().GetBytes(token.Substring(token.Length - tokenLength, tokenLength).ToCharArray(), 0, guidByteSize); g = new Guid(b); Console.WriteLine(g.ToString()); Console.Read(); } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   And The output: 37306c53-3774-5237-4b6e-4d6a59775979 66513945-794f-7065-5066-4950616f3455

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  • XNA 4.0: 2D Camera Y and X are going in wrong direction

    - by Setheron
    I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer. My problem is that I am trying to create a camera class and have it so that my camera follows the proper RHS, however the Y axis seems to be inverted since on the screen the 0 starts at the top. Here is my Camera2D Class: class Camera2D { private Vector2 _position; private float _zoom; private float _rotation; private float _cameraSpeed; private Viewport _viewport; private Matrix _viewMatrix; private Matrix _viewMatrixIverse; public static float MinZoom = float.Epsilon; public static float MaxZoom = float.MaxValue; public Camera2D(Viewport viewport) { _viewMatrix = Matrix.Identity; _viewport = viewport; _cameraSpeed = 4.0f; _zoom = 1.0f; _rotation = 0.0f; _position = Vector2.Zero; } public void Move(Vector2 amount) { _position += amount; } public void Zoom(float amount) { _zoom += amount; _zoom = MathHelper.Clamp(_zoom, MaxZoom, MinZoom); UpdateViewTransform(); } public Vector2 Position { get { return _position; } set { _position = value; UpdateViewTransform(); } } public Matrix ViewMatrix { get { return _viewMatrix; } } private void UpdateViewTransform() { Matrix proj = Matrix.CreateTranslation(new Vector3(_viewport.Width * 0.5f, _viewport.Height * 0.5f, 0)) * Matrix.CreateScale(new Vector3(1f, 1f, 1f)); _viewMatrix = Matrix.CreateRotationZ(_rotation) * Matrix.CreateScale(new Vector3(_zoom, _zoom, 1.0f)) * Matrix.CreateTranslation(_position.X, _position.Y, 0.0f); _viewMatrix = proj * _viewMatrix; } } I test it using SpriteBatch in the following way: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Vector2 position = new Vector2(0, 0); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); Texture2D circle = CreateCircle(100); spriteBatch.Draw(circle, position, Color.Red); spriteBatch.End(); base.Draw(gameTime); }

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • How do I locate the app generating this network traffic?

    - by Christopher Bartels
    I don't know what this process is doing on my computer. I run Windows 7 Professional w/ all its updates running current non-free antivirus. I only see it in Resource Monitor, where you can see the Network Service process connected to bitum.nnov.ru. When my PC's network traffic generating apps are idle, this process is using the most of all the idle processes using the network. Screenshot hosted here: http://sss.proinbox.com/bitum-nnov-ru.jpg Does anyone recognize this? The page source mentions a control port & a stream port: Page Source for http://bitum.nnov.ru : <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title>DVR WebViewer</title> <meta http-equiv="Content-Type" content="text/html; charset=euc-kr"> </head> <body topmargin="0" leftmargin="0"> <OBJECT classid="clsid:EE479A40-C128-40DD-93DA-000556AF9607" codebase="CtrWeb.cab#version=1,0,2,2" width=875 height=585 align=center hspace=0 vspace=0 > <param name="CmdPort" value="5920"> <param name="StreamPort" value="5921"> </body> </html> When I google this page's title, I see a number of other domains that host the same page. Whois: domain: NNOV.RU nserver: ns.kis.ru. nserver: ns.nnov.ru. 78.25.80.210 nserver: ns1.kis.ru. nserver: ns2.kis.ru. state: REGISTERED, DELEGATED, VERIFIED org: "Agentstvo Delovoj Svjazi", Ltd registrar: RU-CENTER-REG-RIPN admin-contact: https://www.nic.ru/whois created: 1996.10.23 paid-till: 2012.11.01 free-date: 2012.12.02 source: TCI Last updated on 2012.06.16 04:20:46 MSK

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  • Resizing a LUKS encrypted volume

    - by mgorven
    I have a 500GiB ext4 filesystem on top of LUKS on top of an LVM LV. I want to resize the LV to 100GiB. I know how to resize ext4 on top of an LVM LV, but how do I deal with the LUKS volume? mgorven@moab:~% sudo lvdisplay /dev/moab/backup --- Logical volume --- LV Name /dev/moab/backup VG Name moab LV UUID nQ3z1J-Pemd-uTEB-fazN-yEux-nOxP-QQair5 LV Write Access read/write LV Status available # open 1 LV Size 500.00 GiB Current LE 128000 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 2048 Block device 252:3 mgorven@moab:~% sudo cryptsetup status backup /dev/mapper/backup is active and is in use. type: LUKS1 cipher: aes-cbc-essiv:sha256 keysize: 256 bits device: /dev/mapper/moab-backup offset: 3072 sectors size: 1048572928 sectors mode: read/write mgorven@moab:~% sudo tune2fs -l /dev/mapper/backup tune2fs 1.42 (29-Nov-2011) Filesystem volume name: backup Last mounted on: /srv/backup Filesystem UUID: 63877e0e-0549-4c73-8535-b7a81eb363ed Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean with errors Errors behavior: Continue Filesystem OS type: Linux Inode count: 32768000 Block count: 131071616 Reserved block count: 0 Free blocks: 112894078 Free inodes: 32044830 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 RAID stride: 128 RAID stripe width: 128 Flex block group size: 16 Filesystem created: Sun Mar 11 19:24:53 2012 Last mount time: Sat May 19 13:29:27 2012 Last write time: Fri Jun 1 11:07:22 2012 Mount count: 0 Maximum mount count: 100 Last checked: Fri Jun 1 11:03:50 2012 Check interval: 31104000 (12 months) Next check after: Mon May 27 11:03:50 2013 Lifetime writes: 118 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: 383bcbc5-fde9-4720-b98e-2d6224713ecf Journal backup: inode blocks

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  • Interpreting Inkscape SVG path coordinates for HTML map

    - by tovare
    I needed some coordinates for a HTML MAP and tried to use inkskape by opening the image and just draw a path with my polygon coordinates. My document properties are set to 256 x 256 pixels and units: px When opening the svg file i get coordinates which are not immediately apparent. <path style="fill:none;stroke:#000000;stroke-width:1px;stroke-linecap:butt; stroke-linejoin:miter;stroke-opacity:1" d="m 23.864407,126.91525 3.254237, 44.47458 35.79661, 44.47458 71.593216, 19.52542 71.59322, -37.9661 22.77967, -72.67797 L 218.0339, 64 192,49.898305 l -32.54237, 8.677966 -18.44068, -35.79661 1.08474, -17.3559322 -71.593215,0 L 45.559322,34.711864 35. 79661,57.491525 5.4237288, 74.847458 6.5084746,101.9661 23.864407,126.91525 z" id="path2840" /> How can I get coordinates I can use ? The original image The SVG file from inkscape Link to SVG Progress: I tried a tool called InkscapeMap which looks promising and simple, but unfortunately it looks like it didn't work with this particular svn file. Solved! Saving the file as a Plain SVG solved the problem and InkscapeMap worked perfectly. (Btw. saving as an optimized svg caused a parsing error) Update 13.11 Using inkscapeMap 0.6 and Inkscape 0.48 i needed to uncheck relative coordinates in SVG output preferences. Also if you get a C error message, hunt down the polygon with a C in it, and redraw the polygon using the XML editor in inkscape. Update 25.11.2011 I modified the source to improve parsing. http://tovare.com/articles/createhtmlimagemapsusinginkscape/

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  • How do I add additional parameters to query string of a Firefox Search Plugin?

    - by Goto10
    I have just installed the DuckDuckGo add-on in Firefox 11.0, running on XP SP 3. I would like to add additional parameters to the query string. However, any changes I make are not reflected in the query string when doing a search. I found the duckduckgo.xml file at C:\Documents and Settings\User Name\Application Data\Mozilla\Firefox\Profiles\Profile Name.default\searchplugins. I opened it up with Notepad++ and added the line for kl=uk-en: <SearchPlugin xmlns="http://www.mozilla.org/2006/browser/search/" xmlns:os="http://a9.com/-/spec/opensearch/1.1/"> <os:ShortName>DuckDuckGo</os:ShortName> <os:Description>Search DuckDuckGo (SSL)</os:Description> <os:InputEncoding>UTF-8</os:InputEncoding> <os:Image width="16" height="16">data:image/x-icon;base64, -Removed to shorten-</os:Image> <os:Url type="text/html" method="GET" template="https://duckduckgo.com/"> <os:Param name="q" value="{searchTerms}"/> <os:Param name="kl" value="uk-en"/> </os:Url> </SearchPlugin> However, the kl=uk-en parameter does not appear in the query string when searching (despite several Firefox restarts).

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  • o3d javascript uncaught referenceerror

    - by David
    hey, im new to javascript and am intersted in creating a small o3d script: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Test Game Website</title> </head> <body> <script type="text/javascript" src="o3djs/base.js"></script> <script type = "text/javascript" id="myscript"> o3djs.require('o3djs.camera'); window.onload = init; function init(){ document.write("jkjewfjnwle"); } </script> <div align="background"> <div id="game_container" style="margin: 0px auto; clear: both; background-image: url('./tmp.png'); width: 800px; height:600px; padding: 0px; background-repeat: no-repeat; padding-top: 1px;"></div> </div> </body> </html> the browser cant seem to find o3djs/base.js in this line <script type="text/javascript" src="o3djs/base.js"></script> and gives me an uncaught referenceerror at this line o3djs.require('o3djs.camera'); Obviously, because it can't find the o3djs/base.js... I have installed the o3d pluggin from google and they say that should be IT ive tried on firefox, ie and chrome thanks

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