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  • Missing prop-base file problem

    - by Tony
    I am using Eclipse and SVNSubversion as a repository for a Java project. After updating the local repository and starting Eclipse, an error (in the Problems tab) appeared stating that a specific prop-base file was missing from the build path. Being inexperienced, I have accidentally deleted the prop-base file icon from the project build-path library section. Since then the numbers of errors have grown exponentially... What should I do? Updating the local repository and/or starting a new Eclipse project from the same source did not solve the problem, does anyone have an idea?

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  • Change the ApplicationID of a running process from c#

    - by Nestor
    In Windows 7 we have the concept of ApplicationID, which allows (among other things) to group several icons in the task bar. How can I change the ApplicationID of a running process from c#? I'm trying to make my WinForm app's icon group with another application. I've tried using Windows API Code Pack Library, sticking the following code in my Load event... but it didn't work. Suggestions? TaskbarManager.Instance.ApplicationId = "MyAppID"; Process[] p = Process.GetProcessesByName("OtherProcess"); TaskbarManager.Instance.SetApplicationIdForSpecificWindow(p[0].MainWindowHandle, "MyAppID");

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  • Creating iPhoto albums using Cocoa Scripting Bridge

    - by robinjam
    I'm tearing my hair out trying to create a new album from a Cocoa Application. In applescript it's a nice simple procedure: tell application "iPhoto" new album name "Album" end tell But I can't work out how this is done in Cocoa via the Scripting Bridge. I've tried this: iPhotoApplication *iPhoto = [SBApplication applicationWithBundleIdentifier:@"com.apple.iPhoto"]; iPhotoAlbum *newAlbum = [[[[iPhoto classForScriptingClass:@"album"] alloc] initWithProperties:[NSDictionary dictionaryWithObject:@"Album" forKey:@"name"]] autorelease]; [[iPhoto albums] addObject:newAlbum]; But that had no effect. Please help!

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  • How can I display a hidden view in Interface Builder which is on a unattached monitor?

    - by Brennan
    I am using Interface Builder to work on NIBs and one of the NIBs must have a view on my external monitor which is not attached because I cannot see it on my MacBook. I have had this problem with editing iPad NIBs which I work on with my larger external monitor. For some reason Interface Builder is not detecting that there is now just one screen and not pulling this view onto this monitor. There has to be a way to get this back into the visible space so that I can work on it. I have tried double clicking on the view icon in the organizer which normally brings the view forward but it is not coming into view. What can I do? Is this really a bug that has been around this whole time?

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  • How do I draw a filled circle onto a graphics object in a hexadecimal colour?

    - by George Powell
    I need to draw a circle onto a bitmap in a specific colour given in Hex. The "Brushes" class only gives specific colours with names. Bitmap bitmap = new Bitmap(20, 20); Graphics g = Graphics.FromImage(bitmap); g.FillEllipse(Brushes.AliceBlue, 0, 0, 19, 19); //The input parameter is not a Hex //g.FillEllipse(new Brush("#ff00ffff"), 0, 0, 19, 19); <<This is the kind of think I need. Is there a way of doing this? The exact problem: I am generating KML (for Google earth) and I am generating lots of lines with different Hex colours. The colours are generated mathematically and I need to keep it that way so I can make as many colours as I want. I need to generate a PNG icon for each of the lines that is the same colour exactly.

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  • Xcode 4 Tips and Tricks for Xcode 3 users

    - by Ben Clayton
    As most of you have probably seen, Xcode 4 has been released officially today. Now I know that plenty of devs out there have been using the preview versions, and it'd be great if people could post any great tips, tricks, or keyboard shortcuts they've learned using those version now they're no longer under NDA. This could be especially useful for those upgrading from Xcode 3 (like me, downloading right now). Note: Apple have released a 'transition guide' that has plenty of stuff in about getting from version 3 to version 4, but I bet there are loads of great tricks people out there have learned that aren't in there.

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  • Programatically get own Phone Number in iPhone OS 4.0

    - by sandy
    I am developing an iPhone application for jail broken phones and in this application I would like to fetch user's phone number. I have gone through the entire stackoverflow.com and found some relevant answers but all of them are obsolete and doesn't work with iOS 4.0 anymore. The most famous solution for this problem is NSString *num = [[NSUserDefaults standardUserDefaults] stringForKey:@"SBFormattedPhoneNumber"]; but as I mentioned this solution no more works with iOS 4.0 As my application is intended towards the jail broken phones and not intended the Apple app store so I am not worried about my app rejection, hence any private API will also work for me. Also please let me know if we can fetch IMSI number from SIM using any private APIs of iPhone

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  • Implementing Multitasking on an iPhone/iOS4 Web App

    - by Peter Watts
    I am looking to build a web app that implements background audio and fast app switching. These features work out of the box, when run as regular Safari web pages, but as soon as you add the web-app-capable tag, and try to run in full screen mode, this functionality breaks. I did some testing and even the most basic web app will reload every time when you switch back to it. And seeing as it's a web app, we can't exactly implement the multitasking API. Has anyone found a work around? This isn't a deal-breaker, as you can just avoid full screen mode, but then you also lose the ability to use your own icon in the app switch tray. Perhaps this explains a lack of full screen mode in YouTube's new web app....

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  • How would I add code that would update an online "counter" so I know how many times an iPhone app is

    - by Luis Tovar
    So I have searched for this but not finding anything about it and if I missed it sorry about that. What I am trying to do is see how to go about adding some code to my iphone app that will connect to a php script (if connection available) and update a counter so that I can let my clients know that their app is constantly being used? Also, would apple allow that? Or would my app be denied for doing such a thing? Any help would be great! Thanks in advance.

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  • How do I flag a folder as being a package?

    - by Pierre Bernard
    I used to think that folders needed to have an extension so that they are recognized as packages by the Finder. That extension would be declared in the owning application's Info.plist. Obviously there is another, more elegant way, but I can't figure out how it is done. E.g. the iPhoto Library is being treated as a package by the Finder. Yet it has no extension. mdls reveals that it indeed has "com.apple.package" in the content type tree. The actual content type is dynamically assigned. How did iPhoto go about to create such a directory?

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  • UI Guidelines for Android Honeycomb on Tablets

    - by Jason Hanley
    The UI in Android Honeycomb is very different. I'm looking for things that have changed that would be of interest to developers. Google hasn't updated it's UI guidelines yet, so I am trying to find this stuff out by inspecting the layouts. I am mainly interested in dimensions of icons and new types of views. The action bar height is 56dp (?android:attr/actionBarSize). It seems that the menu icons are 32 x 32 dp now, they were 48 x 48 dp before. Since they are in the action bar, they have a lot of padding around them. The size of a menu icon with padding is 64 x 56 dp. I needed this since I was trying to put a ProgressBar as a menu item. Anything else change? Also, I'm interested in the size of some common UI patterns, like the widths for a list/detail layout like the mail client.

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  • Cocoa - NSFileManager removeItemAtPath Not Working

    - by Kevin
    Hey there everyone, I am trying to delete a file, but somehow nsfilemanager will not allow me to do so. I do use the file in one line of code, but once that action has been ran, I want the file deleted. I have logged the error code and message and I get error code: 4 and the message: "text.txt" could not be removed Is there a way to fix this error "cleanly" (without any hacks) so that apple will accept this app onto their Mac App Store? EDIT: This is what I am using: [[NSFileManager defaultManager] removeItemAtPath:filePath error:NULL]; Thanks, kevin

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  • Launching browser within CherryPy

    - by Alan Harris-Reid
    I have a html page displayed using... cherrypy.quickstart(ShowHTML(htmlfile), config=configfile) Once the page is loaded (eg. initiated via. the command 'python mypage.py'), I would like to automatically launch the browser to display the page (eg. via. http://localhost/8000). Is there any way I can achieve this (eg. via. a hook within CherryPy), or do I have to call-up the browser manually (eg. by double-clicking an icon)? TIA Alan

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  • What is faster? Drawing or Compositing?

    - by mystify
    I make extensive use of -drawRect: to do some nice animations. A timer tries to fire 30 times per second with -setNeedsDisplay, but it feels like just 20 times. Also I can't use -setNeedsDisplayInRect: because the animation covers the entire thing. Would it help to take some of those drawing operations out of -drawRect: and move them to a subview? -drawRect has to do less then, but instead the OS will have more work with compositing views. Is there a rule of thumb which one is more worse? I remember from an apple text that they claimed Core Animation doesn't redraw during animation. So is that their secret of speed? Using subviews in animations?

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  • move data that retrieved from XML file to iPhone DataBase

    - by totato
    The idea for my project is : retrieve announcements from my website to my iPhone app (using XML file),then I want to make the users of my app can select any announcement he want and click button in ActionSheet which moves the selected announcement to "favorite announcements tableview" (have Database for favorite announcements) "as apple done in favorite contacts in phone app for iPhone ". So, I want to copy some of this data to specific database in my app (and display in tableview) , can I do this? how? any hints? thanks..

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  • getting global name not defined error

    - by nashr rafeeg
    i have the following class class notify(): def __init__(self,server="localhost", port=23053): self.host = server self.port = port register = gntp.GNTPRegister() register.add_header('Application-Name',"SVN Monitor") register.add_notification("svnupdate",True) growl(register) def svn_update(self, author="Unknown", files=0): notice = gntp.GNTPNotice() notice.add_header('Application-Name',"SVN Monitor") notice.add_header('Notification-Name', "svnupdate") notice.add_header('Notification-Title',"SVN Commit") # notice.add_header('Notification-Icon',"") notice.add_header('Notification-Text',Msg) growl(notice) def growl(data): s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.connect((self.host,self.port)) s.send(data) response = gntp.parse_gntp(s.recv(1024)) print response s.close() but when ever i try to use this class via the follwoing code i get 'NameError: global name 'growl' is not defined' from growlnotify import * n = notify() n.svn_update() any one has an idea what is going on here ? cheers nash

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  • Keyboard shortcut for Jump to Definition

    - by Arne Evertsson
    I'm looking for a keyboard only shortcut for Jump to Definition. The built-in shortcut requires the mouse: Cmd + Double click. I've tried to add a regular keyboard shorcut for the Edit / Find / Jump to Defintion menu command, but, alas, it will only work when the method name is selected. I'd like to be able to position the cursor within the method name, class name, or other symbol, and hit something like Cmd+Shift+L. Does anyone know of a solution, perhaps using a script, for the problem? Update: The keyboard shortcut works sometimes and sometimes not. When I position the text cursor on a method call with no parameters and press Cmd+Shift+L it takes me to the definition. But it doesn't work for a method that takes an (id) parameter. However it works if the parameter is an int. I have submitted a bug report to Apple.

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  • Possibility to introduce iPad capability for iPhone-App via Update?

    - by samsam
    Hi there. There has been a lot of talk around iPad-Apps / Approval / Store-related Questions. I've recently built an App which I'm just about to release / send to Apple for approval. I'm thinking about developing a dedicated iPad-App as well. Now, in order to not have two seperate Apps in the Store (one for the iPhone, one for the iPad) i want to create an universal-App for both platforms. However, i couldn't figure out if it is possible to first send in my iPhone-only app and later publish an update that enables my app to run on both platforms. Does anyone have an idea on that topic? thanks in advance sam

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  • I'm mplement http live streaming video from my webserver to iPhone. Will I get rejected for bandwid

    - by yujean
    Apache webserver setup added: AddType application/x-mpegURL .m3u8 AddType video/MP2T .ts to "httpd.conf" file. Movie file preparation I have 3 movie files (9mb - 25mb each). Used QuickTime to convert movies into iPhone format. Used mediafilesegmenter to convert .m4v into 10-second segments of .ts files, with an accompanying .m3u8 file. Placed these in a folder on webserver. iPhone App implementation Created UIWebView whose URL points to http://71.191.59.68/~yujean/stream.html Simulator accesses the site and streams the movie-files just fine. Question Will I still get rejected by apple for bandwidth issues over the 3G and/or Edge network? Do I need to somehow check which network the end-user is on first? And then provide a different movie accordingly? If so, how do I do that ...? Thank you in advance, Eugene

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  • Objective-c Method to get a number then countdown in 1 every second

    - by Sami
    Hi, i need a little help i have a method which gets value such as 50, it then assigns that value to trackDuration, so NSNumber *trackDuration = 50, i want the method to every second minus 1 from the value of trackDuration and update a label, the label being called duration. Here's what i have so far; - (void) countDown { iTunesApplication *iTunes = [SBApplication applicationWithBundleIdentifier:@"com.apple.iTunes"]; NSNumber *trackDuration = [NSNumber numberWithDouble:[[iTunes currentTrack] duration]]; while (trackDuration > 0) { trackDuration - 1; int inputSeconds = [trackDuration intValue]; int hours = inputSeconds / 3600; int minutes = ( inputSeconds - hours * 3600 ) / 60; int seconds = inputSeconds - hours * 3600 - minutes * 60; NSString *trackDurationString = [NSString stringWithFormat:@"%.2d:%.2d:%.2d", hours, minutes, seconds]; [duration setStringValue:trackDurationString]; sleep(1); }} Any help would be much appreciated, thanks in advanced, Sami.

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  • IconDownloader, problem with lazy downloading

    - by Junior B.
    My problem is simple to be described but it seems to be hard to solve. The problem is loading icons, with a custom class like IconDownloader.m provided by an official example from Apple, avoiding crashes if I release the view. I've added the IconDownloader class to my app, but it's clear that this approach is good only if the tableview is the root. The big problem is when the view is not the root one. F.e: if I start to scroll my second view (the app now load the icons) and, without leaving it the time to finish the download, I go back to root, the app crash because the view that have to be updated with new icons doesn't exist anymore. One possible solution could be implement an OperationQueue in the view, but with this approach I've to stop the queue when I change the view and restart it when I come back and the idea to have N queues don't make me enthusiastic. Anyone found a good solution for this problem?

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  • Xcode: How-to bind a key that triggers application to appear (background daemon)

    - by Shyam
    Hi, I am struggling to create a certain kind of application my Mac, using Xcode and Interface Builder (RubyCocoa). As I am a nuby (but understand some Ruby), I would like to know how I could let my interface appear only if a key is pushed (a toggle), while the program is running in the background. Similar behavior like when I'd press the F4-key to show Dashboard. Really neat would be if the program wouldn't be showing as running in the Dock, but as a funky icon in the top bar, like well "Growl". Thank you so much for your help, comments and feedback!

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  • another question about OpenGL ES rendering to texture

    - by ensoreus
    Hello, pros and gurus! Here is another question about rendering to texture. The whole stuff is all about saving texture between passing image into different filters. Maybe all iPhone developers knows about Apple's sample code with OpenGL processing where they used GL filters(functions), but pass into them the same source image. I need to edit an image by passing it sequentelly with saving the state of the image to edit. I am very noob in OpenGL, so I spent increadibly a lot of to solve the issue. So, I desided to create 2 FBO's and attach source image and temporary image as a textures to render in. Here is my init routine: glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, (GLint *)&SystemFBO); glImage = [self loadTexture:preparedImage]; //source image for (int i = 0; i < 4; i++) { fullquad[i].s *= glImage->s; fullquad[i].t *= glImage->t; flipquad[i].s *= glImage->s; flipquad[i].t *= glImage->t; } tmpImage = [self loadEmptyTexture]; //editing image glGenFramebuffersOES(1, &tmpImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, tmpImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tmpImage->texID, 0); GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete tmp framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); glGenRenderbuffersOES(1, &glImageFBO); glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, glImage->texID, 0); status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) ; if(status != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete cur framebuffer object %x", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); When user drag the slider, this routine invokes to apply changes -(void)setContrast:(CGFloat)value{ contrast = value; if(flag!=mfContrast){ NSLog(@"contrast: dumped"); flag = mfContrast; glBindFramebufferOES(GL_FRAMEBUFFER_OES, glImageFBO); glClearColor(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, tmpImage->texID); glViewport(0, 0, 512, 512); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &fullquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); } glBindFramebufferOES(GL_FRAMEBUFFER_OES,tmpImageFBO); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, 512, 0, 512, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(512, 512, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, 512, 512); [self contrastProc:fullquad value:contrast]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); [self redraw]; } Here are two cases: if it is the same filter(edit mode) to use, I bind tmpFBO to draw into tmpImage texture and edit glImage texture. contrastProc is a pure routine from Apples's sample. If it is another mode, than I save edited image by drawing tmpImage texture in source texture glImage, binded with glImageFBO. After that I call redraw: glBindFramebufferOES(GL_FRAMEBUFFER_OES, SystemFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, kTexWidth, 0, kTexHeight, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(kTexWidth, kTexHeight, 1); glBindTexture(GL_TEXTURE_2D, glImage->texID); glViewport(0, 0, kTexWidth, kTexHeight); glVertexPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].x); glTexCoordPointer(2, GL_FLOAT, sizeof(V2fT2f), &flipquad[0].s); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); And here it binds visual framebuffer and dispose glImage texture. So, the result is VERY aggresive filtering. Increasing contrast volume by just 0.2 brings image to state that comparable with 0.9 contrast volume in Apple's sample code project. I miss something obvious, I guess. Interesting, if I disabple line glBindTexture(GL_TEXTURE_2D, glImage->texID); in setContrast routine it brings no effect. At all. If I replace tmpImageFBO with SystemFBO to draw glImage directly on display(and disabling redraw invoking line), all works fine. Please, HELP ME!!! :(

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  • Unknown error when creating packages with pkgbuild

    - by Aeyoun
    I followed several tutorials-which all appeared to say the same thing-on how to create deployable flat-packages (.pkg) using the OS X system provided pkgbuild tool. The packages was always generated just fine. They did, however, not want to be installed. Running the graphical Apple Installer or the command line interface installer aborted the installation early on giving an generic “Unknown error” after prompting for higher permissions. Hours later after closer investigation I discovered that I could not install other packages either. Not even updates and new installations from the OS X App Store. Why could I not install my own nor any other packages? What was going on?

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

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

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