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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Cocos2d-xna memory management for WP8

    - by Arkiliknam
    I recently upgraded to VS2012 and try my in dev game out on the new WP8 emulators but was dismayed to find out the emulator now crashes and throws an out of memory exception during my sprite loading procedure (funnily, it still works in WP7 emulators and on my WP7). Regardless of whether the problem is the emulator or not, I want to get a clear understanding of how I should be managing memory in the game. My game consists of a character whom has 4 or more different animations. Each animation consists of 4 to 7 frames. On top of that, the character has up to 8 stackable visualization modifications (eg eye type, nose type, hair type, clothes type). Pre memory issue, I preloaded all textures for each animation frame and customization and created animate action out of them. The game then plays animations using the customizations applied to that current character. I re-looked at this implementation when I received the out of memory exceptions and have started playing with RenderTexture instead, so instead of pre loading all possible textures, it on loads textures needed for the character, renders them onto a single texture, from which the animation is built. This means the animations use 1/8th of the sprites they were before. I thought this would solve my issue, but it hasn't. Here's a snippet of my code: var characterTexture = CCRenderTexture.Create((int)width, (int)height); characterTexture.BeginWithClear(0, 0, 0, 0); // stamp a body onto my texture var bodySprite = MethodToCreateSpecificSprite(); bodySprite.Position = centerPoint; bodySprite.Visit(); bodySprite.Cleanup(); bodySprite = null; // stamp eyes, nose, mouth, clothes, etc... characterTexture.End(); As you can see, I'm calling CleanUp and setting the sprite to null in the hope of releasing the memory, though I don't believe this is the right way, nor does it seem to work... I also tried using SharedTextureCache to load textures before Stamping my texture out, and then clearing the SharedTextureCache with: CCTextureCache.SharedTextureCache.RemoveAllTextures(); But this didn't have an effect either. Any tips on what I'm not doing? I used VS to do a memory profile of the emulation causing the crash. Both WP7.1 and WP8 emulators peak at about 150mb of usage. WP8 crashes and throws an out of memory exception. Each customisation/frame is 15kb at the most. Lets say there are 8 layers of customisation = 120kb but I render then onto one texture which I would assume is only 15kb again. Each animation is 8 frames at the most. That's 15kb for 1 texture, or 960kb for 8 textures of customisation. There are 4 animation sets. That's 60Kb for 4 sets of 1 texture, or 3.75MB for 4 sets of 8 textures of customisation. So even if its storing every layer, its 3.75MB.... no where near the 150mb breaking point my profiler seems to suggest :( WP 7.1 Memory Profile (max 150MB) WP8 Memory Profile (max 150MB and crashes)

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  • Application Demos in UPK

    - by [email protected]
    Over the years, User Productivity Kit has expanded to include solutions to many project challenges. As of UPK 3.6.1, solutions are provided for pre and post application go-live learning, application testing, system documentation, presentation output, and more. New in UPK 3.6.1 are additional features that can be used effectively for application demo purposes. This can come in handy when you need to do a demo but don't want to show or can't show the live application. Maybe you're doing a presentation for a group of project stakeholders and want to focus on the business workflow implemented by the application rather than the mechanics of using it. Or possibly, you need to show the application but you're disconnected from any network preventing you from running the live application. In any of these cases, a presentation aid that represents the live application is what's needed. Previous versions of the UPK topic player would allow you to do this but would always show those UPK user interface elements that help a user learn the application. When you're presenting the narrative live, the UPK bubbles can be a distraction. UPK 3.6.1 provides some new features that allow you to control whether the bubbles display. There are two ways to hide bubbles in a topic. The first is a topic property that allows you to control bubbles across the entire topic. There are 3 settings for the Show Bubbles topic property. The default setting is Use frame settings which allows you to control whether bubbles display on a frame by frame basis. When you choose Always, the bubbles will always display regardless of the frame setting. The final choice is Never. Choosing Never will hide every bubble in your topic with one setting change. As with Always, choosing Never will ignore the frame setting. The second way to control the bubbles is at the frame level. First ensure that the topic's Show Bubbles property is set to Use frame settings. Navigate to the frame on which you want to turn off the bubble and click the Display bubble for this frame button to turn off the bubble. When you play the topic, the bubble will no longer be displayed. Depending on your needs, you might also use another longstanding UPK feature that allows you to control whether the action area displays on a frame. Just click the Action area on/off button to toggle its display. I've found the frame properties to be useful beyond creating presentation aids. When creating "See It!" only topics for more advanced users, I may hide the bubbles on some of the more straightforward frames. For example, if I have a form where one needs to fill out an address, I may display the first bubble in the sequence and explain what the subsequent steps are doing. I then hide bubbles on the remaining frames which are the more mechanical steps of entering the address. We'd like to hear your thoughts on this new UPK feature. Use the comments below to tell us how you've used it. John Zaums Senior Director, Product Development Oracle User Productivity Kit

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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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  • Silverlight Cream for March 17, 2010 -- #814

    - by Dave Campbell
    In this Issue: Tim Heuer(-2-), René Schulte(-2-), Bart Czernicki, Mark Monster, Pencho Popadiyn, Alex Golesh, Phil Middlemiss, and Yochay Kiriaty. Shoutouts: Check out the new themes, and Tim Heuer's poetry skills: SNEAK PEEK: New Silverlight application themes I learned to program Windows 3.1 from reading Charles Petzold's book, and here we are again: Free ebook: Programming Windows Phone 7 Series (DRAFT Preview) Here's a blog you're going to want to watch, and first up on the blog tonight is links to the complete set of MIX10 phone sessions: The Windows Phone Developer Blog First let me get a couple of things out of my system... "Holy Crap it's March 17th already" and "Holy Crap, we're all Windows Phone Developers!" I'm sure both of those were old news to anyone that's not been in a coma since Monday, but I've been a tad busy here at #MIX10. I'm not complainin' ... I'm just sayin' From SilverlightCream.com: Getting Started with Silverlight and Windows Phone 7 Development With any new Silverlight technology we have to begin with Tim Heuer... and this is Tim's announcement of Silverlight on the Windows Phone 7 Series ('cmon, can I call it a "Silverlight Phone"? ... please?) ... hope I didn't type that out loud :) ... so... in case you fell asleep Sunday, and just woke up, Tim let the dogs out on this and we could all talk about it. In all seriousness, bookmark this page... lots of good links. A guide to what has changed in the Silverlight 4 RC Continuing the 'bookmark this page' thought... Tim Heuer also has one up on what the heck is all in the Silverlight 4 RC they released on Monday... check this out... really good stuff in there... and a great post detailing it all. The Silverlight 4 Release Candidate René Schulte has a good post up detailing the new stuff in Silverlight 4 RC, with special attention paid to the webcam/mic and AsyncCaptureImage Let it ring - WriteableBitmapEx for Windows Phone René Schulte has a Windows Phone post up as well, introducing the WriteableBitmapEx library for Windows Phone... how cool is that?? Silverlight for Windows Phone 7 is NOT the same full Silverlight 3 RTM Bart Czernicki dug into the docs to expose some of the differences between Silverlight for the Windows Phone and Silverlight 3. If you've been developing in SL3 and want to also do Phone, check out this post and his resource listings. Trying to sketch a Windows Phone 7 application Mark Monster tried to SketchFlow a Windows Phone app and hit some problems... if anyone has thoughts, contribute on his blog page. Using Reactive Extensions in Silverlight – part 2 – Web Services Pencho Popadiyn has part 2 of his tutorial on Rx, and this one is concentrating on asynchronous service calls. Silverlight 4 Quick Tip: Out-Of-Browser Improvements This post from Alex Golesh is a little weird since he was sitting next to me in a session at MIX10 when he submitted it :) ... good update on what's new in OOB in the RC Turning a round button into a rounded panel I like Phil Middlemiss' other title for this post: "A Scalable Orb Panel-Button-Thingy" ... this is a very cool resizing button that works amazingly similar to the resizable skinned dialogs I did in Win32!... very cool, Phil! Go Get It – The Windows Phone Developer Training Kit Did you know there was a Windows Phone Training Kit with Hands-on Labs? Yochay Kiriaty at the Windows Phone Developer Blog wrote about it... I pulled it down, and it looks really good! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for March 21, 2010 -- #816

    - by Dave Campbell
    In this Issue: Michael Washington, John Papa(-2-, -3-, -4-), Jonas Follesø, David Anson, Scott Guthrie, Andrej Tozon, Bill Reiss(-2-), Pete Blois, and Lee. Shoutouts: Frank LaVigne has a Mix10 Session Downloader for us all to use... thanks Frank! Read what Ward Bell has to say about MVVM, Josh Smith’s Way ... it's all good. Robby Ingebretsen posts on his 10 Favorite Open Source Fonts You Can Embed in WPF or Silverlight Mike Harsh posted Slides and Demos from my MIX10 Session . The download link at Drop.io is down for maintenance until Sunday evening, March 21. From SilverlightCream.com: Blend 4: TreeView SelectedItemChanged using MVVM Michael Washington has a post up about doing SelectedItemChanged on a TreeView with MVVM, oh and he's starting out in Blend 4... Silverlight TV 14: Developing for Windows Phone 7 with Silverlight John Papa hit Silverlight TV pretty hard at the beginning of MIX10. This first one is with Mike Harsh talking about WP7. (Hi Mike ... wondered where you'd run off to!), and you can go to the shoutout section to get Mike's session material from MIX as well. Silverlight TV 15: Announcing Silverlight 4 RC at MIX 10 In this next Silverlight TV(15), John Papa and Adam Kinney discuss Silverlight 4RC ... thank goodness it's out, we can all let go of the breath we've been holding in :) Silverlight TV 16: Tim Heuer and Jesse Liberty Talk about Silverlight 4 RC at MIX 10 Silverlight TV 16 has John Papa sharing the spotlight with Jesse Liberty and Tim Heuer ... geez... can you find 3 more kowledgable Silverlight folks to listen to? No? then go listen to this :) Silverlight TV 17: Build a Twitter Client for Windows Phone 7 with Silverlight The latest Silverlight TV has John Papa bringing Mike Harsh back to produce a Twitter Client for WP7. Simulating multitouch on the Windows Phone 7 Emulator Jonas Follesø has a great post up about simulating multi-touch on WP7 using multiple mice ... yeah, you read that right :) Using IValueConverter to create a grouped list of items simply and flexibly David Anson demonstrates grouping items in a ListBox using IValueConverter. I think I can pretty well guarantee I would NOT have thought of doing this.. :) Building a Windows Phone 7 Twitter Application using Silverlight In the MIX10 first-day keynote, Scott Guthrie did File->New Project and built a WP7 Twitter app. He has that up as a tutorial with all sorts of external links including one to the keynote itself. Named and optional parameters in Silverlight 4 Andrej Tozon delves into the optional parameters that are now available to Silverlight developers... pretty cool stuff. Space Rocks game step 4: Inheriting from Sprite Bill Reiss continues with his game development series with this one on inheriting from the Sprite class and centering objects Space Rocks game step 5: Rotating the ship Bill Reiss's episode 5 is on rotating the ship you setup in episode 4. Don't worry about the transforms, Bill gives it all to us :) Labyrinth Sample for Windows Phone Wow... check out the sample Pete Blois did for the Phone... Silverlight coolness :) PathListBox in SL4 – firstlook Lee has a post up on the PathListBox. I think this is going to catch on quick... it's just too cool not to! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for February 22, 2011 -- #1050

    - by Dave Campbell
    In this Issue: Robby Ingebretsen, Victor Gaudioso, Andrea Boschin(-2-), Rudi Grobler(-2-), Michael Crump, Deborah Kurata, Dennis Delimarsky, Pete Vickers, Yochay Kiriaty, Peter Kuhn, WindowsPhoneGeek, and Jesse Liberty(-2-). Above the Fold: Silverlight: "Silverlight Simple MVVM Printing" Deborah Kurata WP7: "Creating theme friendly UI in WP7 using OpacityMask" WindowsPhoneGeek Tools: "KAXAML v1.8" Robby Ingebretsen Shoutouts: Peter Foot posted Silverlight for Windows Phone Toolkit–Feb 2011 Rudi Grobler posts his top requested features for WP7, Silverlight, and WCF: vNext ... see you in Seattle, Rudi! From SilverlightCream.com: KAXAML v1.8 Robby Ingebretsen just posted KAXML v1.8 that now supports .NET 4.0, WPF, and Silferlight4 ... go grab it. Learn how to use Blend to create a Data Store, Add Properties to it, etc... Victor Gaudioso has 3 new Silverlight and/or Expression Blend video tutorials up... first is this one on Creating a Data store, adding properties to it, oh... read the title :), Next up is: Send async messages across UserControls or even applications, followed by the latest: Create a Sketchflow Animation using the Sketchflow Animation Panel A base class for threaded Application Services Andrea Boschin continues his IApplicationServices series with this one on a base class he created to develop Application Services that runs a thread. Windows Phone 7 - Part #6: Taking advantage of the phone Andrea Boschin also has part 6 of his series at SilverlightShow on WP7... this one is covering a bunch of items... Capabilities, Launchers/Choosers, and gestures... plus the source for a fun game. {homebrew} Skype for WP7 Rudi Grobler posted about the availability of (some features of) Skype for WP7 being available. The XDA guys have working contacts and the ability to chat going, plus they're looking for poeple to join in... Follow Rudi's link, and let them know you're up for it! Simple menu for your WP7 application Rudi Grobler has another post up about a very simple menu control for WP7 that he produced that is also very easy to use. Attaching a Command to the WP7 Application Bar Michael Crump shows how to bind the application bar to a Relay Command with the use of MVVMLight in 7 Easy Steps :) Silverlight Simple MVVM Printing Deborah Kurata continues her MVVM series with this one on printing what your user sees on the page... but doing so within the MVVM pattern. Enhancing the general Zune experience on Windows Phone 7 with Zune web API Dennis Delimarsky apparently likes the Zune as much as I do, and has ratted out tons of information about the Zune API for use in WP7 apps... and lots of code... Validating input forms in Windows Phone 7 Pete Vickers takes a great detailed spin through validation on the WP7... the rules have changed, but Pete explains with some code examples. Windows Phone Shake Gestures Library Yochay Kiriaty discusses Shake Gestures for the WP7 device and then describes the "Windows Phone Shake Gesture Library" that detects shake gestures in 3D space... and after a great description has the link for downloading. What difference does a sprite sheet make? Peter Kuhn is writing a series at SilverlightShow on XNA for Silverlight Devs that I've highlighted. An outshoot of that is this discussion of the use of sprite sheets and game development. Creating theme friendly UI in WP7 using OpacityMask WindowsPhoneGeek has a new post up today on using Opacity Masks in WP7 to enable using one set of icons for either the dark or light theme.. too cool, you'll wanna check this out! Linq to XML Jesse Liberty continues with Linq with regard to WP7 with this post on Linq to XML... and why XML? crap... I was just saving/loading XML today! :) Lambda–Not as weird as it sounds Jesse Liberty then jumps into Lambda expressions... maybe it's a chance for me to learn WTF the lambdas really do that I use all the time! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Windows Phone 7 Series - Tools and Resources

    - by TechTwaddle
    Unless you've been living in the caves of Lascaux for the past couple of days, you probably know what's happening in the world of Windows Phone. Microsoft unveiled the developer tools required to develop applications and games for Windows Phone 7 at MIX10 a couple of days back. Silverlight and XNA being the major frameworks, no big surprise there. And the best news of all is that all the development tools are free! So if you are planning to develop apps for Windows Phone 7, read on. The first place, or more appropriately hub, for you is the Windows Phone Developer Portal. It has most of the information you need to get you started. Now there is a ton of information available at other places too. In this post, I take time to put all the information that I found useful at one place, and I'll keep updating this as and when I find new stuff.   Setting up the development environment 1. Install Windows Phone Developer Tools CTP (Community Technology Preview) This will install Visual Studio 2010 Express, Silverlight, XNA framework and emulator for Windows Phone 7. It also installs a few support tools. 2. Expression Blend 4 for Windows Phone:     - Install Expression Blend 4 beta     - Install Expression Blend Add-in Preview for Windows Phone     - Install Expression Blend SDK Preview for Windows Phone Installing the above tools should set your machine up for development. I installed the tools on my Windows Vista SP1 machine and the process went smoothly without running into any major hitch. Note that the tools won't install on Windows XP, read the release notes of the CTP. Resources and Documentation 1. Microsoft Windows Phone 7 Series Developer Training Kit 2. Programming Windows Phone 7 Series by Charles Petzold. Contains few chapters only. Gives a good preview. 3. MSDN documentation for Windows Phone 7 Development 4. A sample chapter from Learning Windows Phone Programming [PDF] by Yochay Kiriaty and Jaime Rodriguez. Complete book will be available at a later time. 5. Windows Phone 7 Developer Forum - where you can ask questions and problems you run into and the experts are there to help you. 6. For Silverlight visit silverlight.net and for XNA game development, the XNA Creators Club is the place to go, also make sure you follow Michael Klutcher's and Shawn Hargreaves' blog. 7. And finally the MIX'10 website. Most of the sessions will be available for download later (some are already available). Click on the Windows Phone tag to get all the session details and downloads.   If you are completely new to Silverlight and XNA (like me), and C# makes some sense to you then I suggest you go through the Developer Training Kit. It gives a good start and ramps you up pretty quickly.

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  • Windows Azure Recipe: Social Web / Big Media

    - by Clint Edmonson
    With the rise of social media there’s been an explosion of special interest media web sites on the web. From athletics to board games to funny animal behaviors, you can bet there’s a group of people somewhere on the web talking about it. Social media sites allow us to interact, share experiences, and bond with like minded enthusiasts around the globe. And through the power of software, we can follow trends in these unique domains in real time. Drivers Reach Scalability Media hosting Global distribution Solution Here’s a sketch of how a social media application might be built out on Windows Azure: Ingredients Traffic Manager (optional) – can be used to provide hosting and load balancing across different instances and/or data centers. Perfect if the solution needs to be delivered to different cultures or regions around the world. Access Control – this service is essential to managing user identity. It’s backed by a full blown implementation of Active Directory and allows the definition and management of users, groups, and roles. A pre-built ASP.NET membership provider is included in the training kit to leverage this capability but it’s also flexible enough to be combined with external Identity providers including Windows LiveID, Google, Yahoo!, and Facebook. The provider model has extensibility points to hook into other identity providers as well. Web Role – hosts the core of the web application and presents a central social hub users. Database – used to store core operational, functional, and workflow data for the solution’s web services. Caching (optional) – as a web site traffic grows caching can be leveraged to keep frequently used read-only, user specific, and application resource data in a high-speed distributed in-memory for faster response times and ultimately higher scalability without spinning up more web and worker roles. It includes a token based security model that works alongside the Access Control service. Tables (optional) – for semi-structured data streams that don’t need relational integrity such as conversations, comments, or activity streams, tables provide a faster and more flexible way to store this kind of historical data. Blobs (optional) – users may be creating or uploading large volumes of heterogeneous data such as documents or rich media. Blob storage provides a scalable, resilient way to store terabytes of user data. The storage facilities can also integrate with the Access Control service to ensure users’ data is delivered securely. Content Delivery Network (CDN) (optional) – for sites that service users around the globe, the CDN is an extension to blob storage that, when enabled, will automatically cache frequently accessed blobs and static site content at edge data centers around the world. The data can be delivered statically or streamed in the case of rich media content. Training These links point to online Windows Azure training labs and resources where you can learn more about the individual ingredients described above. (Note: The entire Windows Azure Training Kit can also be downloaded for offline use.) Windows Azure (16 labs) Windows Azure is an internet-scale cloud computing and services platform hosted in Microsoft data centers, which provides an operating system and a set of developer services which can be used individually or together. It gives developers the choice to build web applications; applications running on connected devices, PCs, or servers; or hybrid solutions offering the best of both worlds. New or enhanced applications can be built using existing skills with the Visual Studio development environment and the .NET Framework. With its standards-based and interoperable approach, the services platform supports multiple internet protocols, including HTTP, REST, SOAP, and plain XML SQL Azure (7 labs) Microsoft SQL Azure delivers on the Microsoft Data Platform vision of extending the SQL Server capabilities to the cloud as web-based services, enabling you to store structured, semi-structured, and unstructured data. Windows Azure Services (9 labs) As applications collaborate across organizational boundaries, ensuring secure transactions across disparate security domains is crucial but difficult to implement. Windows Azure Services provides hosted authentication and access control using powerful, secure, standards-based infrastructure. See my Windows Azure Resource Guide for more guidance on how to get started, including links web portals, training kits, samples, and blogs related to Windows Azure.

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  • Collision between sprites in game programming?

    - by Lyn Maxino
    I've since just started coding for an android game using eclipse. I've read Beginning Android Game Programming and various other e-books. Recently, I've encountered a problem with collision between sprites. I've used this code template for my program. package com.project.CAI_test; import java.util.Random; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private GameView gameView; private Bitmap bmp; private int x = 0; private int y = 0; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; public Sprite(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollition(float x2, float y2) { return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } } The above code only detects collision between the generated sprites and the surface border. What I want to achieve is a collision detection that is controlled by the update function without having to change much of the coding. Probably several lines placed in the update() function. Tnx for any comment/suggestion.

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  • ArchBeat Link-o-Rama for 2012-06-29

    - by Bob Rhubart
    Backward-compatible vs. forward-compatible: a tale of two clouds | William Vambenepe "There is the Cloud that provides value by requiring as few changes as possible. And there is the Cloud that provides value by raising the abstraction and operation level," says William Vambenepe. "The backward-compatible Cloud versus the forward-compatible Cloud." Vambenepe was a panelist on the recent ArchBeat podcast Public, Private, and Hybrid Clouds. Andrejus Baranovskis's Blog: ADF 11g PS5 Application with Customized BPM Worklist Task Flow (MDS Seeded Customization) Oracle ACE Director Andrejus Baranovskis investigates "how you can customize a standard BPM Task Flow through MDS Seeded customization." Oracle OpenWorld 2012 Music Festival If, after a day spent in sessions at Oracle Openworld, you want nothing more than to head back to your hotel for a quiet evening spent responding to email, please ignore the rest of this message. Because every night from Sept 30 to Oct 4 the streets of San Francisco will pulsate with music from a vast array of bands representing more musical styles than a single human brain an comprehend. It's the first ever Oracle Music Festival, baby, 7:00pm to 1:00am every night. Are those emails that important...? Resource Kit: Oracle Exadata - includes demos, videos, product datasheets, and technical white papers. This free resource kit includes several customer case study videos, two 3D product demos, several product datasheets, and three technical architecture white papers. Registration is required for the who don't already have a free Oracle.com membership account. Some execs contemplate making 'Bring Your Own Device' mandatory | ZDNet "Companies and agencies are recognizing that individual employees are doing a better job of handling and managing their devices than their harried and overworked IT departments – who need to focus on bigger priorities, such as analytics and cloud," says ZDNet SOA blogger Joe McKendrick. Podcast Show Notes: Public, Private, and Hybrid Clouds All three parts of this discussion are now available. Featuring a panel of leading Oracle cloud computing experts, including Dr. James Baty, Mark T. Nelson, Ajay Srivastava, and William Vambenepe, the discussion covers an overview of the various flavors of cloud computing, the importance of standards, Why cloud computing is a paradigm shift—and why it isn't, and advice on what architects need to know to take advantage of the cloud. And for those who prefer reading to listening, a complete transcript is also available. Amazon AMIs and Oracle VM templates (Cloud Migrations) Cloud migration expert Tom Laszewski shares an objective comparison of these two resources. IOUC : Blogs : Read the latest news on the global user group community - June 2012! The June 2012 edition of "Are You a Member Yet?"—the quarterly newsletter about Oracle user group communities around the world. Webcast: Introducing Identity Management 11g R2 - July 19 Date: Thursday, July 19, 2012 Time: 10am PT / 1pm ET Please join Oracle and customer executives for the launch of Oracle Identity Management 11g R2, the breakthrough technology that dramatically expands the reach of identity management to cloud and mobile environments. Thought for the Day "The most important single aspect of software development is to be clear about what you are trying to build." — Bjarne Stroustrup Source: SoftwareQuotes.com

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  • MySQL, An Ideal Choice for The Cloud

    - by Bertrand Matthelié
    As the world's most popular web database, MySQL has quickly become the leading database for the cloud, with most providers offering MySQL-based services. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Access our Resource Kit to discover: Why MySQL has become the leading database in the cloud, and how it addresses the critical attributes of cloud-based deployments How ISVs rely on MySQL to power their SaaS offerings Best practices to deploy the world’s most popular open source database in public and private clouds Normal 0 false false false EN-US X-NONE X-NONE You will also find out how you can leverage MySQL together with Hadoop and other technologies to unlock the value of Big Data, either on-premise or in the cloud. Access white papers, webinars, case studies and other resources in /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} our Resource Kit now!

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • managing images in an iphone/ipad universal app

    - by taber
    Hi, I'm just curious as to what methods people are using to dynamically use larger or smaller images in their universal iPhone/iPad apps. I created a large test image and I tried scaling down (using cocos2d) by 0.46875. After viewing that in the iPhone 4.0 simulator I found the results were pretty crappy... rough pixel edges, etc. Plus, loading huge image files for iPhone users when they don't need them is pretty lame. So I guess what I will probably have to do is save out two versions of every sprite... large (for the iPad side) and small (for iPhone/iPod Touch) then detect the user's device and spit out the proper sprite like so: NSString *deviceType = [UIDevice currentDevice].model; CCSprite *test; if([deviceType isEqualToString:@"iPad"]) { test = [CCSprite spriteWithFile:@"testBigHuge.png"]; } else { test = [CCSprite spriteWithFile:@"testRegularMcTiny.png"]; } [self addChild: test]; How are you guys doing this? I'd rather avoid sprinkling all of my code with if statements like this. I want to also avoid using .xib files since it's an OpenGL-based app. Thanks!

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  • Using DirectX Effect11 with Visual Studio 2012

    - by l3utterfly
    I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation. Any help would be appreciated. P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h

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  • Problem using Flash Components in multiple SWC files

    - by Ken Dunnington
    [Edit: Short version - how do you properly handle namespace collisions in SWC files if one SWC has fewer classes from that namespace than another?] I have a rather large Flash application which I'm building in Flash Builder (because coding/debugging in the Flash IDE is... not good) and I've got a ton of external SWC files which I'm linking in to my application. This has worked well so far - the file size is on the large side, but it's a lot simpler than loading in SWFs, especially since I am extending most of the classes in each SWC and adding custom code that way (it's a very design-heavy app.) The problem I'm having is when I have Flash Components, like ComboBox or TextInput, in more than one SWC. Whichever SWC was compiled last will work fine, but the others will fail with errors like the following: TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@1f21adc1 to fl.controls.TextInput. at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at com.company.design.login::LoginForm() at com.company.view::Login()[/Users/ken/Workspace/src/com/company/view/Login.as:22] at com.company.view::Main/showLogin()[/Users/ken/Workspace/src/com/company/view/Main.as:209] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.company.view::Navigation/handleUIClick()[/Users/ken/Workspace/src/com/company/view/Navigation.as:88] I've been researching components, ComponentShim, etc. but I'm running up against a brick wall. I thought it might be the fact that some of the components had their skins modified in the source FLA, so I tried replacing them with the default skins, but that didn't seem to help. How can I ensure that I have the components imported and available to all my classes, yet still be able to skin them and include them in my various FLAs? (I am never creating new instances of them, they are all laid out by my designer.)

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  • Constant NSDictionary/NSArray for class methods.

    - by Jeff B
    I am trying to code a global lookup table of sorts. I have game data that is stored in character/string format in a plist, but which needs to be in integer/id format when it is loaded. For instance, in the level data file, a "p" means player. In the game code a player is represented as the integer 1. This let's me do some bitwise operations, etc. I am simplifying greatly here, but trying to get the point across. Also, there is a conversion to coordinates for the sprite on a sprite sheet. Right now this string-integer, integer-string, integer-coordinate, etc. conversion is taking place in several places in code using a case statement. This stinks, of course, and I would rather do it with a dictionary lookup. I created a class called levelInfo, and want to define the dictionary for this conversion, and then class methods to call when I need to do a conversion, or otherwise deal with level data. NSString *levelObjects = @"empty,player,object,thing,doohickey"; int levelIDs[] = [0,1,2,4,8]; // etc etc @implementation LevelInfo +(int) crateIDfromChar: (char) crateChar { int idx = [[crateTypes componentsSeparatedByString:@","] indexOfObject: crateChar]; return levelIDs[idx]; } +(NSString *) crateStringFromID: (int) crateID { return [[crateTypes componentsSeparatedByString:@","] objectAtIndex: crateID]; } @end Is there a better way to do this? It feels wrong to basically build these temporary arrays, or dictionaries, or whatever for each call to do this translation. And I don't know of a way to declare a constant NSArray or NSDictionary. Please, tell me a better way....

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  • Using HttpClient with the RightScale API

    - by Ameer Deen
    I'm trying to use the WCF Rest Starter Kit with the RightScale's Login API which seems fairly simple to use. Edit - Here's a blog entry I wrote on using Powershell to consume the API. Edit - Created a generic .NET wrapper for the RightScale API - NRightAPI It's exactly as simple as it looks while using CURL. In order for me to obtain a login cookie all I need to do is: curl -v -c rightcookie -u username:password "https://my.rightscale.com/api/acct/accountid/login?api_version=1.0" And I receive the following cookie: HTTP/1.1 204 No Content Date: Fri, 25 Dec 2009 12:29:24 GMT Server: Mongrel 1.1.3 Status: 204 No Content X-Runtime: 0.06121 Content-Type: text/html; charset=utf-8 Content-Length: 0 Cache-Control: no-cache Added cookie _session_id="488a8d9493579b9473fbcfb94b3a7b8e5e3" for domain my.rightscale.com, path /, expire 0 Set-Cookie: _session_id=488a8d9493579b9473fbcfb94b3a7b8e5e3; path=/; secure Vary: Accept-Encoding However, when I use the following C# code: HttpClient http = new HttpClient("https://my.rightscale.com/api/accountid/login?api_version=1.0"); http.TransportSettings.UseDefaultCredentials = false; http.TransportSettings.MaximumAutomaticRedirections = 0; http.TransportSettings.Credentials = new NetworkCredential("username", "password"); Console.WriteLine(http.Get().Content.ReadAsString()); Instead of a HTTP 204, I get a redirect: You are being <a> href="https://my.rightscale.com/dashboard"redirected <a> How do I get the WCF REST starter kit working with the RighScale API ?

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  • Single-player pong game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. However, I keep getting the error: "Cannot have more than on Screen object", which I can find no references to online really, and I can't make sense of it. I want to eventually make the game more complicated, but I need to make it work first. Help please! Here's the code so far: from livewires import games games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=0) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width-10) games.screen.add(self.score) def update(self): self.y=games.mouse.y self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 self.score.right=games.screen.width-10 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=1 def __init__(self, x, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.left<0: self.end_game() self.destroy() def handle_collide(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy def ball_destroy(self): self.destroy() def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image the_ball=Ball() games.screen.add(the_ball) the_paddle=Paddle() games.screen.add(the_paddle) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • Changing a sprites bitmap

    - by numerical25
    As of right now, I am trying to create a tiling effect for a game I am creating. I am using a tilesheet and I am loading the tiles to the sprite like so... this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(30, 0,tWidth ,tHeight ); var tileImage is the bitMapData. 30 is the Number of pixels to move retangle. then tWidth and tHeight is how big the rectangle is. which is 30x30 This is what I do to change the bitmap when I role over the tile this.graphics.clear(); this.graphics.beginBitmapFill(tileImage); this.graphics.drawRect(60, 0,tWidth ,tHeight ); I clear the sprite canvas. I then rewrite to another position on tileImage. My problem is.... It removes the old tile completely but the new tile positions farther to the right then where the old bitmap appeared. My tile sheet is only 90px wide by 30px height. On top of that, it appears my new tile is drawn behind the old tile. Is there any better way to perfect this. again, all i want is for the bitmap to change colors

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  • error insert text in papervision typography class

    - by safeDomain
    hi evryone , i am encounter with a small problem i want to make a 3d rtl text animation with papervision this code generet a problem to this : [Fault] exception, information=TypeError: Error #1009: Cannot access a property or method of a null object reference. but when using a english text this error dont genereta my code : package { import flash.display.Sprite; import flash.events.Event; import org.papervision3d.scenes.Scene3D import org.papervision3d.view.Viewport3D import org.papervision3d.cameras.Camera3D import org.papervision3d.render.BasicRenderEngine import org.papervision3d.typography.Font3D import org.papervision3d.typography.fonts.HelveticaBold import org.papervision3d.typography.Text3D import org.papervision3d.materials.special.Letter3DMaterial import flash.text.engine.FontDescription import flash.text.engine.ElementFormat import flash.text.engine.TextElement import flash.text.engine.TextBlock import flash.text.engine.TextLine /** * ... * @author vahid */ public class Main extends Sprite { private var fd:FontDescription private var ef:ElementFormat private var te:TextElement protected var st:String; private var scene:Scene3D private var view:Viewport3D private var camera:Camera3D private var render:BasicRenderEngine private var vpWidth:Number = stage.stageWidth; private var vpHeight:Number = stage.stageHeight; private var text3d:Text3D private var font3d:Font3D //private var font:HelveticaBold private var textMaterial:Letter3DMaterial private var text:String public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // rtl block fd = new FontDescription () ef = new ElementFormat (fd) te = new TextElement ("?????? ?????? ???? ?????? ?? papervision", ef) text = te.text //3d block scene = new Scene3D () view = new Viewport3D (vpWidth,vpHeight,true,true,false,false) camera = new Camera3D () render = new BasicRenderEngine() addChild (view) this.addEventListener (Event.ENTER_FRAME , renderThis) textMaterial = new Letter3DMaterial(0xFF0000,1) font3d = new HelveticaBold() text3d = new Text3D (text, font3d, textMaterial) scene.addChild (text3d) } protected function renderThis(e:Event):void { text3d.rotationY +=5 render.renderScene(scene,camera,view) } } } i am using flashdevelop. please help me thank's

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  • Masking FLV video in AS3 with PNG alpha channel.

    - by James Roberts
    Hey there, I'm trying to mask an FLV with a PNG alpha channel. I'm using BitmapData (from a PNG) but it's not working. Is there anything I'm missing? Cut up code below: var musclesLoader:Loader = new Loader(); var musclesContainer:Sprite = new Sprite(); var musclesImage:Bitmap = new Bitmap(); var musclesBitmapData:BitmapData; var musclesVideo:Video = new Video(752, 451.2); var connection:NetConnection = new NetConnection(); var stream:NetStream; function loadMuscles():void { musclesLoader.load(new URLRequest('img/muscles.png')); musclesLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, musclesComplete); } function musclesComplete():void { musclesBitmapData = new BitmapData(musclesLoader.content.width, musclesLoader.content.height, true, 0x000000); musclesImage.bitmapData = musclesBitmapData; musclesImage.smoothing = true; musclesContainer.addChild(musclesImage); contentContainer.addChild(musclesContainer); } function loadMusclesVideo():void { connection.connect(null); stream = new NetStream(connection); stream.client = this; musclesVideo.mask = musclesBitmapData; stage.addChild(musclesVideo); musclesVideo.attachNetStream(stream); stream.bufferTime = 1; stream.receiveAudio(true); stream.receiveVideo(true); stream.play("vid/muscles.flv"); } Outside this code I have a function that adds the containers to the stage, etc and places the objects in the appropriate spots. It sort of works - the mask applies, but in a square (the size of the boundaries of musclesBitmapData) rather than with the shape of the alpha channel. Is this the right way to go about this?

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  • How can I scale an OSMF player in ActionScript 3/Flex

    - by Greg Hinch
    I am trying to create a simple video player SWF using the open source media framework in Flex 4. I want to make it dynamically scale based on the dimensions of the video, input by the user. I am following the directions on the Adobe help site, but the video does not seem to scale properly. Depending on the size, sometimes videos play larger than the space allotted on the webpage, and sometimes smaller. The only way I have been able to get it to work properly is by including a SWF metadata tag hardcoding the width and height, but I can't use that if I want to make the player dynamically sized. My code is : package { import flash.display.Sprite; import flash.events.Event; import org.osmf.media.MediaElement; import org.osmf.media.MediaPlayer; import org.osmf.media.URLResource; import org.osmf.containers.MediaContainer; import org.osmf.elements.VideoElement; import org.osmf.layout.LayoutMetadata; public class GalleryVideoPlayer extends Sprite { private var videoElement:VideoElement; private var mediaPlayer:MediaPlayer; private var mediaContainer:MediaContainer; private var flashVars:Object; public function GalleryVideoPlayer() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); flashVars = loaderInfo.parameters; mediaPlayer = new MediaPlayer(); videoElement = new VideoElement(new URLResource(flashVars.file)); mediaContainer = new MediaContainer(); var layoutMetadata:LayoutMetadata = new LayoutMetadata(); layoutMetadata.width = Number(flashVars.width); layoutMetadata.height = Number(flashVars.height); videoElement.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layoutMetadata); mediaPlayer.media = videoElement; mediaContainer.addMediaElement(videoElement); addChild(mediaContainer); } }}

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  • AS 3.0 reference problem

    - by vasion
    I am finding it hard to fugure out the reference system in AS 3.0. this is the code i have (i have trimmed it down in order to find the problem but to no avail) package rpflash.ui { import flash.display.Sprite; import flash.display.MovieClip; import flash.display.Stage; import nowplaying; import flash.text.TextField; public class RPUserInterface extends Sprite{ var np:nowplaying; public function RPUserInterface(){ } public function init(){ var np:nowplaying = new nowplaying(); this.addChild(np) } public function updateplayer(xml:XML){ var artist: String = xml.nowplaying.artist.toString(); var title: String = xml.nowplaying.title.toString(); trace("UI:update"); trace(this.np);// this gives me a null reference } } } and still i cannot access np!!! trace this.np gives me a null reference. i am not even trying to access it from a subling class. (btw i def want to know how to do that as well.)

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  • ActionScript 3.0 Getting Size/Coordinates From Loader Content

    - by TheDarkIn1978
    i'm attempting to position a textfield to the bottom left of an image that is added to the display list from the Loader() class. i don't know how to access the width/height information of the image. var dragSprite:Sprite = new Sprite(); this.addChild(dragSprite); var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest("picture.jpg")); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, displayPic, false, 0, true); function displayPic(evt:Event):void { dragSprite.addChild(evt.target.content); evt.target.removeEventListener(Event.COMPLETE, displayPic); } var tf:TextField = new TextField(); tf.text = "Picture Title"; tf.width = 200; tf.height = 14; tf.x //same x coordinate of dragSprite tf.y //same y coordinate of dragSprite, plus picture height, plus gap between picture and text addChild(tf); within the displayPic function, i could assign the evt.target.content.height and evt.target.content.width to variables that i could use to position the text field, but i assume there is a better way?

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