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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • List has no value after adding values in

    - by Sigh-AniDe
    I am creating a a ghost sprite that will mimic the main sprite after 10 seconds of the game. I am storing the users movements in a List<string> and i am using a foreach loop to run the movements. The problem is when i run through the game by adding breakpoints the movements are being added to the List<string> but when the foreach runs it shows that the list has nothing in it. Why does it do that? How can i fix it? this is what i have: public List<string> ghostMovements = new List<string>(); public void UpdateGhost(float scalingFactor, int[,] map) { // At this foreach, ghostMovements has nothing in it foreach (string s in ghostMovements) { // current position of the ghost on the tiles int mapX = (int)(ghostPostition.X / scalingFactor); int mapY = (int)(ghostPostition.Y / scalingFactor); if (s == "left") { switch (ghostDirection) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; break; } } } } // The movement is captured here and added to the list public void captureMovement() { ghostMovements.Add(Program.form.direction); }

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • XNA Notes 007

    - by George Clingerman
    Every week I keep wondering if there’s going to be enough activity in the community to keep doing these notes on a weekly basis and every week I’m reminded of just how awesome and active the XNA community is. There’s engines being made, tutorials being created, games being crafted. There’s information being shared, questions being answered and then there’s another whole community around the Xbox LIVE Indie Games themselves. It’s really incredibly to just watch all that’s going on and I’m glad I’m playing a small part in all of this. So here’s what I noticed happening in the XNA community last week. If there’s things I’m missing, always feel free to let me know. I love learning about new corners of the XNA community that I wasn’t aware of or just have been missing! XNA Developers: Uditha Bandara held an XNA Game Development Workshops at Singapore Universities http://uditha.wordpress.com/2011/02/18/xna-game-development-workshops-at-singapore-universities-event-update/ Binary Tweed gives his talks about Indie City and gives his opinion on the false promise of digital distribution http://www.develop-online.net/news/37053/OPINION-The-false-promise-of-digital-distribution Kris Steele posts his Trivia or Die postmortem http://www.krissteele.net/blogdetails.aspx?id=246 @MadNinjaSkills (James Johnston) posts his feelings on testing for XBLIG http://www.ezmuze.co.uk/101 Simon (@DDReaper) posts hints and tips for XNA developers to help get the size of their projects down http://twitter.com/#!/DDReaper/status/38279440924545024 http://xna-uk.net/blogs/darkgenesis/archive/2011/02/17/look-at-the-size-of-that-thing.aspx Michael B. McLaughlin proving why he should be an XNA MVP posts the list of commonly used value types in XNA games http://geekswithblogs.net/mikebmcl/archive/2011/02/17/list-of-commonly-used-value-types-in-xna-games.aspx http://twitter.com/#!/mikebmcl/status/38166541354811392 Paul Powell (@ITSligoPaul) posts about a common sprite batch as a game service http://itspaulsblog.blogspot.com/2011/02/xna-common-sprite-batch-as-game-service.html @SigilXNA (John Defenbaugh) posts his new level editor video for the sequel to Opac’s Journey http://twitter.com/SigilXNA/statuses/36548174373982209 http://twitter.com/#!/SigilXNA/status/36548174373982209 http://youtu.be/QHbmxB_2AW8 @jwatte updates kW Animation for XNA 4.0 http://www.enchantedage.com/xna-animation @DSebJ posts Blender to SunBurn http://twitter.com/#!/DSebJ/status/36564920224976896 http://dsebj.evolvingsoftware.com/?p=187 Ads and WP7 Games - @mechaghost shares his revenue data for his ad based games http://www.occasionalgamer.com/2011/02/09/ads-and-wp7-games/ Xbox LIVE Indie Games (XBLIG): Steven Hurdle posts day 100 of his quest to find a fantastic XBLIG purchase every day http://writingsofmassdeduction.com/2011/02/17/day-100-radiangames-ballistic/ Xbox 360 Indie Game Buying Guide - 12 games for $60 including several Xbox LIVE Indie games! (although if the XNA community was asked we could have recommended 60 games for $60...) http://www.indiegamemag.com/xbox360-indie-games-buying-guide/ The best selling Xbox LIVE Indie games of 2010 http://www.1up.com/news/xbox-live-most-popular-games I’d buy that for a dollar! - the California Literary Review points out a few gems on the XBLIG marketplace (and other places) where you can game on the cheap. http://calitreview.com/14125 Armless Octopus Episode 39 - The Indie Gem Octocast http://www.armlessoctopus.com/2011/02/17/armless-octocast-episode-39-the-indie-gem-octocast/ Ska Studios posts a plethora of updates http://www.ska-studios.com/2011/02/11/good-morning-gato-49/ http://www.ska-studios.com/2011/02/14/vampire-smile-valentines/ http://www.ska-studios.com/2011/02/16/the-dishwasher-vs-finds-a-home/ Kotaku posts about the Xbox LIVE Indie Game that makes you go Pew Pew Pew Pew Pew Pew http://kotaku.com/#!5760632/the-game-that-makes-you-go-pew-pew-pew-pew-pew-pew-pew GameMarx continues to be active and doing a ton for the XBLIG community reviews and Top 5 indie games of the week 2/4-2/10 http://www.gamemarx.com/video/the-show/22/ep-9-february-11-2010.aspx a new podcast Xbox Indie New Releases http://twitter.com/#!/gamemarx/status/36888849107910656 http://www.gamemarx.com/news/2011/02/13/a-new-podcast-xbox-indie-new-releases.aspx @MasterBlud uploads Indocalypse XBLIG Collections #2 http://www.youtube.com/watch?v=uzCZSv075mc&feature=youtu.be&a http://twitter.com/#!/MasterBlud/status/37100029697064960 Just Press Start interviews Michael Hicks from MichaelArts, 18 year old creator of Honor in Vengeance http://justpressstart.net/?p=465 Achievement Locked interviews Kris Steele of FunInfused Games http://xboxindies.wordpress.com/2011/02/11/interview-fun-infused-games/ XNA Game Development: XNA -UK launches their XAP test service to help the XNA community http://xna-uk.net/blogs/news/archive/2011/02/18/xna-uk-xap-test-service-now-live.aspx Transmute shows off a video of the standard character editor http://www.youtube.com/watch?v=qqH6gErG948&feature=youtu.be Microsoft Tech Student introduces their first tech student of the month.  Meet Daniel Van Tassel from the University of Utah and learn how he created an Xbox LIVE Indie Game using XNA Studio http://blogs.msdn.com/b/techstudent/archive/2010/12/22/introducing-our-first-tech-student-of-the-month-daniel-van-tassel.aspx XNA for Silverlight Developers Part 3 - Animation (transforms) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx XNA for Silverlight Developers Part 4 - Animation (frame based) http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-4-Animation-frame-based.aspx @suhinini tweets about an XNA Sprite Font generation tool http://twitter.com/#!/suhinini/status/36841370131890176 http://www.nubik.com/SpriteFont/ XNATouch 1.5 is out and in it’s words is faster, simpler, more reliable and has the XNA 4.0 API http://monogame.codeplex.com/releases/view/60815 IndieCity is hosting marketing workshops for Indie Developers (UK and US) http://forums.create.msdn.com/forums/p/75197/457654.aspx#457654 New York Students - Learn XNA and Silverlight for Xbox 360 and Windows Phone 7 http://forums.create.msdn.com/forums/p/72753/456964.aspx#456964 http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/learn-to-build-your-own-games-for-xbox-360-and-windows-phone-7.aspx http://blogs.msdn.com/b/andrewparsons/archive/2011/01/13/build-a-game-in-48-hours-win-a-kinect-or-windows-phone-7.aspx Extra Credits: Videogame Music http://www.escapistmagazine.com/videos/view/extra-credits/2019-Videogame-Music Steve Pavlina posts an article with useful information for all XNA/XBLIG developers http://www.stevepavlina.com/blog/2011/02/completion-vs-perfection/

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • Web optimization

    - by hmloo
    1. CSS Optimization Organize your CSS code Good CSS organization helps with future maintainability of the site, it helps you and your team member understand the CSS more quickly and jump to specific styles. Structure CSS code For small project, you can break your CSS code in separate blocks according to the structure of the page or page content. for example you can break your CSS document according the content of your web page(e.g. Header, Main Content, Footer) Structure CSS file For large project, you may feel having too much CSS code in one place, so it's the best to structure your CSS into more CSS files, and use a master style sheet to import these style sheets. this solution can not only organize style structure, but also reduce server request./*--------------Master style sheet--------------*/ @import "Reset.css"; @import "Structure.css"; @import "Typography.css"; @import "Forms.css"; Create index for your CSS Another important thing is to create index at the beginning of your CSS file, index can help you quickly understand the whole CSS structure./*---------------------------------------- 1. Header 2. Navigation 3. Main Content 4. Sidebar 5. Footer ------------------------------------------*/ Writing efficient CSS selectors keep in mind that browsers match CSS selectors from right to left and the order of efficiency for selectors 1. id (#myid) 2. class (.myclass) 3. tag (div, h1, p) 4. adjacent sibling (h1 + p) 5. child (ul > li) 6. descendent (li a) 7. universal (*) 8. attribute (a[rel="external"]) 9. pseudo-class and pseudo element (a:hover, li:first) the rightmost selector is called "key selector", so when you write your CSS code, you should choose more efficient key selector. Here are some best practice: Don't tag-qualify Never do this:div#myid div.myclass .myclass#myid IDs are unique, classes are more unique than a tag so they don't need a tag. Doing so makes the selector less efficient. Avoid overqualifying selectors for example#nav a is more efficient thanul#nav li a Don't repeat declarationExample: body {font-size:12px;}h1 {font-size:12px;font-weight:bold;} since h1 is already inherited from body, so you don't need to repeate atrribute. Using 0 instead of 0px Always using #selector { margin: 0; } There’s no need to include the px after 0, removing all those superfluous px can reduce the size of your CSS file. Group declaration Example: h1 { font-size: 16pt; } h1 { color: #fff; } h1 { font-family: Arial, sans-serif; } it’s much better to combine them:h1 { font-size: 16pt; color: #fff; font-family: Arial, sans-serif; } Group selectorsExample: h1 { color: #fff; font-family: Arial, sans-serif; } h2 { color: #fff; font-family: Arial, sans-serif; } it would be much better if setup as:h1, h2 { color: #fff; font-family: Arial, sans-serif; } Group attributeExample: h1 { color: #fff; font-family: Arial, sans-serif; } h2 { color: #fff; font-family: Arial, sans-serif; font-size: 16pt; } you can set different rules for specific elements after setting a rule for a grouph1, h2 { color: #fff; font-family: Arial, sans-serif; } h2 { font-size: 16pt; } Using Shorthand PropertiesExample: #selector { margin-top: 8px; margin-right: 4px; margin-bottom: 8px; margin-left: 4px; }Better: #selector { margin: 8px 4px 8px 4px; }Best: #selector { margin: 8px 4px; } a good diagram illustrated how shorthand declarations are interpreted depending on how many values are specified for margin and padding property. instead of using:#selector { background-image: url(”logo.png”); background-position: top left; background-repeat: no-repeat; } is used:#selector { background: url(logo.png) no-repeat top left; } 2. Image Optimization Image Optimizer Image Optimizer is a free Visual Studio2010 extension that optimizes PNG, GIF and JPG file sizes without quality loss. It uses SmushIt and PunyPNG for the optimization. Just right click on any folder or images in Solution Explorer and choose optimize images, then it will automatically optimize all PNG, GIF and JPEG files in that folder. CSS Image Sprites CSS Image Sprites are a way to combine a collection of images to a single image, then use CSS background-position property to shift the visible area to show the required image, many images can take a long time to load and generates multiple server requests, so Image Sprite can reduce the number of server requests and improve site performance. You can use many online tools to generate your image sprite and CSS, and you can also try the Sprite and Image Optimization framework released by The ASP.NET team.

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  • How to export SSIS to Microsoft Excel without additional software?

    - by Dr. Zim
    This question is long winded because I have been updating the question over a very long time trying to get SSIS to properly export Excel data. I managed to solve this issue, although not correctly. Aside from someone providing a correct answer, the solution listed in this question is not terrible. The only answer I found was to create a single row named range wide enough for my columns. In the named range put sample data and hide it. SSIS appends the data and reads metadata from the single row (that is close enough for it to drop stuff in it). The data takes the format of the hidden single row. This allows headers, etc. WOW what a pain in the butt. It will take over 450 days of exports to recover the time lost. However, I still love SSIS and will continue to use it because it is still way better than Filemaker LOL. My next attempt will be doing the same thing in the report server. Original question notes: If you are in Sql Server Integrations Services designer and want to export data to an Excel file starting on something other than the first line, lets say the forth line, how do you specify this? I tried going in to the Excel Destination of the Data Flow, changed the AccessMode to OpenRowSet from Variable, then set the variable to "YPlatters$A4:I20000" This fails saying it cannot find the sheet. The sheet is called YPlatters. I thought you could specify (Sheet$)(Starting Cell):(Ending Cell)? Update Apparently in Excel you can select a set of cells and name them with the name box. This allows you to select the name instead of the sheet without the $ dollar sign. Oddly enough, whatever the range you specify, it appends the data to the next row after the range. Oddly, as you add data, it increases the named selection's row count. Another odd thing is the data takes the format of the last line of the range specified. My header rows are bold. If I specify a range that ends with the header row, the data appends to the row below, and makes all the entries bold. if you specify one row lower, it puts a blank line between the header row and the data, but the data is not bold. Another update No matter what I try, SSIS samples the "first row" of the file and sets the metadata according to what it finds. However, if you have sample data that has a value of zero but is formatted as the first row, it treats that column as text and inserts numeric values with a single quote in front ('123.34). I also tried headers that do not reflect the data types of the columns. I tried changing the metadata of the Excel destination, but it always changes it back when I run the project, then fails saying it will truncate data. If I tell it to ignore errors, it imports everything except that column. Several days of several hours a piece later... Another update I tried every combination. A mostly working example is to create the named range starting with the column headers. Format your column headers as you want the data to look as the data takes on this format. In my example, these exist from A4 to E4, which is my defined range. SSIS appends to the row after the defined range, so defining A4 to E68 appends the rows starting at A69. You define the Connection as having the first row contains the field names. It takes on the metadata of the header row, oddly, not the second row, and it guesses at the data type, not the formatted data type of the column, i.e., headers are text, so all my metadata is text. If your headers are bold, so is all of your data. I even tried making a sample data row without success... I don't think anyone actually uses Excel with the default MS SSIS export. If you could define the "insert range" (A5 to E5) with no header row and format those columns (currency, not bold, etc.) without it skipping a row in Excel, this would be very helpful. From what I gather, noone uses SSIS to export Excel without a third party connection manager. Any ideas on how to set this up properly so that data is formatted correctly, i.e., the metadata read from Excel is proper to the real data, and formatting inherits from the first row of data, not the headers in Excel? One last update (July 17, 2009) I got this to work very well. One thing I added to Excel was the IMEX=1 in the Excel connection string: "Excel 8.0;HDR=Yes;IMEX=1". This forces Excel (I think) to look at all rows to see what kind of data is in it. Generally, this does not drop information, say for instance if you have a zip code then about 9 rows down you have a zip+4, Excel without this blanks that field entirely without error. With IMEX=1, it recognizes that Zip is actually a character field instead of numeric. And of course, one more update (August 27, 2009) The IMEX=1 will succeed importing data with missing contents in the first 8 rows, but it will fail exporting data where no data exists. So, have it on your import connection string, but not your export Excel connection string. I have to say, after so much fiddling, it works pretty well.

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  • EPPlus - .xlsx is locked for editing by 'another user'

    - by AdamTheITMan
    I have searched through every possible answer on SO for a solution, but nothing has worked. I am basically creating an excel file from a database and sending the results to the response stream using EPPlus(OpenXML). The following code gives me an error when trying to open my generated excel sheet "[report].xlsx is locked for editing by 'another user'." It will open fine the first time, but the second time it's locked. Dim columnData As New List(Of Integer) Dim rowHeaders As New List(Of String) Dim letter As String = "B" Dim x As Integer = 0 Dim trendBy = context.Session("TRENDBY").ToString() Dim dateHeaders As New List(Of String) dateHeaders = DirectCast(context.Session("DATEHEADERS"), List(Of String)) Dim DS As New DataSet DS = DirectCast(context.Session("DS"), DataSet) Using excelPackage As New OfficeOpenXml.ExcelPackage Dim excelWorksheet = excelPackage.Workbook.Worksheets.Add("Report") 'Add title to the top With excelWorksheet.Cells("B1") .Value = "Account Totals by " + If(trendBy = "Months", "Month", "Week") .Style.Font.Bold = True End With 'add date headers x = 2 'start with letter B (aka 2) For Each Header As String In dateHeaders With excelWorksheet.Cells(letter + "2") .Value = Header .Style.HorizontalAlignment = OfficeOpenXml.Style.ExcelHorizontalAlignment.Right .AutoFitColumns() End With x = x + 1 letter = Helper.GetColumnIndexToColumnLetter(x) Next 'Adds the descriptive row headings down the left side of excel sheet x = 0 For Each DC As DataColumn In DS.Tables(0).Columns If (x < DS.Tables(0).Columns.Count) Then rowHeaders.Add(DC.ColumnName) End If Next Dim range = excelWorksheet.Cells("A3:A30") range.LoadFromCollection(rowHeaders) 'Add the meat and potatoes of report x = 2 For Each dTable As DataTable In DS.Tables columnData.Clear() For Each DR As DataRow In dTable.Rows For Each item As Object In DR.ItemArray columnData.Add(item) Next Next letter = Helper.GetColumnIndexToColumnLetter(x) excelWorksheet.Cells(letter + "3").LoadFromCollection(columnData) With excelWorksheet.Cells(letter + "3") .Formula = "=SUM(" + letter + "4:" + letter + "6)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "7") .Formula = "=SUM(" + letter + "8:" + letter + "11)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "12") .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "13") .Formula = "=SUM(" + letter + "14:" + letter + "20)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "21") .Formula = "=SUM(" + letter + "22:" + letter + "23)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "24") .Formula = "=SUM(" + letter + "25:" + letter + "26)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "27") .Formula = "=SUM(" + letter + "28:" + letter + "29)" .Style.Font.Bold = True .Style.Font.Size = 12 End With With excelWorksheet.Cells(letter + "30") .Formula = "=SUM(" + letter + "3," + letter + "7," + letter + "12," + letter + "13," + letter + "21," + letter + "24," + letter + "27)" .Style.Font.Bold = True .Style.Font.Size = 12 End With x = x + 1 Next range.AutoFitColumns() 'send it to response Using stream As New MemoryStream(excelPackage.GetAsByteArray()) context.Response.Clear() context.Response.ContentType = "application/vnd.openxmlformats-officedocument.spreadsheetml.sheet" context.Response.AddHeader("content-disposition", "attachment; filename=filetest.xlsx") context.Response.OutputStream.Write(stream.ToArray(), 0, stream.ToArray().Length) context.Response.Flush() context.Response.Close() End Using End Using

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  • How to use jxl open file turn off gridlines and save

    - by sally
    I am new to jxl, but I have what I think is a pretty simple requirement. I want to take an existing .xls file with three tabs, turn off the gridlines on all 3, and then save it again. It looks from the API like there is a function to handle gridlines setPrintGridLines(boolean b) I would love it if someone could give me sample code - or a link pointing me in the right direction - on how to do this. Thank you in advance Here is what I've tried (bear with me, like I said I'm brand new to jxl) WorkbookSettings ws = new WorkbookSettings(); WritableWorkbook workbook = Workbook.createWorkbook(new File(xlsFile), ws); WritableSheet[] w = workbook.getSheets(); for ( WritableSheet sheet : w ) { sheet.getSettings().setPrintGridLines(false); } workbook.write(); workbook.close(); I get the error Could not generate XLS. Index: 0, Size: 0 but I may be totally off base in what I am trying

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  • automation of data format conversion to parent child format

    - by silverkid
    This is an excel sheet which has only a single column filled for each row. (explanation : all CITY categories fall under V21 , all handset categories fall under CityJ and so on ) V21 CITYR CITYJ HandsetS HandsetHW HandsetHA LOWER_AGE<=20 LOWER_AGE>20 SMS_COUNT<=0 RECHARGE_MRP<=122 RECHARGE_MRP>122 SMS_COUNT>0 I need to change this format to a double column format with parent and child category format. therefore the output sheet would be V21 CITYR V21 CITYJ CITYJ HandsetS CITYJ HandsetHW CITYJ HandsetHA HandsetHA LOWER_AGE<=20 HandsetHA LOWER_AGE>20 LOWER_AGE>20 SMS_COUNT<=0 SMS_COUNT<=0 RECHARGE_MRP<=122 SMS_COUNT<=0 RECHARGE_MRP>122 LOWER_AGE>20 SMS_COUNT>0 the datas are huge so i cant do them manually . how can i automate this ?

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  • INetCfgComponent::RaisePropertyUi arguments

    - by Soo Wei Tan
    I'm trying to do some COM interop and attempting to invoke the INetCfgComponent::RaisePropertyUi method. I've gotten to the point where I can enumerate devices and get a valid INetCfgComponent for the adapter that I want to display the UI for. However, I'm a COM newbie (let alone COM interop) so I have no idea what the third argument in RaisePropertyUi() is meant to be. I've tried passing in the INetCfgComponent object that I have, but that just results in a InvalidCastException. MSDN has the following to say about the argument: Pointer to the IUnknown interface. RaisePropertyUi retrieves from IUnknown the interface of the context in which to display a network component's property sheet. RaisePropertyUi uses this interface to restrict the display of the property sheet to the context of a connection.

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  • Unable to use XSSF with Excel 2007

    - by Tarun
    Hello All, I am having tough time getting to read data from excel 2007. I am using XSSF to read data from a specific cell of excel but keep getting error - Exception in thread "main" java.lang.NoSuchMethodError: org.apache.xmlbeans.XmlOptions.setSaveAggressiveNamespaces()Lorg/apache/xmlbeans/XmlOptions; at org.apache.poi.POIXMLDocumentPart.(POIXMLDocumentPart.java:46) This is my piece of code - public static void main(String [] args) throws IOException { InputStream ins = new FileInputStream("C:\\Users\\Tarun3Kumar\\Desktop\\test.xlsx"); XSSFWorkbook xwb = new XSSFWorkbook(ins); XSSFSheet sheet = xwb.getSheetAt(0); Row row = sheet.getRow(1); Cell cell = row.getCell(0); System.out.println(cell.getStringCellValue()); System.out.println("a"); } I have following jars added to build path - poi-3.6 poi-ooxml-3.6 poi-ooxml-schemas-3.6 x-bean.jar I could only figure out that "setSaveAggressiveNamespaces" has replaced "setSaveAggresiveNamespaces"....

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  • Dynamically resizing CMFCPropertySheet with PropSheetLook_OneNoteTabs style

    - by Ryan
    Hi everybody, I'm trying to resize dynamically a CMFCPropertySheet to add a custom control at the bottom of each page. As all Property Pages are not of the same height, I have a mechanism to increase the size if necessary. For this, I have overridden the OnActivatePage method and by using SetWindowPos, I can resize the sheet, first, then the tab control, then the page and finally I can move the OK/Cancel/Help buttons. It works fine with PropSheetLook_OutlookBar and PropSheetLook_Tabs styles but not with PropSheetLook_OneNoteTabs style. The page (or the tab) is not correctly resized (the lighter grey color of the page does not fill the sheet. OneNote style Outlook style Any idea? A MFC Feature Pack bug?

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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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  • Change Border in Excel left,right,bottom and top

    - by Le Viet Hung
    Firstly i changed color borders of my sheet to white, because i want to have a white sheet. Then i made some headers and want to make border around it. The Problem is it made borders between the values in header but top, down are not seenable. My code: xlWorkSheet5.Columns.Borders.Color = System.Drawing.ColorTranslator.ToOle(System.Drawing.Color.White); // Color Sheet5 to white, BusLoad xlWorkSheet5.Columns.NumberFormat = "@"; Excel.Range rng = (Excel.Range)xlWorkSheet5.get_Range("A7","J7"); rng.RowHeight = 25.5; rng.BorderAround2(Excel.XlLineStyle.xlContinuous, Excel.XlBorderWeight.xlHairline, Excel.XlColorIndex.xlColorIndexAutomatic, Excel.XlColorIndex.xlColorIndexAutomatic); rng.Borders.LineStyle = Excel.XlLineStyle.xlContinuous; rng.Borders.Weight = 1d; rng.Font.Bold = true; rng.HorizontalAlignment = Microsoft.Office.Interop.Excel.XlHAlign.xlHAlignCenter; rng.Interior.Color = System.Drawing.ColorTranslator.ToOle(System.Drawing.Color.LightGray);

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  • Custom broadcast events in AS3?

    - by Ender
    In Actionscript 3, most events use the capture/target/bubble model, which is pretty popular nowadays: When an event occurs, it moves through the three phases of the event flow: the capture phase, which flows from the top of the display list hierarchy to the node just before the target node; the target phase, which comprises the target node; and the bubbling phase, which flows from the node subsequent to the target node back up the display list hierarchy. However, some events, such as the Sprite class's enterFrame event, do not capture OR bubble - you must subscribe directly to the target to detect the event. The documentation refers to these as "broadcast events." I assume this is for performance reasons, since these events will be triggered constantly for each sprite on stage and you don't want to have to deal with all that superfluous event propagation. I want to dispatch my own broadcast events. I know you can prevent an event from bubbling (Event.bubbles = false), but can you get rid of capture as well?

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  • How to handle CSS relative paths in an ASP.NET MVC application.

    - by AngryHacker
    I have a master page, which has a style sheet, which has the following line: .idle { background-image: url( '../../Images/blue_bg.png' ); } All my pages inherit from this master page. And this works well when the URL is http://www.domain.com/home/details/5, however the URL is http://www.domain.com/home/create, then, of course, blue_bg.png cannot be found because `../../Images/blue_bg.png' resolves to a directory one higher where there is nothing there. I tried the trick suggested by @codemeit in a similar question, but I can't plop down C# in a style sheet, can I? How is this typically handled?

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