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  • In Flex 4.. how??

    - by Yan
    http://stackoverflow.com/questions/950571/how-can-i-set-window-application-as-light-weight-in-flex-still-not-get-answe There's a solution but how to do it in flex 4 using spark? Because it says it can't find "window"...

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  • trouble adding a rectange in actionscript

    - by touB
    I have a rectange that I've created and set its individual properties like so var aRect:Rect = new Rect(); aRect.x = 10; aRect.y = 10; aRect.width = "15%"; aRect.height = "15%"; addChild(aRect); I have 2 problems that the compiler seems to be choking on. The first is that the compiler chokes on 15% and "15%", with or without the quotes, neither works. The second is that adding the rectangle doesn't work. I tried all the following, but nothing works. addChild(aRect); Application.addChild(aRect); Application.application.addChild(aRect); stage.addChild(aRect); What's the deal, I thought actionscript would be nicer than mxml.

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  • Workflow for reading and writing files

    - by AIR_PhillipSenn
    In Workflow for reading and writing files the authors use these two lines of code: var file = air.File.documentsDirectory; file = file.resolvePath("AIR Test/testFile.txt"); But I think that it's using one variable for two different meanings, isn't it? Wouldn't it be better to write them as: var myDocumentsDirectory = air.File.documentsDirectory; var myTestFile = myDocumentsDirectory.resolvePath("AIR Test/testFile.txt");

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  • Flex Setting form height dynamically

    - by Daryl
    I'm not sure if this is possible, is there a way to get the <mx:Form> to set its own height based on the position of an element within it? For example something like this: <mx:Form height="{submitBtn.y + submitBtn.height}"> <mx:FormItem>... </mx:FormItem> <mx:FormItem>... </mx:FormItem> <mx:FormItem>... </mx:FormItem> <mx:FormItem> <s:Button id="submitBtn" label="Submit" /> </mx:FormItem> </mx:Form> where the form height is dynamically set based on submitBtn's y position and its height. I tried using Alert.show to show these values and turned out submitBtn.y = 0 and submitBtn.height = 21. height sounds reasonable, but I know the y of submitBtn can't be 0 since it's below several other Is it possible to set the form height dynamically?

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  • how can i download a set of variable images in flex/as3 and display them?

    - by james
    hi guys.... suppose i have 10 image variables like this var image1:String = http://somewhere.com/image1.jpg var image2:string = .....image2.jpg var image3:string = .....image3.jpg and so forth......... i have a timer that displays each variable as an image one a time .... how do i "buffer" the image and display them instead of going out each time the timer runs? im asking because sometimes the server could slow or some other reason. so what i want to do is to download all those images and then display them from the clients computer. some sort like @Embed ??? complete newbie.. so please go slow on me ... :p

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  • make width of child components to be 100%

    - by Omu
    I usually write something like this: <mx:VBox height="100%" width="155"> <mx:Button label="b1" width="100%"/> <mx:Buttonlabel="b2" width="100%"/> <mx:Button label="b3" width="100%"/> <mx:Button label="b4" width="100%"/> </mx:VBox> So I need all the child components to be 100%, anybody knows any other way of doing this, like without having to specify 100% for all children.

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  • make with of child components be 100%

    - by Omu
    I usually write something like this: <mx:VBox height="100%" width="155"> <mx:Button label="b1" width="100%"/> <mx:Buttonlabel="b2" width="100%"/> <mx:Button label="b3" width="100%"/> <mx:Button label="b4" width="100%"/> </mx:VBox> So I need all the child components to be 100%, anybody knows any other way of doing this, like without having to specify 100% for all children.

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  • How to switch off the monitor when mouse reaches the edge of the screen?

    - by evgeny9
    I have 2 computers at home (Windows XP and Windows 7), but one monitor for both of them. They are connected to this monitor using different interfaces: DVI and VGA. I'm also using one keyboard and one mouse to control both PCs with the help of Synergy or Input Director. But I still need to manually switch between monitor interfaces. I wonder, if there's some way (software) that will switch this interfaces (turn off the monitor), when reach the edge of the screen with the mouse. Until now I found several answers, which help to avoid pressing hardware buttons, but still can not do the job automatically based on mouse pointer coordinates. Thank you.

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  • In Sublime Text 2, how can I indent out to a straight column with multiple cursors on a ragged edge?

    - by mtoast
    Suppose I've got multiple cursors along several lines, like this: foo| barr| foobar| baz| How can I automatically push the whitespace at the end of each line out to a flat edge, like this?: foo | barr | foobar | baz | (In these examples, | is supposed to be my cursor.) EDIT #1 When you just Tab or Space from the initial arrangement, you get this: # Useful, but not what I'm looking for foo | barr | foobar | baz | That's useful, but not what I'm looking for. I'm looking for some kind of keyboard shortcut that will let me indent from a ragged multi-cursor insert out to a straight column.

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  • How can I store this kind of graph in neo4j for fast traversal?

    - by James
    This is a graph whose nodes exist in many connected components at once because a node's relationships are a collection of edge groups such that only one edge per edge group can be present at once. I need to be able to find all of the connected components that a node exists in. What would be the best way to store this graph in neo4j to quickly find all of the connected components that a node exists in? Is there a way to use the built in traversals to do this? Also: is there a name for this kind of graph? I'd appreciate any help/ideas. Update: Sorry for not being clear. All nodes are of the same type. Nodes have a variable number of edge groups. Exactly one edge from each edge group needs to be chosen for a particular connected component. I'm going to try to explain through example: Node x1 is related to: (x2 or x3 or x4) AND (x5 or x6) AND (x7) Node x2 is related to: (x8) AND (x9 or x10) So x1's first edge group is (x2, x3, x4), its second edge group is (x5, x6), and its third edge group is (x7). So here are a few connected components that x1 exists in: CC1: x1 is related to: x2, x5, x7 x2 is related to: x8 x9 CC2: x1 is related to: x2, x6, x7 x2 is related to: x8, x9 CC3: x1 is related to: x3, x5, x7 CC4: x1 is related to: x3, x6, x7 etc. I'm grateful for your help in this.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How do I fix a font compatibilty issue from Mac to Windows, using Adobe Flash CS4?

    - by Michel Carroll
    Hi, I need to edit a Flash movie that somebody else developed in Adobe Flash CS3 on a Mac. I'm using Adobe Flash CS4 on Windows (Vista). However, the font that shows up on my computer is much bigger than on the .SWF that he produced. He used a custom font, which I had to add to my system Fonts folder. Because Adobe Flash detected the right fonts on my computer, it didn't map them to substitute fonts. I verified that Flash is indeed using the same font files that he used. I believe the fonts are being rendered differently because I'm using Windows. How do I fix this?

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  • What is the rule behind to divide this html in var tip?

    - by metal-gear-solid
    What is the rule behind to divide this html in var tip? var tip = "<p class='adobe-reader-download'>Most computers will open PDF documents automatically, but you may need to download <a title='Link to Adobe website-opens in a new window'"; tip += " href='http://www.adobe.com/products/acrobat/readstep2.html' target='_blank'>Adobe Reader</a>. </p>"; why this cannot be var tip = "<p class='adobe-reader-download'>Most computers will open PDF documents automatically, but you may need to download <a title='Link to Adobe website-opens in a new window' href='http://www.adobe.com/products/acrobat/readstep2.html' target='_blank'> Adobe Reader</a>.</p>"; and how to divide in HTML is longer than this?

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  • What is "Open" anyway?

    - by EmbeddedInsider
    This terms is often used with many meanings.  For example, some people consider Flash 'open' and 'multi-platform' .  But Flash is a product of Adobe systems, locked down, copy protected and distribution restricted.  And versions for other than standard PC, home use, may carry licence fees. Check it out: 3.1 Adobe Runtime Restrictions. You will not use any Adobe Runtime on any non-PC device or with any embedded or device version of any operating system. For the avoidance of doubt, and by example only, you may not use an Adobe Runtime on any (a) mobile device, set top box (STB), handheld, phone, web pad, tablet and Tablet PC (other than with Windows XP Tablet PC Edition and its successors), game console, TV, DVD player, media center (other than with Windows XP Media Center Edition and its successors), electronic billboard or other digital signage, Internet appliance or other Internet-connected device, PDA, medical device, ATM, telematic device, gaming machine, home automation system, kiosk, remote control device, or any other consumer electronics device, (b) operator-based mobile, cable, satellite, or television system or (c) other closed system device. For information on licensing Adobe Runtimes for use on such systems please visit http://www.adobe.com/go/licensing. You will notice, for its embedded operating systems, Microsoft buys and includes a fully paid license for Adobe.   Do you get this with Linux?  Unix?  QNX? So, what is 'open'? Lawrence Ricci www.EmbeddedInsider.com

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  • PowerPoint save group as picture creates asymmetric edge, how to fix?

    - by Se Norm
    I created tons of figures for my thesis in PowerPoint and now I realized that when I try to save the grouped items (= one figure) as a picture (EMF), it somehow asymmetrically adds a border on the left and the bottom. First one is original group, second is the same pasted as a picture. Original group: Pasted as a picture: Does anyone have an idea how to fix that for a huge number of figures? I think it only started happening when I used a page size of 1m x 1m in PowerPoint to be able to zoom in more for some figures. However, I cannot not simply change the page size now as it messes up font and object sizes. Also, copying it into a smaller page and then saving as EMF doesn't do the trick. Maybe it is not related to the page size after all. Cropping every figure individually would be a lot of work, so I hope there is a different solution. I found the origin of the problem: the text label in the left bottom corner of each image (0s, 8s, 16s). I still do not understand why it is happening though, since the text label does not expand over the edge of the image (it was aligned using the align left function). It would still be great if there was an easy way to fix this, especially as I want to keep the text where it is.

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  • Jung Meets the NetBeans Platform

    - by Geertjan
    Here's a small Jung diagram in a NetBeans Platform application: And the code, copied directly from the Jung 2.0 Tutorial:  public final class JungTopComponent extends TopComponent { public JungTopComponent() { initComponents(); setName(Bundle.CTL_JungTopComponent()); setToolTipText(Bundle.HINT_JungTopComponent()); setLayout(new BorderLayout()); Graph sgv = getGraph(); Layout<Integer, String> layout = new CircleLayout(sgv); layout.setSize(new Dimension(300, 300)); BasicVisualizationServer<Integer, String> vv = new BasicVisualizationServer<Integer, String>(layout); vv.setPreferredSize(new Dimension(350, 350)); add(vv, BorderLayout.CENTER); } public Graph getGraph() { Graph<Integer, String> g = new SparseMultigraph<Integer, String>(); g.addVertex((Integer) 1); g.addVertex((Integer) 2); g.addVertex((Integer) 3); g.addEdge("Edge-A", 1, 2); g.addEdge("Edge-B", 2, 3); Graph<Integer, String> g2 = new SparseMultigraph<Integer, String>(); g2.addVertex((Integer) 1); g2.addVertex((Integer) 2); g2.addVertex((Integer) 3); g2.addEdge("Edge-A", 1, 3); g2.addEdge("Edge-B", 2, 3, EdgeType.DIRECTED); g2.addEdge("Edge-C", 3, 2, EdgeType.DIRECTED); g2.addEdge("Edge-P", 2, 3); return g; } And here's what someone who attended a NetBeans Platform training course in Poland has done with Jung and the NetBeans Platform: The source code for the above is on Git: git://gitorious.org/j2t/j2t.git

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  • Flex 4 et Flash Builder 4 sont arrivés : de très nombreuses nouveautés et des performances améliorée

    Flex 4 et Flash Builder 4 disponibles Le 22 mars 2010 Michaël Chaize annonçait sur son blog l'arrivée de flex4 et de flash Builder 4 ( anciennement nommé Adobe Flex Builder ). Amélioration concernant flex 4 SDK * Nouvelle architecture de composant Spark : http://www.adobe.com/devnet/flex/art...parkintro.html * skinning : http://www.adobe.com/devnet/flex/art..._skinning.html * layouts : http://www.adobe...

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  • (Mac Intel) HP PS driver prints in B&W from Adobe Reader after installing Cannon PS driver

    - by John B
    I have a unique problem that leaves me at a loss as to where to start troubleshooting. We have three Macs we use for graphics, two of which are PowerPC and one which is Intel. They are set up to print to an HP 5500dn, but occasionally this printer gets tied up with a massive print job, so I installed the PS driver (iR-PSv1.81MacOSX) for the Cannon C3200 Printer/copier on each of the machines. Both of the PowerPC Macs installed without issue, but the Intel Mac exhibits strange behavior: I've confirmed that while the Cannon driver is installed (whether or not the Cannon is set up for printing in print settings), the HP 5500dn will print in color from Safari, but only prints in black and white from Adobe Reader. The Cannon printer itself has not exhibited any strange behavior As soon as the Cannon driver is uninstalled, the HP 5500dn prints in color from Adobe Reader again. We run a network of Windows PCs, and the 'Mac room' mostly takes care of itself, so we don't have any experienced Mac administrators onsite. The Cannon is capable of Appletalk, but the PS driver seemed easier to work with (and Appletalk is currently disable on the Cannon. I'm not against using the Appletalk compatible drivers, but I would rather use the PS driver if at all possible - I don't want to open up the proverbial can of worms. If someone has any clues or suggestions that would help troubleshoot this problem, I would be grateful. I've already done some googling, but due to the obscure nature of this problem, I haven't been very successful.

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  • Draw a JButton to look like a JLabel (or at least without the button edge?)

    - by Electrons_Ahoy
    I've got a JButton that for various reasons I want to act like a button, but look like a JLabel. It doesn't actually have to be a JLabel under the hood, I just don't want the raised button edge to show up. Is there an easy way to turn off the "button look" for JButtons but keep all the button functionality? I could build some kind of composed subclass hyperbutton that delegated to a jlabel for display purposes, but I'm really hoping there's something along the lines of button.lookLikeAButton(false).

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  • convert mp4 to flv. Adobe Medio Encoder Failing.

    - by Derek Adair
    Hi, I am trying to encode a .mp4 to a .flv I've tried using the Adobe Media Encoder but the video is lost in the conversion process, leaving me a black screen and some audio. I have yet to find something that can do this successfully for free. I found ffmpeg, which looks promising... but I can't figure out how to get it to work. Any direction would be greatly appreciated. -Thanks.

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