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  • fixed background in IE -any resolution

    - by Krishna Priya
    Hi, In my website, I have to use the background image that is fixed in any resolution, and should not change when control+scroll. I have used the following css. /* CSS style / img.bg { / Set rules to fill background */ min-height: 100%; min-width: 1024px; /* Set up proportionate scaling */ width: 100%; height: auto; /* Set up positioning */ position: fixed; top: 0; left: 0; } @media screen and (max-width: 1024px){ img.bg { left: 50%; margin-left: -512px; } } This code working fine in Firefox, but background image is shrinking in IE browser. How to fix this issue.Anyone please help

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  • View OS X Desktop on windows remotely at higher resolution then hosting machine

    - by Elijha
    I have a new macbook air 11, which I do some web based programming on, I have a windows box with a 1920x1200 display which I'd like to use to view the mac desktop and keep working at home when I can - taking advantage of the higher resolution screen and full sized keyboard/mouse. I don't think VNC or such is the answer I'm looking for as it would restrict the display to the airs 1366x768 - negating the main benefit more lines of text on screen. From some rudimentary googleing I think I'm after some sort of x-windows / x-11 remote display. But I'm not a Linux user and any discussion seems to be about linux os x or windows Linux setups. Can anyone provide a clear set of instructions on how to do this or an application that can do this.

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  • Game network physics collision

    - by Jonas Byström
    How to simulating two client-controlled vehicles colliding (sensibly) in a typical client/server setup for a network game? I did read this eminent blog post on how to do distributed network physics in general (without traditional client prediction), but this question is specifically on how to handle collisions of owned objects. Example Say client A is 20 ms ahead of server, client B 300 ms ahead of server (counting both latency and maximum jitter). This means that when the two vehicles collide, both clients will see the other as 320 ms behind - in the opposite direction of the velocity of the other vehicle. Head-to-head on a Swedish highway means a difference of 16 meters/17.5 yards! What not to try It is virtually impossible to extrapolate the positions, since I also have very complex vehicles with joints and bodies all over, which in turn have linear and angular positions, velocities and accelerations, not to mention states from user input.

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  • iPhone Pong Advanced Deflection Angle

    - by CherryBun
    Hi, I am currently developing a simple Pong game for the iPhone. Currently using CGRectIntersectsRect for the collision detection and as for the deflection of the ball when it hits the paddle, I just multiply the ball velocity with -1 (therefore reversing the direction of the ball). What I am trying to do is to make it so that when the ball hits the paddle, it checks whether how far is the ball from the center of the paddle, and increases the deflection angle the further the ball is away from the center of the paddle. (E.g. In this case, the ball will be deflected back at 90 degrees no matter where it came from, as long as it hits the center of the paddle) How am I suppose to do that? Any help would be greatly appreciated. Thank you.

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  • Grouping rectangles (getting the bounding boxes of rects)

    - by hyn
    What is a good, fast way to get the "final" bounding boxes of a set of random (up to about 40, not many) rectangles? By final I mean that all bounding boxes don't intersect with any other. Brute force way: in a double for loop, for each rect, test for intersection against every other rect. The intersecting rects become a new rect (replaced), indicating the bounding box. Start over and repeat until no intersection is detected. Because the rects are random every time, and the rect count is relatively small, collision detection using spatial hashing seems like overkill. Is there a way to do this more effectively?

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  • Hash Table: Should I increase the element count on collisions?

    - by Nazgulled
    Hi, Right now my hash tables count the number of every element inserted into the hash table. I use this count, with the total hash table size, to calculate the load factor and when it reaches like 70%, I rehash it. I was thinking that maybe I should only count the inserted elements with fills an empty slot instead of all of them. Cause the collision method I'm using is separate chaining. The factor load keeps increasing but if there can be a few collisions leaving lots of empty slots on the hash table. You are probably thinking that if I have that many collisions, maybe I'm not using the best hashing method. But that's not the point, I'm using one of the know hashing algorithms out there, I tested 3 of them on my sample data and selected the one who produced less collisions. My question still remains. Should I keep counting every element inserted, or just the ones that fill an empty slot in the Hash Table?

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  • Surface Detection in 2d Game?

    - by GamiShini
    I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection. So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines. ( http://img375.imageshack.us/img375/1704/lines.png ). I'm thinking every object holds the ID of the surface that he walks on, in order to easily manipulate his y position while walking up/downhill. Something like this: //Player/MovableObject class MoveLeft() { this.Position.Y = Helper.GetSurfaceById(this.SurfaceId).GetYWhenXIs(this.Position.X) } So the logic I use to detect "droping/walking on surface" is a simple point (player's lower legs)-touches-line (surface) check (with some safety approximation - let`s say 1-2 pixels over the line). Is this approach OK? I`ve been having difficulty trying to find reading material for this problem, so feel free to drop links/advice.

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  • Keeping Score in XNA Game

    - by Seven
    Hi. I'm following an XNA tutorial and have the following code for collision detecting (detecting when a bullet collides with a target). Basically I'm looking to increment a score variable to display the score to the screen without re-writing the whole program. No matter where I place it in this method it seems to start incrementing from the number of targets, not from zero. Is there something simple I'm missing here? Any help would be greatly appreciated. Thanks. private CollisionType CheckCollision(BoundingSphere sphere) { if (completeCityBox.Contains(sphere) != ContainmentType.Contains) return CollisionType.Boundary; for (int i = 0; i < targetList.Count; i++) { if (targetList[i].Contains(sphere) != ContainmentType.Disjoint) { targetList.RemoveAt(i); i--; AddTargets(); return CollisionType.Target; } } return CollisionType.None; }

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  • DNS problems on CentOS fresh install

    - by Rick Koshi
    I'm having some DNS issues on a new box I'm installing with CentOS 6.2. I am able to look up names using nslookup, dig, or host. I am able to ping machines by name or by IP address. However, when I try other tools, such as ssh, wget, or yum, they are unable to resolve names. For example: # wget http://www.google.com --2012-03-08 14:48:06-- http://www.google.com/ Resolving www.google.com... failed: Name or service not known. wget: unable to resolve host address `www.google.com' # ssh www.google.com ssh: Could not resolve hostname www.google.com: Name or service not known # ping -c 1 www.google.com PING www.l.google.com (74.125.113.106) 56(84) bytes of data. 64 bytes from vw-in-f106.1e100.net (74.125.113.106): icmp_seq=1 ttl=46 time=43.6 ms --- www.l.google.com ping statistics --- 1 packets transmitted, 1 received, 0% packet loss, time 59ms rtt min/avg/max/mdev = 43.665/43.665/43.665/0.000 ms # host www.google.com www.google.com is an alias for www.l.google.com. www.l.google.com has address 74.125.113.99 www.l.google.com has address 74.125.113.103 www.l.google.com has address 74.125.113.104 www.l.google.com has address 74.125.113.105 www.l.google.com has address 74.125.113.106 www.l.google.com has address 74.125.113.147 My /etc/nsswitch.conf file is the default, including this (standard) line: hosts: files dns /etc/resolv.conf is as set up by DHCP: ; generated by /sbin/dhclient-script nameserver 192.168.1.254 192.168.1.254 is a working DNS server (my DSL modem, working for years with other machines) Anyone know why ping would work, but ssh/wget would fail? Per NcA's suggestion, I tried changing /etc/resolv.conf to point to 8.8.8.8. Oddly enough, this does make it work. Obviously, my DSL modem is responding to DNS requests in some way that some parts of Linux's resolution system don't like. Looking at the tcpdump, I am unable to see what the difference is. Certainly, both servers are sending the same addresses. Here's the output from tcpdump -nn -X with the server set to the DNS server on the DSL modem. It's clearly replying with the correct addresses, but ssh/wget don't seem happy with it for some reason: 15:53:52.133580 IP 192.168.1.254.53 > 192.168.1.2.54836: 33157 7/0/0 CNAME www.l.google.com., A 74.125.115.105, A 74.125.115.106, A 74.125.115.147, A 74.125.115.99, A 74.125.115.103, A 74.125.115.104 (148) 0x0000: 4500 00b0 e33a 0000 ff11 53b1 c0a8 01fe E....:....S..... 0x0010: c0a8 0102 0035 d634 009c 7528 8185 8180 .....5.4..u(.... 0x0020: 0001 0007 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 0001 0001 c00c 0005 gle.com......... 0x0040: 0001 0007 acd0 0008 0377 7777 016c c010 .........www.l.. 0x0050: c02c 0001 0001 0000 0001 0004 4a7d 7369 .,..........J}si 0x0060: c02c 0001 0001 0000 0001 0004 4a7d 736a .,..........J}sj 0x0070: c02c 0001 0001 0000 0001 0004 4a7d 7393 .,..........J}s. 0x0080: c02c 0001 0001 0000 0001 0004 4a7d 7363 .,..........J}sc 0x0090: c02c 0001 0001 0000 0001 0004 4a7d 7367 .,..........J}sg 0x00a0: c02c 0001 0001 0000 0001 0004 4a7d 7368 .,..........J}sh 15:53:52.135669 IP 192.168.1.254.53 > 192.168.1.2.54836: 65062- 0/0/0 (32) 0x0000: 4500 003c e33b 0000 ff11 5424 c0a8 01fe E..<.;....T$.... 0x0010: c0a8 0102 0035 d634 0028 98f9 fe26 8000 .....5.4.(...&.. 0x0020: 0001 0000 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 001c 0001 gle.com..... I'm not enough of an expert to know if this is malformed in some way, but ping seems to do the right thing with it. For comparison, here's the same thing when querying 8.8.8.8: 15:57:27.990270 IP 8.8.8.8.53 > 192.168.1.2.49028: 59114 7/0/0 CNAME www.l.google.com., A 74.125.113.105, A 74.125.113.103, A 74.125.113.106, A 74.125.113.147, A 74.125.113.104, A 74.125.113.99 (148) 0x0000: 4500 00b0 5530 0000 2f11 6453 0808 0808 E...U0../.dS.... 0x0010: c0a8 0102 0035 bf84 009c 39f8 e6ea 8180 .....5....9..... 0x0020: 0001 0007 0000 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 0001 0001 c00c 0005 gle.com......... 0x0040: 0001 0001 516a 0008 0377 7777 016c c010 ....Qj...www.l.. 0x0050: c02c 0001 0001 0000 0116 0004 4a7d 7169 .,..........J}qi 0x0060: c02c 0001 0001 0000 0116 0004 4a7d 7167 .,..........J}qg 0x0070: c02c 0001 0001 0000 0116 0004 4a7d 716a .,..........J}qj 0x0080: c02c 0001 0001 0000 0116 0004 4a7d 7193 .,..........J}q. 0x0090: c02c 0001 0001 0000 0116 0004 4a7d 7168 .,..........J}qh 0x00a0: c02c 0001 0001 0000 0116 0004 4a7d 7163 .,..........J}qc 15:57:28.018909 IP 8.8.8.8.53 > 192.168.1.2.49028: 31984 1/1/0 CNAME www.l.google.com. (102) 0x0000: 4500 0082 7b1b 0000 2f11 3e96 0808 0808 E...{.../.>..... 0x0010: c0a8 0102 0035 bf84 006e c67e 7cf0 8180 .....5...n.~|... 0x0020: 0001 0001 0001 0000 0377 7777 0667 6f6f .........www.goo 0x0030: 676c 6503 636f 6d00 001c 0001 c00c 0005 gle.com......... 0x0040: 0001 0001 517f 0008 0377 7777 016c c010 ....Q....www.l.. 0x0050: c030 0006 0001 0000 0258 0026 036e 7334 .0.......X.&.ns4 0x0060: c010 0964 6e73 2d61 646d 696e c010 0016 ...dns-admin.... 0x0070: 91f3 0000 0384 0000 0384 0000 0708 0000 ................ 0x0080: 003c .< I still don't know why the server's reply is adequate for ping but not for ssh/wget. If anyone has ideas, I'd be happy to hear them. For now, though, I can either refer to an outside DNS server or set up my own server on the new box. It's a workaround that seems like it should be unnecessary, but will allow me to proceed.

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  • Why is execution-time method resolution faster than compile-time resolution?

    - by Felix
    At school, we about virtual functions in C++, and how they are resolved (or found, or matched, I don't know what the terminology is -- we're not studying in English) at execution time instead of compile time. The teacher also told us that compile-time resolution is much faster than execution-time (and it would make sense for it to be so). However, a quick experiment would suggest otherwise. I've built this small program: #include <iostream> #include <limits.h> using namespace std; class A { public: void f() { // do nothing } }; class B: public A { public: void f() { // do nothing } }; int main() { unsigned int i; A *a = new B; for (i=0; i < UINT_MAX; i++) a->f(); return 0; } Where I made A::f() once normal, once virtual. Here are my results: [felix@the-machine C]$ time ./normal real 0m25.834s user 0m25.742s sys 0m0.000s [felix@the-machine C]$ time ./virtual real 0m24.630s user 0m24.472s sys 0m0.003s [felix@the-machine C]$ time ./normal real 0m25.860s user 0m25.735s sys 0m0.007s [felix@the-machine C]$ time ./virtual real 0m24.514s user 0m24.475s sys 0m0.000s [felix@the-machine C]$ time ./normal real 0m26.022s user 0m25.795s sys 0m0.013s [felix@the-machine C]$ time ./virtual real 0m24.503s user 0m24.468s sys 0m0.000s There seems to be a steady ~1 second difference in favor of the virtual version. Why is this? Relevant or not: dual-core pentium @ 2.80Ghz, no extra applications running between two tests. Archlinux with gcc 4.5.0. Compiling normally, like: $ g++ test.cpp -o normal Also, -Wall doesn't spit out any warnings, either.

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  • Micro Second resolution timestamps on windows.

    - by Nikhil
    How to get micro second resolution timestamps on windows? I am loking for something better than QueryPerformanceCounter, QueryPerformanceFrequency (these can only give you an elapsed time since boot, and are not necessarily accurate if they are called on different threads - ie QueryPerformanceCounter may return different results on different CPUs. There are also some processors that adjust their frequency for power saving, which apparently isn't always reflected in their QueryPerformanceFrequency result.) There is this, http://msdn.microsoft.com/en-us/magazine/cc163996.aspx but it does not seem to be solid. This looks great but its not available for download any more. http://www.ibm.com/developerworks/library/i-seconds/ This is another resource. http://www.lochan.org/2005/keith-cl/useful/win32time.html But requires a number of steps, running a helper program plus some init stuff also, I am not sure if it works on multiple CPUs Also looked at the Wikipedia link on the subject which is interesting but not that useful. http://en.wikipedia.org/wiki/Time_Stamp_Counter If the answer is just do this with BSD or Linux, its a lot easier thats fine, but I would like to confirm this and get some explanation as to why this is so hard in windows and so easy in linux and bsd. Its the same damm hardware...

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  • Android: Resolution issue while saving image into gallery

    - by Luca D'Amico
    I've managed to programmatically take a photo from the camera, then display it on an imageview, and then after pressing a button, saving it on the Gallery. It works, but the problem is that the saved photo are low resolution.. WHY?! I took the photo with this code: Intent cameraIntent = new Intent(android.provider.MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(cameraIntent, CAMERA_PIC_REQUEST); Then I save the photo on a var using : protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == CAMERA_PIC_REQUEST) { thumbnail = (Bitmap) data.getExtras().get("data"); } } and then after displaying it on an imageview, I save it on the gallery with this function: public void SavePicToGallery(Bitmap picToSave, File savePath){ String JPEG_FILE_PREFIX= "PIC"; String JPEG_FILE_SUFFIX= ".JPG"; String timeStamp = new SimpleDateFormat("yyyyMMdd_HHmmss").format(new Date()); String imageFileName = JPEG_FILE_PREFIX + timeStamp + "_"; File filePath = null; try { filePath = File.createTempFile(imageFileName, JPEG_FILE_SUFFIX, savePath); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } FileOutputStream out = null; try { out = new FileOutputStream(filePath); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } picToSave.compress(CompressFormat.JPEG, 100, out); try { out.flush(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { out.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } //Add the pic to Android Gallery String mCurrentPhotoPath = filePath.getAbsolutePath(); MediaScannerConnection.scanFile(this, new String[] { mCurrentPhotoPath }, null, new MediaScannerConnection.OnScanCompletedListener() { public void onScanCompleted(String path, Uri uri) { } }); } I really can't figure out why it lose so much quality while saved.. Any help please ? Thanks..

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  • Increasing time resolution of BOOST::progress timer

    - by feelfree
    BOOST::progress_timer is a very useful class to measure the running time of a function. However, the default implementation of progress_timer is not accurate enough and a possible way of increasing time resolution is to reconstruct a new class as the following codes show: #include <boost/progress.hpp> #include <boost/static_assert.hpp> template<int N=2> class new_progress_timer:public boost::timer { public: new_progress_timer(std::ostream &os=std::cout):m_os(os) { BOOST_STATIC_ASSERT(N>=0 &&N<=10); } ~new_progress_timer(void) { try { std::istream::fmtflags old_flags = m_os.setf(std::istream::fixed,std::istream::floatfield); std::streamsize old_prec = m_os.precision(N); m_os<<elapsed()<<"s\n" <<std::endl; m_os.flags(old_flags); m_os.precison(old_prec); } catch(...) { } } private: std::ostream &m_os; }; However, when I compile the codes with VC10, the following error appear: 'precison' : is not a member of 'std::basic_ostream<_Elem,_Traits>' Any ideas? Thanks.

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  • Resizing Images In a Table Using JavaScript

    - by Abluescarab
    Hey, all. I apologize beforehand if none of this makes sense, or if I sound incompetent... I've been making webpages for a while, but don't know any JavaScript. I am trying to make a webpage for a friend, and he requested if I could write some code to resize the images in the page based on the user's screen resolution. I did some research on this question, and it's kind of similar to this, this, and this. Unfortunately, those articles didn't answer my question entirely because none of the methods described worked. Right now, I have a three-column webpage with 10 images in a table in the left sidebar, and when I use percentages for their sizes, they don't resize right between monitors. As such, I'm trying to write a JavaScript function that changes their sizes after detecting the screen resolution. The code is stripped from my post if I put it all, so I'll just say that each image links to a website and uses a separate image to change color when you hover over it. Would I have to address both images to change their sizes correctly? I use a JavaScript function to switch between them. Anyway, I tried both methods in this article and neither worked for me. If it helps, I'm using Google Chrome, but I'm trying to make this page as cross-browser as possible. Here's the code I have so far in my JavaScript function: function resizeImages() { var w = window.width; var h = window.height; var yuk = document.getElementById('yuk').style; var wb = document.getElementById('wb').style; var tf = document.getElementById('tf').style; var lh = document.getElementById('lh').style; var ko = document.getElementById('ko').style; var gz = document.getElementById('gz').style; var fb = document.getElementById('fb').style; var eg = document.getElementById('eg').style; var dl = document.getElementById('dl').style; var da = document.getElementById('da').style; if (w = "800" && h = "600") { } else if (w = "1024" && h = "768") { } else if (w = "1152" && h = "864") { } else if (w = "1280" && h = "720") { } else if (w = "1280" && h = "768") { } else if (w = "1280" && h = "800") { } else if (w = "1280" && h = "960") { } else if (w = "1280" && h = "1024") { } } Yeah, I don't have much in it because I don't know if I'm doing it right yet. Is this a way I can detect the "width" and "height" properties of a window? The "yuk", "wb", etcetera are the images I'm trying to change the size of. To sum it up: I want to resize images based on screen resolution using JavaScript, but my research attempts have been... futile. I'm sorry if that was long-winded, but thanks ahead of time!

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  • Unity.ResolutionFailedException - Resolution of the dependency failed

    - by Anibas
    I have the following code: public static IEngine CreateEngine() { UnityContainer container = Unity.LoadUnityContainer(DefaultStrategiesContainerName); IEnumerable<IStrategy> strategies = container.ResolveAll<IStrategy>(); ITraderProvider provider = container.Resolve<ITraderProvider>(); return new Engine(provider, new List<IStrategy>(strategies)); } and the config: <unity> <typeAliases> <typeAlias alias="singleton" type="Microsoft.Practices.Unity.ContainerControlledLifetimeManager, Microsoft.Practices.Unity" /> <typeAlias alias="weakRef" type="Microsoft.Practices.Unity.ExternallyControlledLifetimeManager, Microsoft.Practices.Unity" /> <typeAlias alias="Strategy" type="ADTrader.Core.Contracts.IStrategy, ADTrader.Core" /> <typeAlias alias="Trader" type="ADTrader.Core.Contracts.ITraderProvider, ADTrader.Core" /> </typeAliases> <containers> <container name="strategies"> <types> <type type="Strategy" mapTo="ADTrader.Strategies.ThreeTurningStrategy, ADTrader.Strategies" name="1" /> <type type="Trader" mapTo="ADTrader.MbTradingProvider.MBTradingProvider, ADTrader.MbTradingProvider" /> </types> </container> </containers></unity> I am getting the following exception: Microsoft.Practices.Unity.ResolutionFailedException: Resolution of the dependency failed, type = "ADTrader.Core.Contracts.ITraderProvider", name = "". Exception message is: The current build operation (build key Build Key[ADTrader.MbTradingProvider.MBTradingProvider, null]) failed: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. (Strategy type BuildPlanStrategy, index 3) --- Microsoft.Practices.ObjectBuilder2.BuildFailedException: The current build operation (build key Build Key[ADTrader.MbTradingProvider.MBTradingProvider, null]) failed: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. (Strategy type BuildPlanStrategy, index 3) --- System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at MBTCOMLib.MbtComMgrClass.EnableSplash(Boolean bEnable) at ADTrader.MbTradingProvider.MBTradingProvider..ctor() at BuildUp_ADTrader.MbTradingProvider.MBTradingProvider(IBuilderContext ) at Microsoft.Practices.ObjectBuilder2.DynamicMethodBuildPlan.BuildUp(IBuilderContext context) at Microsoft.Practices.ObjectBuilder2.BuildPlanStrategy.PreBuildUp(IBuilderContext context) at Microsoft.Practices.ObjectBuilder2.StrategyChain.ExecuteBuildUp(IBuilderContext context) --- End of inner exception stack trace --- at Microsoft.Practices.ObjectBuilder2.StrategyChain.ExecuteBuildUp(IBuilderContext context) at Microsoft.Practices.ObjectBuilder2.Builder.BuildUp(IReadWriteLocator locator, ILifetimeContainer lifetime, IPolicyList policies, IStrategyChain strategies, Object buildKey, Object existing) at Microsoft.Practices.Unity.UnityContainer.DoBuildUp(Type t, Object existing, String name) --- End of inner exception stack trace --- at Microsoft.Practices.Unity.UnityContainer.DoBuildUp(Type t, Object existing, String name) at Microsoft.Practices.Unity.UnityContainer.Resolve(Type t, String name) at Microsoft.Practices.Unity.UnityContainerBase.ResolveT at ADTrader.Engine.EngineFactory.CreateEngine() Any idea?

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  • Is ResourceBundle fallback resolution broken in Resin3x?

    - by LES2
    Given the following ResourceBundle properties files: messages.properties messages_en.properties messages_es.properties messages_{some locale}.properties Note: messages.properties contains all the messages for the default locale. messages_en.properties is really empty - it's just there for correctness. messages_en.properties will fall back to messages.properties! And given the following config params in web.xml: <context-param> <param-name>javax.servlet.jsp.jstl.fmt.localizationContext</param-name> <param-value>messages</param-value> </context-param> <context-param> <param-name>javax.servlet.jsp.jstl.fmt.fallbackLocale</param-name> <param-value>en</param-value> </context-param> I would expect that if the chosen locale is 'es', and a resource is not translated in 'es', then it would fall back to 'en', and finally to 'messages.properties' (since messages_en.properties is empty). This is how things work in Jetty. I've also tested this on WebSphere. Resin Is the Problem The problem is when I get to Resin (3.0.23). Fallback resolution does not work at all! In order to get an messages to display, I must do the following: Rename messages.properties to messages_en.properties (essentially, swap the contents of messages.properties and messages_en.properties) Make sure ever key in messages_en.properties is also defined in messages_{every other locale}.properties (even if the exact same). If I don't do this, I get "???some.key???" in the JSPs. Please help! This is perplexing. -- LES SOLUTION Add following to pom.xml (if you're using maven) ... <properties> <taglibs.version>1.1.2</taglibs.version> </properties> ... <!-- Resin ships with a crappy JSTL implementation that doesn't work with fallback locales for resource bundles correctly; we therefore include our own JSTL implementation in the WAR, and avoid this problem. This can be removed if the target container is not resin. --> <dependency> <groupId>taglibs</groupId> <artifactId>standard</artifactId> <version>${taglibs.version}</version> <scope>compile</scope> </dependency>

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  • XNA, C# - Check if a Vector2 path crosses another Vector2 path.

    - by Nick
    Hello all, I have an XNA question for those with more experience in these matters than myself (maths). Background: I have a game that implements a boundary class, this simply hosts 2 Vector2 objects, a start and an end point. The current implementation crudely handles collision detection by assuming boundaries are always vertical or horizontal, i.e. if start.x and end.x are the same check I am not trying to pass x etc. Ideally what I would like to implement is a method that accepts two Vector2 parameters. The first being a current location, the second being a requested location (where I would like to move it to assuming no objections). The method would also accept a boundary object. What the method should then do is tell me if I am going to cross the boundry in this move. this could be a bool or ideally something representing how far I can actually move. This empty method might explain better than I can in words. /// <summary> /// Checks the move. /// </summary> /// <param name="current">The current.</param> /// <param name="requested">The requested.</param> /// <param name="boundry">The boundry.</param> /// <returns></returns> public bool CheckMove(Vector2 current, Vector2 requested, Boundry boundry) { //return a bool that indicated if the suggested move will cross the boundry. return true; }

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  • How can I set my resolution to 1280x1024 on an Acer Aspire Revo 3700?

    - by torbengb
    I've just set up a new nettop computer (Acer Aspire Revo 3700: CPU:Atom D525, GPU:Nvidia ION2). I've just made a clean install of Ubuntu 10.10 using the standard USB pendrive method. Almost everything works OK, but the graphics are not OK: the recommended Nvidia driver is activated but the monitor is not detected, so the resolution is wrong. How can I make Ubuntu detect my monitor? How can I get the proper resolution (1280x1024) in Ubuntu? I know that my monitor is not a CRT but an LCD: it's a BenQ, model T905, with 1280x1024 resolution at 60Hz, connected via a normal VGA cable. DVI or HDMI is not an option. When I go to SystemPrefsMonitors, I get: It appears that your graphics driver does not support the necessary extensions to use this tool. Do you want to use your graphics driver vendor's tool instead? YES NO If I say NO then I get a window: or for YES I get this: In both cases I don't see that I can fix this problem. The main reason for getting this new computer was that I was sick of having graphics problems on the old one with a very ugly solution that didn't give me hardware support - but at least I got the resultion. Why is this so difficult... sigh!

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  • How can I get my monitor's maximum resolution without the proprietary AMD graphic driver installed?

    - by Venki
    I am using Ubuntu 14.04. I have an AMD Radeon 5570 HD graphic card. Actually, the default open source REDWOOD drivers aren't allowing me to choose my monitor's maximum screen resolution(which is 1366 x 768). I just have two resolutions displayed which are 1024x768 and 800x600 . If I give the command : xrandr -s 1366x768 then the output is: Size 1366x768 not found in available modes So just for the sake of getting 1366x768 resolution I am forced to install the proprietary graphic driver that AMD gives me from its site. But if I install it(which itself is quite a problem-prone process), I undergo a lot of 'inconvenience'. Sometimes after an OS update, the driver crashes unity. Then I will have to uninstall that driver from a tty and google around for a solution. Also I encounter screen tearing problems occasionally. In addition I also cant see my login screen(See this question which states this particular problem). The main problem is AMD does not update its driver as quick as Ubuntu updates its OS. This is quite irritating. So, I want the maximum resolution(and performance) that my graphics card and monitor can give me without installing the 'problematic' proprietary graphic card driver that AMD gives. Is this possible? Suggestions please. Thanks in advance. PS :- More system specs details:- Intel i3 2100 processor AMD P8H61-M PLUS2 motherboard AMD Radeon 5570 HD graphic card DELL monitor (BTW, Thank you for reading through my elaborate description!)

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  • Increase efficiency of a loop with jQuery

    - by Pez Cuckow
    I have a game coded in jQuery where bots are moved around the screen. The below code is a loop that runs every 20ms, currently if you have over 15 bots you start to notice the browser lagging (simply because of all the advanced collision detection going on). Is there any way to reduce the lag, can I make it any more efficient? P.s. sorrry for just posting a block of code, I can't see a way to make my point clear enough without! $.playground().registerCallback(function(){ //Movement Loop if(!pause) { for (var i in bots) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd var self = $('#b' + i); var current = bots[i]; if(bots[i][5]==1) { var xspeed = 0, yspeed = 0; if(current[1]==0) { yspeed = -D_SPEED; } else if(current[1]==1) { xspeed = D_SPEED; } else if(current[1]==2) { yspeed = D_SPEED; } else if(current[1]==3) { xspeed = -D_SPEED; } var x = current[2] + xspeed; var y = current[3] + yspeed; var z = current[3] + 120; if(current[2]>0&&x>PLAYGROUND_WIDTH||current[2]<0&&x<-GRID_SIZE|| current[3]>0&&y>PLAYGROUND_HEIGHT||current[3]<0&&y<-GRID_SIZE) { remove_bot(i, self); } else { if(current[7]!=current[1]) { self.setAnimation(colors[current[0]][current[1]]); bots[i][7] = current[1]; } if(self.css({"left": ""+(x)+"px", "top": ""+(y)+"px", "z-index": z})) { bots[i][2] = x; bots[i][3] = y; bots[i][4] = z; bots[i][8]++; } } } } $("#debug").html(dump(arrows)); $(".bot").each(function(){ var b_id = $(this).attr("id").substr(1); var collision = false; var c_bot = bots[b_id]; var b_x = c_bot[2]; var b_y = c_bot[3]; var b_d = c_bot[1]; $(this).collision(".arrow,#arrows").each(function(){ //Many thanks to Selim Arsever for this fix! var a_id = $(this).attr("id").substr(1); var piece = arrows[a_id]; var a_v = piece[0]; if(a_v==1) { var a_x = piece[2]; var a_y = piece[3]; var d_x = b_x-a_x; var d_y = b_y-a_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd bots[b_id][7] = c_bot[1]; bots[b_id][1] = piece[1]; collision = true; } } }); if(!collision) { $(this).collision(".wall,#level").each(function(){ var w_id = $(this).attr("id").substr(1); var piece = pieces[w_id]; var w_x = piece[1]; var w_y = piece[2]; d_x = b_x-w_x; d_y = b_y-w_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=27&&d_y<=28) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-12&&d_x<=-11&&d_y>=21&&d_y<=22) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-9&&d_y<=-8) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=20&&d_y<=21) { kill_bot(b_id); collision = true; } //22 // 21 }); } if(!collision&&c_bot[8]>GRID_MOVE) { $(this).collision(".spawn,#level").each(function(){ var s_id = $(this).attr("id").substr(1); var piece = pieces[s_id]; var s_x = piece[1]; var s_y = piece[2]; d_x = b_x-s_x; d_y = b_y-s_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=19&&d_y<=20) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-14&&d_x<=-13&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-11&&d_y<=-10) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //22 // 21*/ }); } if(!collision) { $(this).collision(".exit,#level").each(function(){ var e_id = $(this).attr("id").substr(1); var piece = pieces[e_id]; var e_x = piece[1]; var e_y = piece[2]; d_x = b_x-e_x; d_y = b_y-e_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { current_bots++; bots[b_id] = false; $("#current_bots").html(current_bots); $("#b" + b_id).setAnimation(exit[2], function(node){$(node).fadeOut(200)}); } }); } if(!collision) { $(this).collision(".bot,#level").each(function(){ var bd_id = $(this).attr("id").substr(1); if(bd_id!=b_id) { var piece = bots[bd_id]; var bd_x = piece[2]; var bd_y = piece[3]; d_x = b_x-bd_x; d_y = b_y-bd_y; if(d_x>=0&&d_x<=2&&d_y>=0&&d_y<=2) { kill_bot(b_id); kill_bot(bd_id); collision = true; } } }); } }); } }, REFRESH_RATE); Many thanks,

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  • Increase efficiency of a loop with jQuery and GameQuery

    - by Pez Cuckow
    I have a game coded in jQuery where bots are moved around the screen. The below code is a loop that runs every 20ms, currently if you have over 15 bots you start to notice the browser lagging (simply because of all the advanced collision detection going on). Is there any way to reduce the lag, can I make it any more efficient? P.s. sorrry for just posting a block of code, I can't see a way to make my point clear enough without! $.playground().registerCallback(function(){ //Movement Loop if(!pause) { for (var i in bots) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd var self = $('#b' + i); var current = bots[i]; if(bots[i][5]==1) { var xspeed = 0, yspeed = 0; if(current[1]==0) { yspeed = -D_SPEED; } else if(current[1]==1) { xspeed = D_SPEED; } else if(current[1]==2) { yspeed = D_SPEED; } else if(current[1]==3) { xspeed = -D_SPEED; } var x = current[2] + xspeed; var y = current[3] + yspeed; var z = current[3] + 120; if(current[2]>0&&x>PLAYGROUND_WIDTH||current[2]<0&&x<-GRID_SIZE|| current[3]>0&&y>PLAYGROUND_HEIGHT||current[3]<0&&y<-GRID_SIZE) { remove_bot(i, self); } else { if(current[7]!=current[1]) { self.setAnimation(colors[current[0]][current[1]]); bots[i][7] = current[1]; } if(self.css({"left": ""+(x)+"px", "top": ""+(y)+"px", "z-index": z})) { bots[i][2] = x; bots[i][3] = y; bots[i][4] = z; bots[i][8]++; } } } } $("#debug").html(dump(arrows)); $(".bot").each(function(){ var b_id = $(this).attr("id").substr(1); var collision = false; var c_bot = bots[b_id]; var b_x = c_bot[2]; var b_y = c_bot[3]; var b_d = c_bot[1]; $(this).collision(".arrow,#arrows").each(function(){ //Many thanks to Selim Arsever for this fix! var a_id = $(this).attr("id").substr(1); var piece = arrows[a_id]; var a_v = piece[0]; if(a_v==1) { var a_x = piece[2]; var a_y = piece[3]; var d_x = b_x-a_x; var d_y = b_y-a_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd bots[b_id][7] = c_bot[1]; bots[b_id][1] = piece[1]; collision = true; } } }); if(!collision) { $(this).collision(".wall,#level").each(function(){ var w_id = $(this).attr("id").substr(1); var piece = pieces[w_id]; var w_x = piece[1]; var w_y = piece[2]; d_x = b_x-w_x; d_y = b_y-w_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=27&&d_y<=28) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-12&&d_x<=-11&&d_y>=21&&d_y<=22) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-9&&d_y<=-8) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=20&&d_y<=21) { kill_bot(b_id); collision = true; } //22 // 21 }); } if(!collision&&c_bot[8]>GRID_MOVE) { $(this).collision(".spawn,#level").each(function(){ var s_id = $(this).attr("id").substr(1); var piece = pieces[s_id]; var s_x = piece[1]; var s_y = piece[2]; d_x = b_x-s_x; d_y = b_y-s_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=19&&d_y<=20) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-14&&d_x<=-13&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-11&&d_y<=-10) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //22 // 21*/ }); } if(!collision) { $(this).collision(".exit,#level").each(function(){ var e_id = $(this).attr("id").substr(1); var piece = pieces[e_id]; var e_x = piece[1]; var e_y = piece[2]; d_x = b_x-e_x; d_y = b_y-e_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { current_bots++; bots[b_id] = false; $("#current_bots").html(current_bots); $("#b" + b_id).setAnimation(exit[2], function(node){$(node).fadeOut(200)}); } }); } if(!collision) { $(this).collision(".bot,#level").each(function(){ var bd_id = $(this).attr("id").substr(1); if(bd_id!=b_id) { var piece = bots[bd_id]; var bd_x = piece[2]; var bd_y = piece[3]; d_x = b_x-bd_x; d_y = b_y-bd_y; if(d_x>=0&&d_x<=2&&d_y>=0&&d_y<=2) { kill_bot(b_id); kill_bot(bd_id); collision = true; } } }); } }); } }, REFRESH_RATE); Many thanks,

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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