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  • events not getting fired properly

    - by prince23
    hi, this is my xaml code. datagrid within another data grid. <sdk:DataGrid x:Name="dgLevel1" AutoGenerateColumns="False" VerticalAlignment="Top" IsReadOnly="True" Margin="12,12,0,0" RowDetailsVisibilityChanged="dgLevel1_RowDetailsVisibilityChanged" SelectionMode="Extended" RowDetailsVisibilityMode="VisibleWhenSelected" Height="412" HorizontalAlignment="Left" Width="816"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button x:Name="myButton" Width="24" Height="24" Click="ExpandLevel1_Click"> <Image x:Name="imgLevel1" Source="Images/detail.JPG" Stretch="None"/> </Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn Header="Actual" Visibility="Collapsed"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding UniqueName}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTextColumn Binding="{Binding Name}" Header="Name" Width="550" /> <!--<sdk:DataGridTextColumn Binding="{Binding UniqueName}" Visibility="Collapsed"/>--> <sdk:DataGridTemplateColumn Header="Actual" Width="80" > <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding Age}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> <sdk:DataGrid.RowDetailsTemplate> <DataTemplate> <StackPanel Width="805"> <sdk:DataGrid x:Name="dgLevel2" Width="797" Margin="17,0,0,0" HeadersVisibility ="None" AutoGenerateColumns="False" HorizontalAlignment="Center" IsReadOnly="True" RowDetailsVisibilityChanged="dgLevel2_RowDetailsVisibilityChanged" SelectionMode="Extended" RowDetailsVisibilityMode="VisibleWhenSelected"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button x:Name="myButton" Width="24" Height="30" Click="ExpandLevel2_Click"> <Image x:Name="imgLevel2" Source="Images/detail.JPG" Stretch="None"/> </Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTextColumn Binding="{Binding School}" Width="528" /> <sdk:DataGridTextColumn Binding="{Binding College}" Visibility="Collapsed" /> <sdk:DataGridTemplateColumn Header="Actual" Width="80"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding DOB}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> </sdk:DataGrid> </StackPanel> </DataTemplate> </sdk:DataGrid.RowDetailsTemplate> </sdk:DataGrid> i have 2 data grid and have 2 image buttons in both the grid . but the event which is in datagrid ExpandLevel1 _Click and ExpandLevel2 _Click is not getting fired properly. some times get fired some times no when i click the button first this event gets fired then ExpandLevel1_Click then **dgLevel1_RowDetailsVisibilityChanged . same thing is happening for the datagrid 2 ExpandLevel2_Click then dgLevel2_RowDetailsVisibilityChanged** there are scenario where first datagrid event gets fired first then button click events why is this happening .is there any solution for this looking forward an solutions thanks in advance. prince

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • How can I anchor a textbox in wpf ?

    - by csuporj
    I have a window with tabs. On one of the tabs, I have a layout like below. (In fact it is more complicated, I have 4 text boxes in a row, and I have more rows.) How can I make the 3rd textbox have the width of the label + the width of the text box above, that is, to have them properly aligned ? The problem is that WPF widens the 3rd textbox, when I type text into it. Using hardcoded numbers for the sizes defeats the whole purpose of WPF. I could do that way 10 times faster in Windows Forms than in WPF. Is there a better way, than using a grid for each set of consecutive small text boxes, having to skip the large ones from the grid, because putting them in messes up everything. <Window x:Class="WpfApplication1.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525"> <Window.Resources> <Style TargetType="{x:Type Label}"> <Setter Property="VerticalAlignment" Value="Center"/> </Style> <Style TargetType="{x:Type TextBox}"> <Setter Property="VerticalAlignment" Value="Center"/> <Setter Property="Margin" Value="3"/> </Style> <Style x:Key="SmallTextBox" TargetType="{x:Type TextBox}" BasedOn="{StaticResource {x:Type TextBox}}"> <Setter Property="Width" Value="50"/> </Style> </Window.Resources> <StackPanel VerticalAlignment="Top" HorizontalAlignment="Left" Width="{Binding ElementName=grid,Path=ActualWidth}" Grid.IsSharedSizeScope="True"> <Grid Name="grid" HorizontalAlignment="Left"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" SharedSizeGroup="c1"/> <ColumnDefinition Width="Auto" SharedSizeGroup="c2"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> </Grid.RowDefinitions> <Label Content="Foo:"/> <TextBox Grid.Column="1" Style="{StaticResource SmallTextBox}"/> <Label Grid.Row="1" Content="Foobar:"/> <TextBox Grid.Row="1" Grid.Column="1" Style="{StaticResource SmallTextBox}"/> </Grid> <TextBox Grid.Row="1"/> <Grid Name="grid2" HorizontalAlignment="Left"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" SharedSizeGroup="c1"/> <ColumnDefinition Width="Auto" SharedSizeGroup="c2"/> </Grid.ColumnDefinitions> <Label Content="Bar:"/> <TextBox Grid.Column="1" Style="{StaticResource SmallTextBox}"/> </Grid> </StackPanel> </Window>

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  • multiple droppable

    - by Sune
    Ive have multiple droppable divs (which all have the same size) and one draggable div. The draggable div is 3 times bigger than one droppable. When I drag the draggable div on the droppables divs I want to find which droppable has been affeckted. My code looks like this: $(function () { $(".draggable").draggable({ drag: function (event, ui) { } }); $(".droppable").droppable({ drop: function (event, ui) { alert(this.id); } }); }); the html <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div0" class="droppable"> drop in me1! </div> <div style="height:100px; width:200px; border-bottom:1px solid red;" id="Div1" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div2" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div3" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div4" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div5" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div6" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div7" class="droppable"> drop in me2! </div> <div class="draggable" id="drag" style="height:300px; width:50px; border:1px solid black;"><span>Drag</span></div> But my alert only shows the first which my draggable div (Div0) hits, how can I find the missing (Div1 and Div2), which also is affeckted?? Here's a guy with the same problem : http://forum.jquery.com/topic/drop-onto-multiple-droppable-elements-at-once

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  • Smooth Div Scroll jquery not scrolling

    - by Razor
    The Smooth Div Scroll is great but for some reason the area no longer scrolls when I edit or remove the #makeMeScrollable or #makeMeScrollable div.scrollableArea * When I leave it as is it works. Which is a problem for customization. and it won't work after I take the "*" out of div.scrollableArea * If I edit the part with the It's been frustrating figuring out why that part which is supposed to be editable not work at all. Any help with this jquery would be helpful! Thanks in advance! /* You can alter this CSS in order to give SmoothDivScroll your own look'n'feel */ /* Invisible left hotspot */ div.scrollingHotSpotLeft { /* The hotspots have a minimum width of 75 pixels and if there is room the will grow and occupy 10% of the scrollable area (20% combined). Adjust it to your own taste. */ min-width: 75px; width: 10%; height: 100%; /* There is a big background image and it's used to solve some problems I experienced in Internet Explorer 6. */ background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; left: 0; /* The first cursor url is for Firefox and other browsers, the second is for Internet Explorer */ cursor: url(../images/cursors/cursor_arrow_left.cur), url(images/cursors/cursor_arrow_left.cur),w-resize; } /* Visible left hotspot */ div.scrollingHotSpotLeftVisible { background-image: url(../images/arrow_left.gif); background-color: #fff; background-repeat: no-repeat; /* Standard CSS3 opacity setting */ opacity: 0.35; /* Opacity for really old versions of Mozilla Firefox (0.9 or older) */ -moz-opacity: 0.35; /* Opacity for Internet Explorer. */ filter: alpha(opacity = 35); /* Use zoom to Trigger "hasLayout" in Internet Explorer 6 or older versions */ zoom: 1; } /* Invisible right hotspot */ div.scrollingHotSpotRight { min-width: 75px; width: 10%; height: 100%; background-image: url(../images/big_transparent.gif); background-repeat: repeat; background-position: center center; position: absolute; z-index: 200; right: 0; cursor: url(../images/cursors/cursor_arrow_right.cur), url(images/cursors/cursor_arrow_right.cur),e-resize; } /* Visible right hotspot */ div.scrollingHotSpotRightVisible { background-image: url(../images/arrow_right.gif); background-color: #fff; background-repeat: no-repeat; opacity: 0.35; filter: alpha(opacity = 35); -moz-opacity: 0.35; zoom: 1; } /* The scroll wrapper is always the same width and height as the containing element (div). Overflow is hidden because you don't want to show all of the scrollable area. */ div.scrollWrapper { position: relative; overflow: hidden; width: 100%; height: 100%; } div.scrollableArea { position: relative; width: auto; height: 100%; } #makeMeScrollable { width:100%; height: 330px; position: relative; } #makeMeScrollable div.scrollableArea * { position: relative; float: left; margin: 0; padding: 0; } http://www.smoothdivscroll.com/ //^above link to the jquery I am talking about

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  • Form loop db insertion + javascript altering

    - by MrStatic
    I basically need to check if there is an easier way to do this before I rewrite all the code. I have a fairly large form that I have each input named with []'s on the end so I can loop through via php for easy insertion. <input type="hidden" name="currentdate[]" value="<?php echo date('mdY'); ?>"> <td><input style="width: 50px" type="text" name="jackname[]" /></td> <td><input style="width: 20px" type="text" name="jackkey[]" /></td> <td><input style="width: 50px" type="text" name="jackbeg[]" /></td> <td><input style="width: 50px" type="text" name="jackend[]" /></td> <td><input style="width: 50px" type="text" name="jackbegveh" /></td> <td><input style="width: 50px" type="text" name="jackbegmon[]" /></td> <td><input style="width: 50px" type="text" name="jackendveh" /></td> <td><input style="width: 50px" type="text" name="jackendmon[]" /></td> <td><input style="width: 50px" type="text" name="jacktx" disabled /></td> There are quite a few more fields but you get the idea. I then use foreach ($_POST['jackname'] as $row=>$name) { $jackname = $name; $date = $_POST['currentdate'][$row]; $jackkey = $_POST['jackkey'][$row]; $jackbeg = $_POST['jackbeg'][$row]; $jackend = $_POST['jackend'][$row]; $jackbegveh = $_POST['jackbegveh'][$row]; $jackbegmon = $_POST['jackbegmon'][$row]; $jackendveh = $_POST['jackendveh'][$row]; $jackendmon = $_POST['jackendmon'][$row]; $jacktx = $_POST['jacktx'][$row]; if ($jacktx == '') { $jacktx = '0'; } if (empty($jackkey)) { echo 'Skipped empty! <br />'; } else { mysql_query("INSERT INTO `ticket_counts_jackson` VALUES('', '" . $date . "', '" . $jackname . "', '" . $jackkey . "', '" . $jackbeg . "', '" . $jackend . "', '" . $jackbegveh . "', '" . $jackbegmon . "', '" . $jackendveh . "', '" . $jackendmon . "', '" . $jacktx . "')", $mysql_link) or die(mysql_error()); echo 'Added the info the db! <br />'; } } I use the above to loop through the form and add it to the database. Now for my main question. I also want to add in some javascript to do a little math. Basically ($jackendveh - $jackbegveh) - ($jackendmon - $jackbegmon) and have that displayed in jacktx. Currently the only way I know of adding in the math calculations is to rename each input to a unique name and then rewrite my insert from 1 insert to 8 inserts.

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  • Heading div images should be displayed at a lower depth

    - by Mack
    I have a webpage where the top 25% of the page is the heading(with images in it) & the rest of the page has the content. I am trying to get the heading div to display is pictures at a lower depth as the content div because currently the heading images overflow into the content div(intentionally) & when they do they mess up the positioning of the HTML elements in the content div. My code below should make the heading div display below the content div but it doesn't. Can you help me figure out why & how to fix it? My CSS: html, body { height: 100%; width: 100%; } body { background-color: RGB(255, 255, 255); margin: 20px; text-align: center; } #outerContainer { background-color: #DCFF9A; height: 100%; width: 100%; } #header { width: 1200px; height: 25%; background-color: blue; margin-left: auto; margin-right: auto; overflow: visible; z-index: -5; } #main { display: block; width: 1200px; height: 60%; background-color: blue; margin-left: auto; margin-right: auto; z-index: 5; } #navBar { float: left; height: 800px; width: 240px; background-color: red; } #content { float: left; height: 800px; width: 760px; background-color: yellow; } #kamaleiText { float: left; } #kamaleiLogo { float: left; padding-top: 30px; background-color: green; z-index: inherit; } #kamaleiLeaves { float: right; z-index: -2; background-color: cyan; z-index: inherit; } And my HTML is the following: <body> <div id="outerContainer"> <div id="header"> <img id="kamaleiLogo" src="" alt="Pic1" height="98%" width="300px"/> <!-- Knowtice if I set the width to something smaller then everything is spaced out correctly, so these elements are not being shown below others when they should be --> <img id="kamaleiLeaves" src="" alt="Pic2" height="300px" width="300px"/> </div> <br/> <div id="main"> <div id="navBar"> </div> <div id="content"> abcdef </div> </div> </div> </body>

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  • SortCommand Event handler of DataGrid not working

    - by Nadeem
    I have created an event handler for the OnSortCommand of DataGrid: <asp:DataGrid id="dtgBatches" runat="server" Width="100%" CssClass="intTable" EnableViewState="False" DataKeyField="bat_GUID" GridLines="Horizontal" AllowSorting="True" AutoGenerateColumns="False" AllowPaging="False" > <SelectedItemStyle BackColor="#FFFF99"></SelectedItemStyle> <AlternatingItemStyle CssClass="intTableEntry"></AlternatingItemStyle> <ItemStyle CssClass="intTableEntry2"></ItemStyle> <HeaderStyle ForeColor="Black" CssClass="tableHeader"></HeaderStyle> <Columns> <asp:TemplateColumn > <HeaderStyle Width="5%"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> <ItemTemplate> <img src="../images/icons/cog.png" onclick="universalAlert('Loading...',4,false); ViewBatch('<%# DataBinder.Eval(Container.DataItem, "bat_GUID") %>')" alt="view"/> </ItemTemplate> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Name" SortExpression="bat_Name" HeaderText="<%$ Resources:AI360Resource, lnkbtn_Name %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Id" SortExpression="bat_Id" HeaderText="<%$ Resources:AI360Resource, ltxt_ID %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Date" SortExpression="bat_Date" HeaderText="<%$ Resources:AI360Resource, alt_date %>" DataFormatString="{0:d}"> <HeaderStyle HorizontalAlign="right" Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Right"></ItemStyle> </asp:BoundColumn> <asp:TemplateColumn> <HeaderStyle Width="1%"></HeaderStyle> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Close_date" SortExpression="bat_Close_date" HeaderText="<%$ Resources:AI360Resource, ltxt_closed %>" DataFormatString="{0:d}"> <HeaderStyle Width="29%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Cont_Amount" SortExpression="bat_Cont_Amount" HeaderText="<%$ Resources:AI360Resource, alt_receipts %>" DataFormatString="{0:c}"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Disb_Amount" SortExpression="bat_Disb_Amount" HeaderText="<%$ Resources:AI360Resource, alt_disb %>" DataFormatString="{0:c}"> <HeaderStyle Width="25%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> </Columns> </asp:DataGrid> And the code of handler is as below: protected void dtgBatches_SortCommand(object source, System.Web.UI.WebControls.DataGridSortCommandEventArgs e) { string strCurrentSort = dtgBatches.Attributes["SortExpr"]; string strNewSort = e.SortExpression; if ((strCurrentSort != null) && (strCurrentSort == strNewSort)) { //reverse direction strNewSort += " DESC"; } // Code to Set DataView dv dv.Sort = strNewSort; dtgBatches.DataSource = dv; dtgBatches.DataBind(); } The problem is that the handler never executes. The registartion for the handler is done as below: private void InitializeComponent() { this.dtgBatches.SortCommand += new System.Web.UI.WebControls.DataGridSortCommandEventHandler(this.dtgBatches_SortCommand); }

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  • Rogue PropertyChanged notifications from ViewModel

    - by user1886323
    The following simple program is causing me a Databinding headache. I'm new to this which is why I suspect it has a simple answer. Basically, I have two text boxes bound to the same property myString. I have not set up the ViewModel (simply a class with one property, myString) to provide any notifications to the View for when myString is changed, so even although both text boxes operate a two way binding there should be no way that the text boxes update when myString is changed, am I right? Except... In most circumstances this is true - I use the 'change value' button at the bottom of the window to change the value of myString to whatever the user types into the adjacent text box, and the two text boxes at the top, even although they are bound to myString, do not change. Fine. However, if I edit the text in TextBox1, thus changing the value of myString (although only when the text box loses focus due to the default UpdateSourceTrigger property, see reference), TextBox2 should NOT update as it shouldn't receive any updates that myString has changed. However, as soon as TextBox1 loses focus (say click inside TextBox2) TextBox2 is updated with the new value of myString. My best guess so far is that because the TextBoxes are bound to the same property, something to do with TextBox1 updating myString gives TextBox2 a notification that it has changed. Very confusing as I haven't used INotifyPropertyChanged or anything like that. To clarify, I am not asking how to fix this. I know I could just change the binding mode to a oneway option. I am wondering if anyone can come up with an explanation for this strange behaviour? ViewModel: namespace WpfApplication1 { class ViewModel { public ViewModel() { _myString = "initial message"; } private string _myString; public string myString { get { return _myString; } set { if (_myString != value) { _myString = value; } } } } } View: <Window x:Class="WpfApplication1.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:WpfApplication1" Title="MainWindow" Height="350" Width="525"> <Window.DataContext> <local:ViewModel /> </Window.DataContext> <Grid> <!-- The culprit text boxes --> <TextBox Height="23" HorizontalAlignment="Left" Margin="166,70,0,0" Name="textBox1" VerticalAlignment="Top" Width="120" Text="{Binding Path=myString, Mode=TwoWay}" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="166,120,0,0" Name="textBox2" VerticalAlignment="Top" Width="120" Text="{Binding Path=myString, Mode=TwoWay}"/> <!--The buttons allowing manual change of myString--> <Button Name="changevaluebutton" Content="change value" Click="ButtonUpdateArtist_Click" Margin="12,245,416,43" Width="75" /> <Button Content="Show value" Height="23" HorizontalAlignment="Left" Margin="12,216,0,0" Name="showvaluebutton" VerticalAlignment="Top" Width="75" Click="showvaluebutton_Click" /> <Label Content="" Height="23" HorizontalAlignment="Left" Margin="116,216,0,0" Name="showvaluebox" VerticalAlignment="Top" Width="128" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="116,245,0,0" Name="changevaluebox" VerticalAlignment="Top" Width="128" /> <!--simply some text--> <Label Content="TexBox1" Height="23" HorizontalAlignment="Left" Margin="99,70,0,0" Name="label1" VerticalAlignment="Top" Width="61" /> <Label Content="TexBox2" Height="23" HorizontalAlignment="Left" Margin="99,118,0,0" Name="label2" VerticalAlignment="Top" Width="61" /> </Grid> </Window> Code behind for view: namespace WpfApplication1 { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { ViewModel viewModel; public MainWindow() { InitializeComponent(); viewModel = (ViewModel)this.DataContext; } private void showvaluebutton_Click(object sender, RoutedEventArgs e) { showvaluebox.Content = viewModel.myString; } private void ButtonUpdateArtist_Click(object sender, RoutedEventArgs e) { viewModel.myString = changevaluebox.Text; } } }

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  • get text from a certain <tr> tag

    - by WideBlade
    Is there a way to get the text in a dynamic way from a certain <tr> tag in the page? e.g. I've a page with a <tr> with the value "a1". I'd like to get only the text from this <tr> tag, and echo it into the page. is this possible? here is the HTML: <html><tr id='ieconn2' > <td><table width='100%'><tr><td valign='top'><table width='100%'><tr><td><script type="text/javascript"><!-- google_ad_client = "pub-4503439170693445"; /* 300x250, created 7/21/10 */ google_ad_slot = "7608120147"; google_ad_width = 300; google_ad_height = 250; //--> </script> <script type="text/javascript" src="http://pagead2.googlesyndication.com/pagead/show_ads.js"> </script><br>When Marshall and Lily fear they will never get pregnant, they see a specialist who can hopefully help move the process along. Meanwhile, Robin starts her new job.<br><br><b>Source: </b>CBS <br>&nbsp;</td></tr><tr><td><b>There are no foreign summaries for this episode:</b> <a href='/edit/shows/3918/episode_foreign_summary/?eid=1065002553&season=6'>Contribute</a></td></tr><tr><td><b>English Recap Available: </b> <a href='/How_I_Met_Your_Mother/episodes/1065002553?show_recap=1'>View Here</a></td></tr></table></td><td valign='top' width='250'><div align='left'> <img alt='How I Met Your Mother season 6 episode 13' src="http://images.tvrage.com/screencaps/20/3918/1065002553.jpg" width="248" border='0' > </div><div align='center'><a href='/How_I_Met_Your_Mother/episodes/1065002553?gallery=1'>6 gallery images</a></div></td></tr></table></td></tr><tr> <td background='/_layout_v3/buttons/title.jpg' height='39' width='631' align='center'> <table width='100%' cellpadding='0' cellspacing='0' style='margin: 1px 1px 1px 1px;'> <tr> <td align='left' style='cursor: pointer;' onclick="SwitchHeader('ieconn3','iehide3','26')" width='90'>&nbsp;<span style='font-size: 15px; font-weight: bold; color: black; padding-left: 8px;' id='iehide3'><img src='/_layout_v3/misc/minus.gif' width='26'></span></td> <td align='center' style='cursor: pointer;' onclick="SwitchHeader('ieconn3','iehide3','26')" ><h5 class='nospace'>Sponsored Links</h5><a name=''></a></td> <td align='left' width='90' >&nbsp;</td></tr></table></td> </tr></html> All I want to get is this text: "When Marshall and Lily fear they will never get pregnant, they see a specialist who can hopefully help move the process along. Meanwhile, Robin starts her new job. "

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  • Can draw on only half of UIView

    - by ydlee777
    Hello. I am trying to draw grid on a UIView on a UIScrollView. The width of UIView is about 1000 pixels. However, I can draw lines only about first 340 pixels of the UIView. Can anyone help me on this? The drawGrid function is - (void)drawRect:(CGRect)rect { NSInteger width = 25 * 5 * 10; NSInteger height = (10 * 2 + 10) * 12; NSInteger i; //Get the CGContext from this view CGContextRef context = UIGraphicsGetCurrentContext(); // Draw rectangle with a blue stroke color and white fill color CGContextSetRGBStrokeColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetLineWidth(context, 2.0); CGContextAddRect(context, CGRectMake(0.0, 0.0, width, height)); CGContextFillPath(context); // Draw grid with red color CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); // Set the width of the pen mark CGContextSetLineWidth(context, 0.2); for (i = 0; i < height; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); } } for (i = 0; i < width; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); } } } I am also setting up the UIScrollView and UIView as follows: - (void)viewDidLoad { [super viewDidLoad]; CGRect frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height); waveScrollView = [[WaveScrollView alloc] initWithFrame:frame]; CGRect waveframe = CGRectMake(0, 0, 25 * 5 * 10, (10 * 2 + 10) * 12); EKGWaveView *ekgWaveView = [[EKGWaveView alloc] initWithFrame:waveframe]; waveScrollView.contentSize = CGSizeMake(waveframe.size.width, waveframe.size.height); waveScrollView.maximumZoomScale = 4.0; waveScrollView.minimumZoomScale = 0.75; waveScrollView.clipsToBounds = YES; waveScrollView.aView = ekgWaveView; [waveScrollView addSubview:ekgWaveView]; waveScrollView.delegate = self; [self.view addSubview:waveScrollView]; } I appreciate any help. Thanks.

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  • multi divs centered

    - by user1319385
    I have 2 divs with 3 divs inside them, all 2 wrapped around one big div. I try and center it and its not working. Here is my code: <div stye="margin-left:auto; margin-right:auto; width: 1210px;"> <div id="left" style=" float:left; width: 606px; height: 506px;"> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; height:502px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A picture of a cool guy wearing our shirt will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; border-left:0px; height:200px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A product image will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0;border-top:0px; border-left:0px; height:300px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A tight product image will go in here.</h1></div> </div> <div id="left" style="float:left; width: 604px; height: 506px;"> <div style="top:0px; float:right; width:300px; border: 2px solid #FF0; border-left:0px; height:502px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A picture of a cool guy wearing our shirt will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0; border-left:0px; height:200px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A product image will go in here.</h1></div> <div style="top:0px; float:left; width:300px; border: 2px solid #FF0;border-top:0px; border-left:0px; height:300px; text-align:center; font-family: Myriad Pro, Arial, sans-serif; color:#FFF;"><h1>A tight product image will go in here.</h1></div> </div> </div>

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  • saved image in the picturebox shows no preview

    - by Nivas
    Hi iam new to C# and have loaded the image in the picture box using menustrip and have displayed some text using picturebox_Paint and label. now i tried to save the image (with image and text) using save event from the menustrip. in the saved location the file shows as no preview avaliable and when i tried to open the file it shows out of memory. can any one say where iam going worng.... my coades private void openToolStripMenuItem_Click(object sender, EventArgs e) { string file = ""; OpenFD.FileName = ""; OpenFD.Title = "open image"; OpenFD.InitialDirectory = "C"; OpenFD.Filter = "JPEG|.jpg|Bmp|.bmp|All Files|..*"; if (OpenFD.ShowDialog() == DialogResult.OK) { file = OpenFD.FileName; pictureBox1.Image = Image.FromFile(file); sz = pictureBox1.Size; a=sz.Width; b= sz.Height; } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); this.Invalidate(); y = flag.e; Application.DoEvents(); break; } } } private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { using (Pen pen = new Pen(Color.Red, 2)) e.Graphics.DrawRectangle(pen, rect); //e.Graphics.DrawString(label1.Text, label1.Font, new // SolidBrush(label1.ForeColor), label1.Left - pictureBox1.Left, label1.Top - pictureBox1.Top); if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), label1.Bounds); } else if (label1.TextAlign == ContentAlignment.TopCenter) { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = ((float)this.Width + label1.Left) / 2 - size.Width / 2; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } else { SizeF size = e.Graphics.MeasureString(label1.Text, label1.Font); float left = (float)label1.Width - size.Width + label1.Left; RectangleF rect1 = new RectangleF(left, (float)label1.Top, size.Width, label1.Height); e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect1); } label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; } private void saveToolStripMenuItem_Click(object sender, EventArgs e) { SaveFileDialog SaveFD1 = new SaveFileDialog(); //string Sd_file = ""; SaveFD1.FileName = ""; SaveFD1.InitialDirectory = "C"; SaveFD1.Title = "save file Name"; SaveFD1.Filter= "JPG|.jpg|Bmp|.bmp"; if (SaveFD1.ShowDialog() != DialogResult.Cancel) { System.IO.Stream filename = (System.IO.FileStream)SaveFD1.OpenFile(); if (SaveFD1.Filter == "JPG") pictureBox1.Image.Save(SaveFD1.FileName); //pictureBox1.Image.Save (filename, System.Drawing.Imaging.ImageFormat.Jpeg); else if (SaveFD1.Filter == "Bmp") { //pictureBox1.Image.Save(filename, System.Drawing.Imaging.ImageFormat.Bmp); } filename.Close(); } }

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  • center menu within the 960 grid

    - by Kyle Monti
    I have been working on 960 grid,(http://960.gs/) and I used an old style menu i've used in the past from a few years ago and for some reason with the 960 grid, the menu is floating left and I want it centered. ul#menu { width:940px; height:61px; background: url(../images/menu_bg.png) no-repeat; list-style:none; padding-top:0; padding-left:0; margin: 0; } ul#menu li { float:left; } ul#menu li a { background: url(../images/menu_splice_color.png) no-repeat scroll top left; display:block; height:61px; position:relative; } ul#menu li a.shel { width:135px; } ul#menu li a.golf { width:84px; background-position:-135px 0px; } ul#menu li a.pro { width:119px; background-position:-219px 0px; } ul#menu li a.event { width:94px; background-position:-338px 0px; } ul#menu li a.member { width:148px; background-position:-432px 0px; } ul#menu li a.bistro { width:91px; background-position:-580px 0px; } ul#menu li a.contact { width:115px; background-position:-671px 0px; } ul#menu li a span { background: url(../images/menu_splice_color.png) no-repeat scroll bottom left; display:block; position:absolute; top:0; left:0px; height:100%; width:100%; z-index:100; } ul#menu li a.shel span { background-position:0px -61px; } ul#menu li a.golf span { background-position:-135px -61px; } ul#menu li a.pro span { background-position:-219px -61px; } ul#menu li a.events span { background-position:-338px -61px; } ul#menu li a.member span { background-position:-432px -61px; } ul#menu li a.bistro span { background-position:-580px -61px; } ul#menu li a.contact span { background-position:-672px -61px; } and my generic html markup is <div class="container_16"> <!-- Navigation Start --> <div class="grid_16"> <ul id="menu"> <li><a href="#" class="shel"><span></span></a></li> <li><a href="#" class="golf"><span></span></a></li> <li><a href="#" class="pro"><span></span></a></li> <li><a href="#" class="events"><span></span></a></li> <li><a href="#" class="member"><span></span></a></li> <li><a href="#" class="bistro"><span></span></a></li> <li><a href="#" class="contact"><span></span></a></li> </ul> </div> <div class="clear"></div> </div> And I use jquery animations to roll over the images. $(function() { $("ul#menu span").css("opacity","0"); $("ul#menu span").hover(function () { $(this).stop().animate({ opacity: 1 }, "slow"); }, function () { $(this).stop().animate({ opacity: 0 }, "slow"); }); });

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  • guvcview recording video and audio out of synchronisation in Ubuntu 10.10

    - by SIJAR
    I finally got Guvcview, a great software for Logitech webcam and it does all the stuff that one wants out of it. But I'm not satisfy with the video recording, video and audio out of synchronisation also video seems to be in slow motion. Please help so that I can tweak in and get a good video recording with the webcam. Below is the log of Guvcview ------------------------------------------------------------------------------- guvcview 1.4.1 video_device: /dev/video0 vid_sleep: 0 cap_meth: 1 resolution: 640 x 480 windowsize: 1024 x 715 vert pane: 578 spin behavior: 0 mode: mjpg fps: 1/25 Display Fps: 0 bpp: 0 hwaccel: 1 avi_format: 4 sound: 1 sound Device: 4 sound samp rate: 0 sound Channels: 0 Sound delay: 0 nanosec Sound Format: 85 Pan Step: 2 degrees Tilt Step: 2 degrees Video Filter Flags: 0 image inc: 0 profile(default):/home/sijar/default.gpfl starting portaudio... bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) bt_audio_service_open: connect() failed: Connection refused (111) Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started language catalog= dir:/usr/share/locale type:UTF-8 lang:en_US.utf8 cat:guvcview.mo mjpg: setting format to 1196444237 capture method = 1 video device: /dev/video0 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! /dev/video0 - device 1 libv4lconvert: warning more framesizes then I can handle! libv4lconvert: warning more framesizes then I can handle! Init. UVC Camera (046d:0825) (location: usb-0000:00:1d.7-5) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 640, height = 480 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 160, height = 120 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 176, height = 144 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 176 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 320, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 352, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 432, height = 240 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 544, height = 288 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, { discrete: width = 640, height = 360 } Time interval between frame: 1/30, 1/25, 1/20, 1/15, 1/10, 1/5, ... repeats a couple of times ... vid:046d pid:0825 driver:uvcvideo Adding control for Pan (relative) UVCIOC_CTRL_ADD - Error: Operation not permitted checking format: 1196444237 VIDIOC_G_COMP:: Invalid argument compression control not supported fps is set to 1/25 drawing controls control[0]: 0x980900 Brightness, 0:255:1, default 128 control[0]: 0x980901 Contrast, 0:255:1, default 32 control[0]: 0x980902 Saturation, 0:255:1, default 32 control[0]: 0x98090c White Balance Temperature, Auto, 0:1:1, default 1 control[0]: 0x980913 Gain, 0:255:1, default 0 control[0]: 0x980918 Power Line Frequency, 0:2:1, default 2 control[0]: 0x98091a White Balance Temperature, 0:10000:10, default 4000 control[0]: 0x98091b Sharpness, 0:255:1, default 24 control[0]: 0x98091c Backlight Compensation, 0:1:1, default 1 control[0]: 0x9a0901 Exposure, Auto, 0:3:1, default 3 control[0]: 0x9a0902 Exposure (Absolute), 1:10000:1, default 166 control[0]: 0x9a0903 Exposure, Auto Priority, 0:1:1, default 0 resolutions of format(2) = 19 frame rates of 1º resolution=6 Def. Res: 0 numb. fps:6 --------------------------------------- device #0 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 (hw:0,0) Host API = ALSA Max inputs = 2, Max outputs = 2 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #1 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC ADC (hw:0,1) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #2 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - MIC2 ADC (hw:0,2) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #3 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - ADC2 (hw:0,3) Host API = ALSA Max inputs = 2, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #4 Name = Intel 82801DB-ICH4: Intel 82801DB-ICH4 - IEC958 (hw:0,4) Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #5 Name = USB Device 0x46d:0x825: USB Audio (hw:1,0) Host API = ALSA Max inputs = 1, Max outputs = 0 Def. low input latency = 0.011 Def. low output latency = -1.000 Def. high input latency = 0.043 Def. high output latency = -1.000 Def. sample rate = 48000.00 --------------------------------------- device #6 Name = front Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.012 Def. high input latency = -1.000 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #7 Name = iec958 Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #8 Name = spdif Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.011 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #9 Name = pulse Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 --------------------------------------- device #10 Name = dmix Host API = ALSA Max inputs = 0, Max outputs = 2 Def. low input latency = -1.000 Def. low output latency = 0.043 Def. high input latency = -1.000 Def. high output latency = 0.043 Def. sample rate = 48000.00 --------------------------------------- device #11 [ Default Input, Default Output ] Name = default Host API = ALSA Max inputs = 32, Max outputs = 32 Def. low input latency = 0.012 Def. low output latency = 0.012 Def. high input latency = 0.046 Def. high output latency = 0.046 Def. sample rate = 44100.00 ---------------------------------------------- SampleRate:0 Channels:0 Video driver: x11 A window manager is available VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_CTRL for user class controls control(0x0098091a) "White Balance Temperature" failed to set (error -1) VIDIOC_S_EXT_CTRLS for multiple controls failed (error -1) using VIDIOC_S_EXT_CTRLS on single controls for class: 0x009a0000 control(0x009a0902) "Exposure (Absolute)" failed to set (error -1) Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25371756K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cbd8b0]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cbd8b0]profile Baseline, level 3.0 [libx264 @ 0x8cbd8b0]non-strictly-monotonic PTS shift sound by -9 ms shift sound by -9 ms shift sound by -9 ms AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... AUDIO: droping audio data (/home/sijar/Videos/Webcam) 25371748K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... Cap Video toggled: 0 Shuting Down IO Thread AUDIO: droping audio data stop= 4426644744000 start=4416533023000 VIDEO: 146 frames in 10111.000000 ms = 14.439719 fps Stoping audio stream Closing audio stream... close avi Last message repeated 145 times [libx264 @ 0x8cbd8b0]frame I:2 Avg QP:14.10 size: 24492 [libx264 @ 0x8cbd8b0]frame P:103 Avg QP:16.06 size: 20715 [libx264 @ 0x8cbd8b0]mb I I16..4: 48.4% 0.0% 51.6% [libx264 @ 0x8cbd8b0]mb P I16..4: 57.5% 0.0% 0.0% P16..4: 40.2% 0.0% 0.0% 0.0% 0.0% skip: 2.3% [libx264 @ 0x8cbd8b0]final ratefactor: 62.05 [libx264 @ 0x8cbd8b0]coded y,uvDC,uvAC intra: 79.7% 92.2% 68.4% inter: 62.4% 87.5% 48.0% [libx264 @ 0x8cbd8b0]i16 v,h,dc,p: 23% 17% 41% 19% [libx264 @ 0x8cbd8b0]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 30% 24% 26% 2% 5% 3% 3% 3% 4% [libx264 @ 0x8cbd8b0]i8c dc,h,v,p: 53% 20% 23% 4% [libx264 @ 0x8cbd8b0]ref P L0: 63.0% 37.0% [libx264 @ 0x8cbd8b0]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Cap Video toggled: 1 (/home/sijar/Videos/Webcam) 25379744K bytes free on a total of 39908968K (used: 36 %) treshold=51200K using audio codec: 0x0055 Audio frame size is 1152 samples for selected codec IO thread started...OK [libx264 @ 0x8cfba20]using cpu capabilities: MMX2 SSE2 Cache64 [libx264 @ 0x8cfba20]profile Baseline, level 3.0 [libx264 @ 0x8cfba20]non-strictly-monotonic PTS shift sound by -236 ms shift sound by -236 ms shift sound by -236 ms (/home/sijar/Videos/Webcam) 25377044K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25373408K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25370696K bytes free on a total of 39908968K (used: 36 %) treshold=51200K AUDIO: droping audio data AUDIO: droping audio data AUDIO: droping audio data ... repeats a couple of times ... (/home/sijar/Videos/Webcam) 25367680K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25364052K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25360312K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25356628K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25352908K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25349316K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25345552K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25341828K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25338092K bytes free on a total of 39908968K (used: 36 %) treshold=51200K (/home/sijar/Videos/Webcam) 25334412K bytes free on a total of 39908968K (used: 36 %) treshold=51200K Cap Video toggled: 0 Shuting Down IO Thread stop= 4708817235000 start=4578624714000 VIDEO: 1604 frames in 130192.000000 ms = 12.320265 fps Stoping audio stream Closing audio stream... close avi Last message repeated 1603 times [libx264 @ 0x8cfba20]frame I:16 Avg QP:14.78 size: 42627 [libx264 @ 0x8cfba20]frame P:1547 Avg QP:16.44 size: 28599 [libx264 @ 0x8cfba20]mb I I16..4: 21.6% 0.0% 78.4% [libx264 @ 0x8cfba20]mb P I16..4: 28.1% 0.0% 0.0% P16..4: 70.5% 0.0% 0.0% 0.0% 0.0% skip: 1.4% [libx264 @ 0x8cfba20]final ratefactor: 88.17 [libx264 @ 0x8cfba20]coded y,uvDC,uvAC intra: 74.4% 95.8% 83.2% inter: 75.2% 94.6% 69.2% [libx264 @ 0x8cfba20]i16 v,h,dc,p: 27% 17% 40% 16% [libx264 @ 0x8cfba20]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 25% 25% 21% 3% 6% 4% 5% 4% 7% [libx264 @ 0x8cfba20]i8c dc,h,v,p: 61% 18% 18% 4% [libx264 @ 0x8cfba20]ref P L0: 64.0% 36.0% [libx264 @ 0x8cfba20]kb/s:-0.00 total frames encoded: 0 total audio frames encoded: 0 IO thread finished...OK IO Thread finished enabling controls Shuting Down Thread Thread terminated... cleaning Thread allocations: 100% SDL Quit Video Thread finished write /home/sijar/.guvcviewrc OK free audio mutex closed v4l2 strutures free controls free controls - vidState cleaned allocations - 100% Closing portaudio ...OK Closing GTK... OK

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • trying to validate user input in php

    - by user225269
    I'm trying to validate user input in php. This code will check if the values are null or not. If it is null, this will require the user to input the values that are null. When all the text boxes in the html form that came before this. This code will show the submit button, and that submit button will save the inputted data into the mysql database. But the problem is that the value that is saved is zero zero and zero, what might be the cause of this? <html> <head> <title>Admission Information Sheet</title> <meta http-equiv="Content-Type" content="text/html; Western (ISO-8859-1)"> <meta name="author" content=" "> <title> <style> input { font-size: 16px;} </style> <?php include('header.php'); ?> <div id="main_content"> </div> <?php include('footer.php'); ?> <table border="1" width="900" border="0" align="left" cellpadding="0" cellspacing="1" bgcolor="#CCCCCC"> <tr> <form name="form1.1" method="POST" action="aisaction.php"> <?php $NURSE = $_POST[nurse]; $TELNUM = $_POST[telnum]; $HOSPNUM = $_POST[hnum]; $ROOMNUM = $_POST[rnum]; $LASTNAME = $_POST[lname]; $FIRSTNAME = $_POST[fname]; $MIDNAME = $_POST[mname]; $AD = $_POST[ad]; $ADATE = $_POST[adate]; $ADTIME = $_POST[adtime]; $CSTAT = $_POST[cs]; $AGE = $_POST[age]; $BDAY = $_POST[bday]; $SEX = $_POST[sex]; ?> <td> <table width="100%" border="0" cellpadding="2" cellspacing="1" bgcolor="#FFFFFF"> <tr> <td colspan="12" style="background:#9ACD32; color:white; border:white 1px solid; text-align: center"><strong><font size="3">ADMISSION INFORMATION SHEET</strong></td> </tr> <tr> </td><br> <td width="54"><font size="3">Hospital #</td> <td width="3">:</td> <td width="168"><input type="display" name="hnum" disabled="true" value= "<?php print "$HOSPNUM";?>"><br> <font color="red"> <?php if(empty($HOSPNUM)) print "* Hospital Number required!<br>"; ?> </td> <td width="41"><font size="3">Room #</td> <td width="3">:</td> <td width="168"><input type="display" name="rnum" disabled="true" value= "<?php print "$ROOMNUM";?>"><br> <font color="red"> <?php if(empty($ROOMNUM)) print "* Room Number required!<br>"; ?> </td> <td width="67"><font size="3">Admission Date</td> <td width="3">:</td> <td width="168"><input type="display" name="adate" disabled="true" value= "<?php print "$ADATE";?>"><br> <font color="red"> <?php if(empty($ADATE)) print "* Admission Date required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Last Name</td> <td>:</td> <td><input type="display" name="lname" disabled="true" value= "<?php print "$LASTNAME";?>"><br> <font color="red"> <?php if(empty($LASTNAME)) print "* Last Name required!<br>"; ?> </td> <td><font size="3">First Name</td> <td>:</td> <td><input type="display" name="fname" disabled="true" value= "<?php print "$FIRSTNAME";?>"><br> <font color="red"> <?php if(empty($FIRSTNAME)) print "* First Name required!<br>"; ?> </td> <td><font size="3">Middle Name</td> <td>:</td> <td><input type="display" name="mname" disabled="true" value= "<?php print "$MIDNAME";?>"><br> <font color="red"> <?php if(empty($MIDNAME)) print "* Middle Name required!<br>"; ?> </td> <td><font size="3">Admit time</td> <td>:</td> <td><input type="display" name="mname" disabled="true" value= "<?php print "$ADTIME";?>"><br> <font color="red"> <?php if(empty($ADTIME)) print "* Adtime required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Civil Status</td> <td>:</td> <td><input type="display" name="cs" disabled="true" value= "<?php print "$CSTAT";?>"><br> <font color="red"> <?php if(empty($CSTAT)) print "* Civil Status required!<br>"; ?> </td> <td><font size="3">Age</td> <td>:</td> <td><input type="display" name="age" disabled="true" value= "<?php print "$AGE";?>"><br> <font color="red"> <?php if(empty($AGE)) print "* Age required!<br>"; ?> </td> <td><font size="3">Birthday</td> <td>:</td> <td><input type="display" name="bday" disabled="true" value= "<?php print "$BDAY";?>"><br> <font color="red"> <?php if(empty($BDAY)) print "* Birthday required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Address</td> <td>:</td> <td><input type="display" name="address" disabled="true" value= "<?php print "$AD";?>"><br> <font color="red"> <?php if(empty($AD)) print "* Address required!<br>"; ?> </td> <td><font size="3">Telephone #</td> <td>:</td> <td><input type="display" name="telnum" disabled="true" value= "<?php print "$TELNUM";?>"></td> <td width="23"><font size="3">Sex</td> <td width="3">:</td> <td width="174"><input type="display" name="sex" disabled="true" value= "<?php print "$SEX";?>"><br> <font color="red"> <?php if(empty($SEX)) print "* Gender required!<br>"; ?> </td> </tr> <tr> <td><font size="3">Pls. Check</td> <td>:</td> <td><input name="stats1" type="checkbox" id="SSS" value="SSS">SSS</td> <td><font size="3"></td> <td>:</td> <td><input name="stats1" type="checkbox" id="nonmed" value="NonMedicare">Non Medicare</td> <td><font size="3"></td> <td>:</td> <td><input name="stats1" type="checkbox" id="sh" value="stockholder">Stockholder</td> </tr> <tr> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="gsis" value="GSIS">GSIS</td> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="senior" value="seniorcitizen">Senior-Citizen</td> <tr> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="dep" value="dependent">Dependent</td> <td><font size="3"></td> <td></td> <td><input name="stats1" type="checkbox" id="emp" value="employee">Employee</td> </tr> <tr> <td><font size="3">Attending Nurse</td> <td>:</td> <td><input type="display" name="nurse" disabled="true" value= "<?php print "$NURSE";?>"><br> <font color="red"> <?php if(empty($NURSE)) print "* Admitting/Attending Nurse required!<br>"; ?> </td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td><input type="button" value="Back" onClick="history.go(-1);return true;"> <?php $val1 = $_POST['NURSE']; if($_POST['NURSE'] !="") { ?> <form action="aisaction.php" method="POST" target="_window"> <input type="hidden" name="submit" value="yes"> <input type="submit" value="submit"> </form> <?php } ?> </td> </td> </tr> </table> </td> </form> </tr> </table> </head> </html>

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  • Internet Explorer 8 Standards Mode Results In Broken Blank Page

    - by Agent_9191
    I'm running into a weird issue that I'm struggling to figure out what's causing the page to break. I have an internal website that's still under development (thus no link to the page) that works great in Firefox and Internet Explorer 8 in IE 7 Standards mode. But when I force it to IE 8 Standards mode the page will only display the title text in the browser tab and an otherwise completely blank page. It seems so broken that the blank page doesn't even have a context menu. The page generally looks like this: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="IE=8" http-equiv="X-UA-Compatible" /> <title>Page Title</title> <link rel="shortcut icon" href="/Images/favicon.ico" type="image/x-icon" /> <link href="/Style/main.less" rel="stylesheet" type="text/css" /> </head> <body> ... </body> </html> You may notice the .less extension for the stylesheet. This is an ASP.NET MVC application and I'm making use of DotLess. I have the HttpHandler hooked up for it in the web.config. Of course there's some additional info on the page, but (in theory) it shouldn't be causing this issue. I've run the CSS and the HTML through the W3C validators and both have come back as completely valid. I'm trying the arduous task of removing/re-adding elements until it displays, but any insight into what could cause this would help. EDIT: it appears to be something related to the DotLess stylesheet. The resulting CSS is valid according to the W3C CSS validator. EDIT 2: Digging further, and making use of IE's Developer Tools to control the styles, it appears that IE is reading a single statement twice even though it only occurs once in the output. Here's the output of the Less file: a, abbr, acronym, address, applet, b, big, caption, center, cite, code, dd, dfn, div, dl, dt, em, fieldset, font, form, html, i, iframe, img, kbd, label, legend, li, object, pre, s, samp, small, span, strike, strong, sub, sup, tbody, td, tfoot, th, thead, tr, tt, u, var { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; } blockquote, q { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; quotes: none; } body { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; line-height: 1; width: 100%; background: #efebde; min-width: 600px; } del { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: line-through; } h1 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 2em; margin: .8em 0 .2em 0; padding: 0; } h2 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.8em; margin: .8em 0 .2em 0; padding: 0; } h3 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.6em; margin: .8em 0 .2em 0; padding: 0; } h4 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.4em; } h5 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.2em; } h6 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1em; } ins { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: none; } ol, ul { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; list-style: none; } p { border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; margin: .4em 0 .8em 0; padding: 0; } table { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; border-collapse: collapse; border-spacing: 0; } blockquote:before, blockquote:after, q:before, q:after { content: none; } :focus { outline: 0; } .bold { font-weight: bold; } .systemFont { font-family: Arial; } .labelled { font-style: italic; } .groovedBorder { border-color: #adaa9c; border-style: groove; border-width: medium; } #header, #footer { clear: both; float: left; width: 100%; } #header p, #header h1, #header h2 { padding: .4em 15px 0 15px; margin: 0; } #header ul { clear: left; float: left; width: 100%; list-style: none; margin: 10px 0 0 0; padding: 0; } #header ul li { display: inline; list-style: none; margin: 0; padding: 0; } #header ul li a { background: #eeeeee; display: block; float: left; left: 15px; line-height: 1.3em; margin: 0 0 0 1px; padding: 3px 10px; position: relative; text-align: center; text-decoration: none; } #header ul li a span { display: block; } #header ul li a:hover { background: #336699; } #header ul li a.active, #header ul li a.active:hover { background: black; font-weight: bold; } #header #logindisplay { float: right; padding-top: .5em; padding-bottom: .5em; padding-right: 1em; padding-left: 1em; } #title h1 { font-family: Arial; font-style: italic; font-size: 175%; text-align: center; margin-top: 1%; } .col1 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; min-height: 350px; float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .col1 div.logo { text-align: center; } .col3 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; float: left; overflow: hidden; position: relative; } #layoutdims { clear: both; background: #eeeeee; margin: 0; padding: 6px 15px !important; text-align: right; } #company { padding-left: 10px; padding-top: 10px; margin: 0; } #company span { display: block; padding-left: 1em; } #version { padding-right: 1em; padding-top: 1em; text-align: center; } #menu li { padding: 6px; border-color: #adaa9c; border-style: groove; border-width: medium; min-width: 108px; } #menu li a.ciApp { text-decoration: none; font-size: 112.5%; font-weight: bold; font-family: Arial; color: black; } #menu li a.ciApp span { vertical-align: top; } .welcomemessage { font-size: 60.95%; } .newFeatures { overflow-y: scroll; max-height: 300px; } #newsfeed div .newsLabel { color: red; font-size: 60.95%; font-style: italic; } /************************************************************************************** This statement appears twice in Developer Tools. Disabling one disables both. Disabling it also causes the page to render. Turning it on and the page disappears again **************************************************************************************/ #newsfeed div .newFeatures { margin-left: 1em; margin-right: 1em; font-size: 60.95%; } /************************************************************************************** **************************************************************************************/ .colmask { clear: both; float: left; position: relative; overflow: hidden; width: 100%; } .colright, .colmid, .colleft { float: left; position: relative; width: 100%; } .col2 { float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .threecol .colmid { right: 33%; } .threecol .colleft { right: 34%; } .threecol .col1 { width: 33%; left: 100%; } .threecol .col2 { width: 32%; left: 34%; } .threecol .col3 { width: 32%; left: 68.5%; } Notice the #newsfeed div .newFeatures identifier near the end. I don't know what's causing that as it's only appearing once in the output stream. Here's an image of it too: EDIT 3: It appears that even though it duplicates that particular selector, if I change the font-size to a whole number like 61% instead of the current 60.95% (that specific to defaultly match the existing desktop app as closely as possible) it works fine. So something specific to IE duplicating that selector block and the font-size being a percentage specific to two decimal places appears to kill IE8 Standards mode completely.

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Modern/Metro Internet Explorer: What were they thinking???

    - by Rick Strahl
    As I installed Windows 8.1 last week I decided that I really should take a closer look at Internet Explorer in the Modern/Metro environment again. Right away I ran into two issues that are real head scratchers to me.Modern Split Windows don't resize Viewport but Zoom OutThis one falls in the "WTF, really?" department: It looks like Modern Internet Explorer's Modern doesn't resize the browser window as every other browser (including IE 11 on the desktop) does, but rather tries to adjust the zoom to the width of the browser. This means that if you use the Modern IE browser and you split the display between IE and another application, IE will be zoomed out, with text becoming much, much smaller, rather than resizing the browser viewport and adjusting the pixel width as you would when a browser window is typically resized.Here's what I'm talking about in a couple of pictures. First here's the full screen Internet Explorer version (this shot is resized down since it's full screen at 1080p, click to see the full image):This brings up the first issue which is: On the desktop who wants to browse a site full screen? Most sites aren't fully optimized for 1080p widescreen experience and frankly most content that wide just looks weird. Even in typical 10" resolutions of 1280 width it's weird to look at things this way. At least this issue can be worked around with @media queries and either constraining the view, or adding additional content to make use of the extra space. Still running a desktop browser full screen is not optimal on a desktop machine - ever.Regardless, this view, while oversized, is what I expect: Everything is rendered in the right ratios, with font-size and the responsive design styling properly respected.But now look what happens when you split the desktop windows and show half desktop and have modern IE (this screen shot is not resized but cropped - this is actual size content as you can see in the cropped Twitter window on the right half of the screen):What's happening here is that IE is zooming out of the content to make it fit into the smaller width, shrinking the content rather than resizing the viewport's pixel width. In effect it looks like the pixel width stays at 1080px and the viewport expands out height-wise in response resulting in some crazy long portrait view.There goes responsive design - out the window literally. If you've built your site using @media queries and fixed viewport sizes, Internet Explorer completely screws you in this split view. On my 1080p monitor, the site shown at a little under half width becomes completely unreadable as the fonts are too small and break up. As you go into split view and you resize the window handle the content of the browser gets smaller and smaller (and effectively longer and longer on the bottom) effectively throwing off any responsive layout to the point of un-readability even on a big display, let alone a small tablet screen.What could POSSIBLY be the benefit of this screwed up behavior? I checked around a bit trying different pages in this shrunk down view. Other than the Microsoft home page, every page I went to was nearly unreadable at a quarter width. The only page I found that worked 'normally' was the Microsoft home page which undoubtedly is optimized just for Internet Explorer specifically.Bottom Address Bar opaquely overlays ContentAnother problematic feature for me is the browser address bar on the bottom. Modern IE shows the status bar opaquely on the bottom, overlaying the content area of the Web Page - until you click on the page. Until you do though, the address bar overlays the bottom content solidly. And not just a little bit but by good sizable chunk.In the application from the screen shot above I have an application toolbar on the bottom and the IE Address bar completely hides that bottom toolbar when the page is first loaded, until the user clicks into the content at which point the address bar shrinks down to a fat border style bar with a … on it. Toolbars on the bottom are pretty common these days, especially for mobile optimized applications, so I'd say this is a common use case. But even if you don't have toolbars on the bottom maybe there's other fixed content on the bottom of the page that is vital to display. While other browsers often also show address bars and then later hide them, these other browsers tend to resize the viewport when the address bar status changes, so the content can respond to the size change. Not so with Modern IE. The address bar overlays content and stays visible until content is clicked. No resize notification or viewport height change is sent to the browser.So basically Internet Explorer is telling me: "Our toolbar is more important than your content!" - AND gives me no chance to re-act to that behavior. The result on this page/application is that the user sees no actionable operations until he or she clicks into the content area, which is terrible from a UI perspective as the user has no idea what options are available on initial load.It's doubly confounding in that IE is running in full screen mode and has an the entire height of the screen at its disposal - there's plenty of real estate available to not require this sort of hiding of content in the first place. Heck, even Windows Phone with its more constrained size doesn't hide content - in fact the address bar on Windows Phone 8 is always visible.What were they thinking?Every time I use anything in the Modern Metro interface in Windows 8/8.1 I get angry.  I can pretty much ignore Metro/Modern for my everyday usage, but unfortunately with Internet Explorer in the modern shell I have to live with, because there will be users using it to access my sites. I think it's inexcusable by Microsoft to build such a crappy shell around the browser that impacts the actual usability of Web content. In both of the cases above I can only scratch my head at what could have possibly motivated anybody designing the UI for the browser to make these screwed up choices, that manipulate the content in a totally unmaintainable way.© Rick Strahl, West Wind Technologies, 2005-2013Posted in Windows  HTML5   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Infragistics Webgrid (Datagrid) dynamic adjusting columns

    - by mattgcon
    I want to explain this as best as I can. I have a Webgrid with a certain amount of columns. What I want is for the columns to adjust to the size of the largest string within each column, where the total of all width of columns does not exceed the width of the webgrid. At the same time however if the width of all columns is less than the width of the webgrid I want each column to adjust proportionately so that the total of columns widths equal the width of the webgrid. Can anyone help me with this logic?

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  • jqgrid won't sort

    - by Ohana
    hi, i have a jqgrid to display data, however it won't sort, i followed the examples provided by jqgrid, did i miss anything? jQuery("#list-table").jqGrid({ url:'data/getJSONFile.php?set='+setName+'&list='+listName, datatype: "json", colNames:['id', 'title','author','publisher'], colModel:[ {name:'id',index:'id',width:55, sortable:true}, {name:'title',index:'title',width:150,sorttype:'string'}, {name:'author',index:'author', width:150}, {name:'publisher', index:'publisher', width:200} ], rowNum:10, //autowidth:true, width: 800, rowList:[10,20,30], pager:jQuery('#pager1'), sortname:'id', viewrecords: true, sortorder: "desc", caption:"books list" }); jQuery("#list-table").jqGrid('navGrid', '#pager1',{edit:false, add:false,del:false});

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