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  • Sequential animations in Jquery

    - by Pickels
    I see a lot people struggling with this(me included). I guess it's mostly due to not perfectly knowing how Javascript scopes work. An image slideshow is a good example of this. So lets say you have series of images, the first one fades in = waits = fades out = next image. When I first created this I was already a little lost. I think the biggest problem for creating the basics is to keep it clean. I noticed working with callbacks can get uggly pretty fast. So to make it even more complicated most slideshows have control buttons. Next, previous, go to img, pause, ... I've been trying this for a while now and this is where I got: $(InitSlideshow); function InitSlideshow() { var img = $("img").hide(); var animate = { wait: undefined, start: function() { img.fadeIn(function() { animate.middle(); }); }, middle: function() { animate.wait = setTimeout(function() { animate.end(); }, 1000); }, end: function() { img.fadeOut(function() { animate.start(); }); }, stop: function() { img.stop(); clearTimeout(animate.wait); } }; $("#btStart").click(animate.start); $("#btStop").click(animate.stop); }; This code works(I think) but I wonder how other people deal with sequentials animations in Jquery? Tips and tricks are most welcome. So are links to good resources dealing with this issue. If this has been asked before I will delete this question. I didn't find a lot of info about this right away. I hope making this community wiki is correct as there is not one correct answer to my question. Kind regards, Pickels

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  • Downloading a picture via urllib and python.

    - by Mike
    So I'm trying to make a Python script that downloads webcomics and puts them in a folder on my desktop. I've found a few similar programs on here that do something similar, but nothing quite like what I need. The one that I found most similar is right here (http://bytes.com/topic/python/answers/850927-problem-using-urllib-download-images). I tried using this code: >>> import urllib >>> image = urllib.URLopener() >>> image.retrieve("http://www.gunnerkrigg.com//comics/00000001.jpg","00000001.jpg") ('00000001.jpg', <httplib.HTTPMessage instance at 0x1457a80>) I then searched my computer for a file "00000001.jpg", but all I found was the cached picture of it. I'm not even sure it saved the file to my computer. Once I understand how to get the file downloaded, I think I know how to handle the rest. Essentially just use a for loop and split the string at the '00000000'.'jpg' and increment the '00000000' up to the largest number, which I would have to somehow determine. Any reccomendations on the best way to do this or how to download the file correctly? Thanks!

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  • changing sounds when objects meet

    - by blacksheep
    i'd like to change sounds when tapping on an image and drag another image over several others. it is not working properly: the "MoveImage" is not dragable, the tapping is working outside the "TouchImage" and the sounds do not change when tapping on it. (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if(((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)))) { [sound_E play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)))) { [sound_F play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)))) { [sound_D play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)))) { [sound_Dis play]; } } (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if (CGRectContainsPoint(myMoveImage.frame, location)){ CGPoint yLocation = CGPointMake(myMoveImage.center.x,location.y); myMoveImage.center = yLocation; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)) { E_NOTE.text = @"E"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)) { F_NOTE.text = @"F"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)) { D_NOTE.text = @"D"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)) { Dis_NOTE.text = @"D#"; } }

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  • Reducing load time, or making the user think the load time is less

    - by Malfist
    I've been working on a website, and we've managed to reduce the total content for a page load from 13.7MiB's to 2.4, but the page still takes forever to load. It's a joomla site (ick), and it has a lot of redundant DOM elements (2000+ for the home page), and make 60+ HttpRequest's per page load, counting all the css, js, and image requests. Unlike drupal, joomla won't merge them all on the fly, and they have to be kept separate or else the joomla components will go nuts. What can I do to improve load time? Things I've done: Added colors to dom elements that have large images as their background so the color is loaded, then the image Reduced excessively large images to much smaller file sizes Reduced DOM elements to ~2000, from ~5000 Loading CSS at the start of the page, and javascript at the end Not totally possible, joomla injects it's own javascript and css and it does it at the header, always. Minified most javascript Setup caching and gziping on server Uncached size 2.4MB, cached is ~300KB, but even with so many dom elements, the page takes a good bit of time to render. What more can I do to improve the load time?

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  • error in a pygame code

    - by mekasperasky
    # INTIALISATION import pygame, math, sys from pygame.locals import * screen = pygame.display.set_mode((1024, 768)) car = pygame.image.load('car.png') clock = pygame.time.Clock() k_up = k_down = k_left = k_right = 0 speed = direction = 0 position = (100, 100) TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = ­5 BLACK = (0,0,0) while 1: # USER INPUT clock.tick(30) for event in pygame.event.get(): if not hasattr(event, 'key'): continue down = event.type == KEYDOWN # key down or up? if event.key == K_RIGHT: k_right = down * ­5 elif event.key == K_LEFT: k_left = down * 5 elif event.key == K_UP: k_up = down * 2 elif event.key == K_DOWN: k_down = down * ­2 elif event.key == K_ESCAPE: sys.exit(0) # quit the game screen.fill(BLACK) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up + k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right + k_left) # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += ­speed*math.sin(rad) y += ­speed*math.cos(rad) position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() enter code here the error i get is this Non-ASCII character '\xc2' in file race1.py on line 13, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Not able to understand what the error is and how to get rid of it?

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  • WPF drawing performance with large numbers of geometries

    - by MyFaJoArCo
    Hello, I have problems with WPF drawing performance. There are a lot of small EllipseGeometry objects (1024 ellipses, for example), which are added to three separate GeometryGroups with different foreground brushes. After, I render it all on simple Image control. Code: DrawingGroup tmpDrawing = new DrawingGroup(); GeometryGroup onGroup = new GeometryGroup(); GeometryGroup offGroup = new GeometryGroup(); GeometryGroup disabledGroup = new GeometryGroup(); for (int x = 0; x < DisplayWidth; ++x) { for (int y = 0; y < DisplayHeight; ++y) { if (States[x, y] == true) onGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else if (States[x, y] == false) offGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); else disabledGroup.Children.Add(new EllipseGeometry(new Rect((double)x * EDGE, (double)y * EDGE, EDGE, EDGE))); } } tmpDrawing.Children.Add(new GeometryDrawing(OnBrush, null, onGroup)); tmpDrawing.Children.Add(new GeometryDrawing(OffBrush, null, offGroup)); tmpDrawing.Children.Add(new GeometryDrawing(DisabledBrush, null, disabledGroup)); DisplayImage.Source = new DrawingImage(tmpDrawing); It works fine, but takes too much time - 0.5s on Core 2 Quad, 2s on Pentium 4. I need <0.1s everywhere. All Ellipses, how you can see, are equal. Background of control, where is my DisplayImage, is solid (black, for example), so we can use this fact. I tried to use 1024 Ellipse elements instead of Image with EllipseGeometries, and it was working much faster (~0.5s), but not enough. How to speed up it? Regards, Oleg Eremeev P.S. Sorry for my English.

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  • Ubuntu 12.04/12.10 can't detect windows or any other partitions(Asus z77 UEFI BIOS)

    - by user971155
    I've recently completed tinkering my new pc(motherboard ASUS z77 with UEFI BIOS) and unfortunately not everything works quite well. After installing windows 7 ultimate on a single primary partition(SATA drive) I decided to allocate one more logical partition for additional needs. When I tried doing it with the manager - it said that it couldn't allocate requested size even though I certainly asked for much less than it was available. I thought that it might have been a windows issue and proceded to installing Ubuntu 12.10 x64. When the graphical interface loaded it showed me a message stating that it can't find any other operating system on the drive. When I used custom partioning option it showed me none of my current partions(including that with windows). However, when I boot with "Try Ubuntu" feature it does find them ! I find it weird though. Here's what the console present me with: ubuntu@ubuntu:~$ sudo os-prober /dev/sda1:Windows 7 (loader):Windows:chain ubuntu@ubuntu:~$ sudo fdisk -l Disk /dev/sda: 640.1 GB, 640135028736 bytes 255 heads, 63 sectors/track, 77825 cylinders, total 1250263728 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00072b98 Device Boot Start End Blocks Id System /dev/sda1 * 2048 206847 102400 7 HPFS/NTFS/exFAT /dev/sda2 206848 100020223 49906688 7 HPFS/NTFS/exFAT /dev/sda3 100022270 1250263039 575120385 5 Extended /dev/sda4 566669312 1250263039 341796864 83 Linux I also tried creating partitions from disk utility which results in error: , Error creating partition: helper exited with exit code 1: In part_add_partition: device_file=/dev/sda, start=51211402240, size=1923000000, type=0x83 Entering MS-DOS parser (offset=0, size=640135028736) MSDOS_MAGIC found looking at part 0 (offset 1048576, size 104857600, type 0x07) new part entry looking at part 1 (offset 105906176, size 51104448512, type 0x07) new part entry looking at part 2 (offset 51211402240, size 588923274240, type 0x05) Entering MS-DOS extended parser (offset=51211402240, size=588923274240) readfrom = 51211402240 MSDOS_MAGIC found Exiting MS-DOS extended parser looking at part 3 (offset 290134687744, size 349999988736, type 0x83) new part entry Exiting MS-DOS parser MSDOS partition table detected containing partition table scheme = 1 got it Error: Can't have overlapping partitions. ped_disk_new() failed Here's what I get when I try to install the system i.stack.imgur.com/pjlb9.png, i.stack.imgur.com/g1lXN.png P.S. It's strange that I even can't create any more partitions neither with disk-utility nor with windows 7 native tools

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  • Does anyone knows the algorithm how Facebook detects the images when adding a link

    - by Edelcom
    When you add a link to your Facebook page, after some processing, Facebook presents you a next/prev button to choose an image linked to the url your are inserting. Obviously, Facebook reads the html-page and displays the images found on the url you insert. Does anyone knows what algorithm Facebook uses to decide what images to show ? If I insert a link to : http://www.staplijst.be/lachende-wandelaars-aalter-aktivia-003.asp, only 11 images are detected. The one I want, the one at the top right corner, is not included in the list. If I insert a link to http://www.staplijst.be/stichting-kennedymars-rijsbergen-zundert-nederland-knblo-nl-81996.asp, 19 images are displayed (including the one I want (the one at the right top corner of the text area). Both pages are build using asp code but are functionally the same. I thought that it has something to do with the image size, but can't find any deciding factor there. I will investigate some furhter, because if I know what Facebook is looking for, I can make sure that the correct images are included on the page (since they are dynamic pages build with classic asp). But if anyone has any idea ? Help would be appreciated.

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  • Problem with filefield module after migrating drupal site to a new server: cant upload files

    - by oalo
    We have a content type with two imagefield / filefield fields, and after migrating our site to a new server, we have the following problem: When we submit a new item for this content type, with two images for those fields, drupal gives us the following error and does not upload the images: warning: fopen(sites/default/files/.htaccess) [function.fopen]: failed to open stream: Permission denied in /websites/sitename/data/sites/all/modules/filefield/field_file.inc on line 349. warning: fopen(sites/default/files/.htaccess) [function.fopen]: failed to open stream: Permission denied in /websites/sitename/data/sites/all/modules/filefield/field_file.inc on line 349. An image thumbnail was not able to be created. warning: fopen(sites/default/files/.htaccess) [function.fopen]: failed to open stream: Permission denied in /websites/sitename/data/sites/all/modules/filefield/field_file.inc on line 349. warning: fopen(sites/default/files/.htaccess) [function.fopen]: failed to open stream: Permission denied in /websites/sitename/data/sites/all/modules/filefield/field_file.inc on line 349. An image thumbnail was not able to be created. I understand this is a permissions error, but it is not clear to me where do I have to change permissions. Line 349 of file.inc has the following code: if (($fp = fopen("$directory/.htaccess", 'w')) && fputs($fp, $htaccess_lines)) { fclose($fp); chmod($directory .'/.htaccess', 0664); } else { $repl = array('%directory' = $directory, '!htaccess' = nl2br(check_plain($htaccess_lines))); form_set_error($form_item, t("Security warning: Couldn't write .htaccess file. Please create a .htaccess file in your %directory directory which contains the following lines:!htaccess", $repl));

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  • How do you pass a BitmapImage from a background thread to the UI thread in WPF?

    - by DanM
    I have a background thread that generates a series of BitmapImage objects. Each time the background thread finishes generating a bitmap, I would like to show this bitmap to the user. The problem is figuring out how to pass the BitmapImage from the background thread to the UI thread. This is an MVVM project, so my view has an Image element: <Image Source="{Binding GeneratedImage}" /> My view-model has a property GeneratedImage: private BitmapImage _generatedImage; public BitmapImage GeneratedImage { get { return _generatedImage; } set { if (value == _generatedImage) return; _generatedImage= value; RaisePropertyChanged("GeneratedImage"); } } My view-model also has the code that creates the background thread: public void InitiateGenerateImages(List<Coordinate> coordinates) { ThreadStart generatorThreadStarter = delegate { GenerateImages(coordinates); }; var generatorThread = new Thread(generatorThreadStarter); generatorThread.ApartmentState = ApartmentState.STA; generatorThread.IsBackground = true; generatorThread.Start(); } private void GenerateImages(List<Coordinate> coordinates) { foreach (var coordinate in coordinates) { var backgroundThreadImage = GenerateImage(coordinate); // I'm stuck here...how do I pass this to the UI thread? } } I'd like to somehow pass backgroundThreadImage to the UI thread, where it will become uiThreadImage, then set GeneratedImage = uiThreadImage so the view can update. I've looked at some examples dealing with the WPF Dispatcher, but I can't seem to come up with an example that addresses this issue. Please advise.

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  • jQuery $.getJSON - How do I parse a flickr.photos.search REST API call?

    - by Chad
    Trying to adapt the $.getJSON Flickr example: $.getJSON("http://api.flickr.com/services/feeds/photos_public.gne?tags=cat&tagmode=any&format=json&jsoncallback=?", function(data){ $.each(data.items, function(i,item){ $("<img/>").attr("src", item.media.m).appendTo("#images"); if ( i == 3 ) return false; }); }); to read from the flickr.photos.search REST API method, but the JSON response is different for this call. Click here to see the JSON response. This is what I've done so far: var url = "http://api.flickr.com/services/rest/?method=flickr.photos.search&api_key=9322c53dde3b36bda33f79c16bb99104&tags=yokota+air+base&safe_search=1&per_page=20"; var src; $.getJSON(url + "&format=json&jsoncallback=?", function(data){ $.each(data.photos, function(i,item){ src = "http://farm"+ item.photo.farm +".static.flickr.com/"+ item.photo.server +"/"+ item.photo.id +"_"+ item.photo.secret +"_m.jpg"; $("<img/>").attr("src", src).appendTo("#images"); if ( i == 3 ) return false; }); }); I guess I'm not building the image src correctly. Couldn't find any documentation on how to build the image src, based on what the JSON response is. How do you parse a flickr.photos.search REST API call?

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  • How to disable scaling in JFreeChart?

    - by Alex Arnon
    Hi All, We're using JFreeChart to build an engine to display graphs. This is a web service that runs on Tomcat + Java 1.5.0, and renders charts to PNGs and JPEGs (using ChartUtilities.writeChartAs{PNG,JPEG}() ). We've run into a problem where JFreeChart seems to scale everything inside the Plot area, but only by a few pixels. The result is that the graph looks inconsistent, e.g.: Minor ticks are sometimes stretched horizontally, so that they seem to be two pixels wide instead of one. We use a small image in the top-right of the plot area as a watermark. This is stretched by one pixel horizontally and vertically somewhere near (but not exactly) its middle. Background grid lines seem to appear on sub-pixel boundaries. I have not found a way to create an accurately dotted grid line. We have tried both 1.0.9 and 1.0.13, with exactly the same results (except for the minor ticks, which were not available in the older version). Also, rendering the image to a Frame instead of JPEG/PNG produced an identical result. Help is greatly appreciated, in advance :)

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  • jQuery Cycle - #next #prev, goto nextGallery after final slide of currentGallery

    - by FHP
    I am using jQuery cycle in several galleries with #next #prev navigation and a image counter output. Now I am trying to connect all these galleries together. If the user reaches the final slide of gallery A (galleryA.html), the #next anchor should point to gallery B (galleryB.html) / the #prev anchor should point to gallery C (galleryC.html). How can I combine my 2 functions to do that? // slideshow fx $(function() { $('#slideshow').cycle({ fx: 'fade', speed: 350, prev: '#prev', next: '#next', timeout: 0, after: onAfter }); }); //image counter output function onAfter(curr,next,opts) { var caption = (opts.currSlide + 1) + opts.slideCount; $('#counter').html(caption); } html: <div id="slideshow-container"> <div class="slideshow-nav"><a id="prev" href=""></a></div> <div class="slideshow-nav"><a id="next" href=""></a></div> <div id="slideshow" class="pics"> <img src="galleryA/01.jpg" /> <img src="galleryA/02.jpg" /> <img src="galleryA/03.jpg" /> <img src="galleryA/04.jpg" /> <img src="galleryA/05.jpg" /> <img src="galleryA/06.jpg" /> </div> </div>

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  • Align col in a bootstrap collapsable menu

    - by Grimm
    I got my hands on bootstrap recently and I'm still discovering it. I made collapsable menu from a tutorial online but now that I want to had an image on each entry of my menu that I wasn't expecting. I want my image to be always aligned to the text in the menu but it still getting on top of it. I tried to remove row and col tag and forget about the responsiveness of my menu but it still doesn't work... Here is the source code of my menu: <div id="menu" class="menu nav-collapse collapse width"> <div class="collapse-inner"> <div class="navbar navbar-inverse"> <div class="menu_titlenav nav-tabs nav-stacked"> <h3>Menu</h3> </div> </div> <div class="row well menu_entry"> <div class="span2 search_ico_ina"></div> <div class="span9 search_ent_ina">Recherche</div> </div> <div class="row well menu_entry" > <div class="span2 pro_ico_ina"></div> <div class="span9 pro_ent_ina">Espace PRO</div> </div> <div class="row well menu_entry"> <div class="span2 account_ico_ina"></div> <div class="span9 account_ent_ina">Mon Compte</div> </div> </div> </div> and the entire source: http://jsfiddle.net/Grimtork/JLFMW/

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  • Using a Control Template for all controls across the application

    - by samar
    Hi, I have a control template in one of my pages and i am assigning this template to my textbox's Validation.ErrorTemplate property. The following code would give you a better view. <ControlTemplate x:Key="ValidationErrorTemplate"> <StackPanel Orientation="Horizontal" HorizontalAlignment="Right"> <AdornedElementPlaceholder/> <Image Name="ValidizorImage" Stretch="None" Source="validizor.gif" ToolTip="{Binding [0].ErrorContent}" ToolTipService.InitialShowDelay="0" ToolTipService.ShowDuration="60000"/> </StackPanel> </ControlTemplate> The above template sets the image at the end of the textbox which is having the error. This template is used as below. <TextBox Grid.Column="5" Grid.Row="1" x:Name="txtemail" Grid.ColumnSpan="3" Margin="0,1,20,1" Validation.ErrorTemplate="{StaticResource ValidationErrorTemplate}" /> My question here is I want to move this control template outside of this page so that i can use it across the application. I tried putting the exact same code of the control template in a user control say "ErrorUC" and using it as below TextBox1.SetResourceReference (System.Windows.Controls.Validation.ErrorTemplateProperty, new ErrorUC()); On running the above code i learnt that "AdornedElementPlaceholder" can be used only in templates and not in user controls. If i comment the same i am not getting the desired result. Can anyone please help! Thanks in advance! Regards, Samar

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  • Windows 7 boots to black screen with blinking cursor

    - by murgatroid99
    I have an Alienware M17x that dual boots into Ubuntu 11.04 and Windows 7 Home Premium. Currently, the computer starts at the GRUB loader and will boot into Ubuntu, but if I try to boot into Windows, I immediately get a black screen with a blinking cursor in the upper left corner. The output of fdisk -l is Device Boot Start End Blocks Id System /dev/dm-0p1 1 5 40131 de Dell Utility Partition 1 does not start on physical sector boundary. /dev/dm-0p2 6 1918 15360000 7 HPFS/NTFS Partition 2 does not start on physical sector boundary. /dev/dm-0p3 * 1918 64772 504878877+ 7 HPFS/NTFS Partition 3 does not start on physical sector boundary. /dev/dm-0p4 64772 77827 104858625 5 Extended Partition 4 does not start on physical sector boundary. /dev/dm-0p5 64772 67204 19531008 83 Linux /dev/dm-0p6 67204 74498 58593536 83 Linux /dev/dm-0p7 74498 77577 24731648 83 Linux /dev/dm-0p8 77578 77827 2000128 82 Linux swap / Solaris I have used the Windows rescue CD, and run the automatic error fixer until it finds no errors. I have run chkdsk /R on both the main Windows 7 (/dev/dm-0p3) partition and the recovery partition (/dev/dm-0p2). I set the main Windows 7 partition to be active. I also tried running in the recovery console the commands bootrec /fixmbr bootrec /fixboot bootrec /rebuildbcd None of these helped and the last set of commands deletes grub, which I then have to reinstall from Ubuntu. I think the last thing I did in windows before this started was install the newest ATI driver for my video card. This would suggest using system restore, and I actually had a restore point earlier (after the problem started), but after whatever I did that restore point does not appear in the list on the recovery disk any more, so I cannot do a system restore. Is there anything else I can try to make Windows boot properly again? Edit: Running the suggested commands bootsect /nt60 c: bcdboot c:\windows /s c: was also ineffective.

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  • Website does not automatically fit to iphone screen

    - by Ploetzeneder
    Hello, The following code does not fit onto the iphone screen; how do I have to define the viewport? <html> <body> <center> <div id="karteu" style="background: url('../customer/Karten/karte1.jpg') no-repeat left center;width:714px;height:540px;" > </div> </body> </html> Normally the site should be zoomed, so i first should see the website in small, and then be able to zoom that i see it in the original size, but in my case it does not, when i call the site, the zoom is, that the image has this original size already, and that i have to scroll, but i dont want to scroll,...i want to use the normal safari mobile zoom and then scroll The solution at the bottom does not zoom anything. I want to see the overview of the image at the beginning. Then i want to be able to zoom with the normal safari zoom functions,..

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  • JavaME - LWUIT images eat up all the memory

    - by Marko
    Hi, I'm writing a MIDlet using LWUIT and images seem to eat up incredible amounts of memory. All the images I use are PNGs and are packed inside the JAR file. I load them using the standard Image.createImage(URL) method. The application has a number of forms and each has a couple of labels an buttons, however I am fairly certain that only the active form is kept in memory (I know it isn't very trustworthy, but Runtime.freeMemory() seems to confirm this). The application has worked well in 240x320 resolution, but moving it to 480x640 and using appropriately larger images for UI started causing out of memory errors to show up. What the application does, among other things, is download remote images. The application seems to work fine until it gets to this point. After downloading a couple of PNGs and returning to the main menu, the out of memory error is encountered. Naturally, I looked into the amount of memory the main menu uses and it was pretty shocking. It's just two labels with images and four buttons. Each button has three images used for style.setIcon, setPressedIcon and setRolloverIcon. Images range in size from 15 to 25KB but removing two of the three images used for every button (so 8 images in total), Runtime.freeMemory() showed a stunning 1MB decrease in memory usage. The way I see it, I either have a whole lot of memory leaks (which I don't think I do, but memory leaks aren't exactly known to be easily tracked down), I am doing something terribly wrong with image handling or there's really no problem involved and I just need to scale down. If anyone has any insight to offer, I would greatly appreciate it.

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  • how to change onclick event with jquery?

    - by user550758
    I have create a js file in which i am creating the dynamic table and dynamically changing the click event for the calendar but onclicking the calender image for dynamic generated table, calendar popup in the previous calendar image. Please help me code /***------------------------------------------------------------ * *Developer: Vipin Sharma * *Creation Date: 20/12/2010 (dd/mm/yyyy) * *ModifiedDate ModifiedBy Comments (As and when) * *-------------------------------------------------------------*/ var jq = jQuery.noConflict(); var ia = 1; jq(document).ready(function(){ jq("#subtaskid1").click(function() { if(ia<=10){ var create_table = jq("#orgtable").clone(); create_table.find("input").each(function() { jq(this).attr({ 'id': function(_, id) { return ia + id }, 'name': function(_, name) { return ia + name }, 'value': '' }); }).end(); create_table.find("select").each(function(){ jq(this).attr({ 'name': function(_,name){ return ia + name } }); }).end(); create_table.find("textarea").each(function(){ jq(this).attr({ 'name': function(_,name){ return ia + name } }); }).end(); create_table.find("#f_trigger_c").each(function(){ var oclk = " displayCalendar(document.prjectFrm['"+ ia +"dtSubDate'],'yyyy-mm-dd', this)"; //ERROR IS HERE var newclick = new Function(oclk); jq(this).click(newclick); }).end(); create_table.appendTo("#subtbl"); jq('#maxval').val(ia); ia++; }else{ var ai = ia-1; alert('Only ' + ai + ' SubTask can be insert'); } }); });

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  • What is the best approach to 2D collision detection on the iPhone?

    - by Magic Bullet Dave
    Been working on this problem of collision detection and there appears to be 3 main approaches I could take: Sprite and mask approach. (AND the overlap of the sprites and check for a non-zero number in the resulting sprite pixel data). Bounding circles, rectangles or polygons. (Create one or more shapes that enclose the sprites and do the basic maths to check for overlaps). Use an existing sprite library. The first approach, even though it would have been the way I would have done it in the old days of 16x16 sprite blocks, it appears that there just isn’t an easy way of getting at the individual image pixel data and/or alpha channel within Quartz (or OPENGL for that matter). Detecting the overlap of the bounding box is easy, but then creating a 3rd image from the overlap and then testing it for pixels is complicated and my gut feel is that even if we could get it to work would be slow. Am I missing something neat here? The second approach involves dividing up our sprites into several polygons and testing them for overlaps. The more polygons the more accurate the collision detection. The benefit is that it is fast, and can be accurate. The downside is it makes the sprite creation more complicated. i.e., we have to create the polygons for each sprite. For speed the best approach is to create a tree of polygons. The 3rd approach I’m not sure about as it involves buying code (or using an open source licence). I am not sure what the best library to use is or whether this would make life easier or give us a problem integrating this into our app. So in short I am favouring the polygon and tree approach and would appreciate you views on this before I go and write lots of code. Best regards Dave

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  • Mulit-dimensional array edge/border conditions

    - by kirbuchi
    Hi, I'm iterating over a 3 dimensional array (which is an image with 3 values for each pixel) to apply a 3x3 filter to each pixel as follows: //For each value on the image for (i=0;i<3*width*height;i++){ //For each filter value for (j=0;j<9;j++){ if (notOutsideEdgesCondition){ *(**(outArray)+i)+= *(**(pixelArray)+i-1+(j%3)) * (*(filter+j)); } } } I'm using pointer arithmetic because if I used array notation I'd have 4 loops and I'm trying to have the least possible number of loops. My problem is my notOutsideEdgesCondition is getting quite out of hands because I have to consider 8 border cases. I have the following handled conditions Left Column: ((i%width)==0) && (j%3==0) Right Column: ((i-1)%width ==0) && (i>1) && (j%3==2) Upper Row: (i<width) && (j<2) Lower Row: (i>(width*height-width)) && (j>5) and still have to consider the 4 corner cases which will have longer expressions. At this point I've stopped and asked myself if this is the best way to go because If I have a 5 line long conditional evaluation it'll not only be truly painful to debug but will slow the inner loop. That's why I come to you to ask if there's a known algorithm to handle this cases or if there's a better approach for my problem. Thanks a lot.

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  • How to create platform independent 3D video on 3D TV via HDMI 1.4?

    - by artif
    I am writing a real-time, interactive 3D visualization program and at each point in the program, I can compute 2 images (bitmaps) that are meant to look 3D together by means of stereoscopy. How do I get my program to display the image pairs such that they look 3D on a 3D TV? Is there a platform independent way of accomplishing it? (By platform I mean independent of GPU brand, operating system, 3D TV vendor, etc.) If not, which is preferable-- to lock in by GPU, OS, or 3D TV? I suppose I need to be using an HDMI 1.4 cable with the 3D TV? HDMI 1.4 can encode stereoscopy via side-by-side method. But how do I send such an encoded signal to the monitor? What kind of libraries do I use for this sort of thing? Windows DirectShow? If DirectShow is correct, is there a cross platform equivalent available? If anyone asks, yes I have seen this question: http://stackoverflow.com/questions/2811350/generating-3d-tv-stereoscopic-output-programmatically. However, correct me if I am wrong, it does not appear to be what I'm looking for. I do not have an OpenGL or Direct3D program that generates polygons, for which a Nvidia card can do ad-hoc impromptu stereoscopy simply by rendering the scene from 2 slightly offset points of view and then displaying those 2 images on the monitor-- my program already has those image pairs and needs to display them (and they are not the result of rendering polygons). Btw, I have never done any major multimedia programming before and know very little about HDMI, Direct Show, 3D TVs, etc so pardon me if any parts of this question did not make any sense at all.

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  • @attribute elements in XML

    - by danit
    Here is my XML: ["link"]=> array(2) { [0]=> object(SimpleXMLElement)#244 (1) { ["@attributes"]=> array(3) { ["type"]=> string(9) "text/html" ["href"]=> string(48) "http://twitter.com/MoodleDan/statuses/1226112723" ["rel"]=> string(9) "alternate" } } [1]=> object(SimpleXMLElement)#245 (1) { ["@attributes"]=> array(3) { ["type"]=> string(9) "image/png" ["href"]=> string(59) "http://a3.twimg.com/profile_images/226895523/Dan_normal.png" ["rel"]=> string(5) "image" } } } ["author"]=> object(SimpleXMLElement)#246 (2) { ["name"]=> string(14) "Dan Humpherson" ["uri"]=> string(16) "http://vl3.co.uk" } The above XML is part of a larger array, but how do i get the href -> ["href"]=> string(59) "http://a3.twimg.com/profile_images/226895523/Dan_normal.png" Element to echo in PHP? This is what I tried (Wrong I know) foreach ($entry->link as $img) { echo $img->href; echo "<img src='". $img ."' />"; }

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • How to write Java-like enums in C++ ?

    - by Rahul G
    Coming from Java background, I find C++'s enums very lame. I wanted to know how to write Java-like enums (the ones in which the enum values are objects, and can have attributes and methods) in C++. As an example, translate the following Java code (a part of it, sufficient to demonstrate the technique) to C++ : public enum Planet { MERCURY (3.303e+23, 2.4397e6), VENUS (4.869e+24, 6.0518e6), EARTH (5.976e+24, 6.37814e6), MARS (6.421e+23, 3.3972e6), JUPITER (1.9e+27, 7.1492e7), SATURN (5.688e+26, 6.0268e7), URANUS (8.686e+25, 2.5559e7), NEPTUNE (1.024e+26, 2.4746e7); private final double mass; // in kilograms private final double radius; // in meters Planet(double mass, double radius) { this.mass = mass; this.radius = radius; } private double mass() { return mass; } private double radius() { return radius; } // universal gravitational constant (m3 kg-1 s-2) public static final double G = 6.67300E-11; double surfaceGravity() { return G * mass / (radius * radius); } double surfaceWeight(double otherMass) { return otherMass * surfaceGravity(); } public static void main(String[] args) { if (args.length != 1) { System.err.println("Usage: java Planet <earth_weight>"); System.exit(-1); } double earthWeight = Double.parseDouble(args[0]); double mass = earthWeight/EARTH.surfaceGravity(); for (Planet p : Planet.values()) System.out.printf("Your weight on %s is %f%n", p, p.surfaceWeight(mass)); } } Any hep would be greatly appreciated! Thanks!

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