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  • From my code, I can't trace the out of bounds exception.

    - by Matt
    public override Models.CalculationNode Parse(string expression) { var calNode = new Models.CalculationNode(); int i = expression.Length; char[] x = expression.ToCharArray(); string temp = ""; //Backwards assembly of the tree //Right Node while (!IsOperator(x[i]) && i > 0) { if (!x[i].Equals(' ')) temp = x[i] + temp; i--; } } It has been a while since I've used trees and I'm getting an out of bounds exception in the while loop.

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  • Are upper bounds of indexed ranges always assumed to be exclusive?

    - by polygenelubricants
    So in Java, whenever an indexed range is given, the upper bound is almost always exclusive. From java.lang.String: substring(int beginIndex, int endIndex) Returns a new string that is a substring of this string. The substring begins at the specified beginIndex and extends to the character at index endIndex - 1 From java.util.Arrays: copyOfRange(T[] original, int from, int to) from - the initial index of the range to be copied, inclusive to - the final index of the range to be copied, exclusive. From java.util.BitSet: set(int fromIndex, int toIndex) fromIndex - index of the first bit to be set. toIndex - index after the last bit to be set. As you can see, it does look like Java tries to make it a consistent convention that upper bounds are exclusive. My questions are: Is this the official authoritative recommendation? Are there notable violations that we should be wary of? Is there a name for this system? (ala "0-based" vs "1-based")

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  • How do I get a UIView which displays text to behave like a UILabel when bounds change?

    - by Hilton Campbell
    I have a UIView in which I need to draw text in drawRect: - (void)drawRect:(CGRect)rect { ... [@"some text" drawAtPoint:somePoint withFont:someFont]; ... } Because the text requires special formatting, I cannot just use a UILabel. It looks fine until I rotate the device. Then the size of my custom UIView changes (in the parent view's layoutSubviews method), and the text becomes stretched in one direction and squished in the other. When I replace my view with a UILabel, the text always looks great, even when the bounds of the view changes. How can I get my view to exhibit the same behavior as UILabel? Some things I have looked into, but have yet to have success with: Set the view's layer's needsDisplayOnBoundsChange to YES. Set the view's contentStretch to CGRectZero. Call setNeedsDisplay in my view's layoutSubviews. Maybe I'm not doing one of these things right. Has anyone else run into this?

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  • How should child views of UIScrollView report their bounds for contentSize?

    - by Mike
    I'm looking more for advice on the correct design for a view. What I have is a UIScrollView that contains one or more custom Views I have created. My problem is, who reports to the scrollview what it's contentSize should be? I have the following: UIView +-UIScrollView +-CustomView 1 with dynamic height depending on data +-CustomView 2 with dynamic Height depending on data The UIViewController creates new instances of the custom views with data and then adds them as subviews to the UIScrollView. The problem I'm having is how to set the value of the scrollview's contentSize? Right now, I'm not doing that and the contents of the scrollview are clipped with no scrolling possible. Should the custom view call [parent setContentSize:] in its drawRect:? Should the UIViewController query the custom view after creation to get its bounds and then call setContentSize? Should I subclass the UIScrollView to override addSubView to query each subview's height? Is there something else I'm missing? I hope I explained that properly. I'm new to this and still getting a handle on things.

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  • Set bounds for markers generated by jQuery table loop?

    - by abemonkey
    I have some jQuery code that goes through a table of location results and puts corresponding pins on a map. I am having trouble figuring out how to set the bounds so that when it goes through the loop and generates the markers on the map that it zooms and pans to fit the markers in the view. I've tried implementing code from some similar questions on this site but nothing seems to be working. Please let me know what code I should be using and where the heck I should put it in my script: $(function() { var latlng = new google.maps.LatLng(44, 44); var settings = { zoom: 15, center: latlng, disableDefaultUI: false, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), settings); $('tr').each(function(i) { var the_marker = new google.maps.Marker({ title: $(this).find('.views-field-title').text(), map: map, clickable: true, position: new google.maps.LatLng( parseFloat($(this).find('.views-field-latitude').text()), parseFloat($(this).find('.views-field-longitude').text()) ) }); var infowindow = new google.maps.InfoWindow({ content: $(this).find('.views-field-title').text() + $(this).find('.adr').text() }); new google.maps.event.addListener(the_marker, 'click', function() { infowindow.open(map, the_marker); }); }); }); `

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  • How can I scroll my custom view? I want to see the shapes drawn over the bounds of the screen

    - by antonio Musella
    I have a Custom view ... package nan.salsa.goal.customview; import android.R; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.ShapeDrawable; import android.graphics.drawable.shapes.RectShape; import android.util.AttributeSet; import android.util.Log; import android.view.View; public class DayView extends View { private static String TAG="DayView"; private ShapeDrawable mDrawable; public DayView(Context context) { super(context); } public DayView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public DayView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } public void init() { int x = 10; int y = 10; mDrawable = new ShapeDrawable(new RectShape()); mDrawable.getPaint().setColor(Color.GREEN); mDrawable.setBounds(x, y, x + (width - (x * 2)), y + (height - (y*2))); mDrawable.draw(canvas); for (int i = 1; i < 30; i++) { boxDrawable = new ShapeDrawable(new RectShape()); boxDrawable.setBounds(x + x , y + (100 * i) , x + (width - ((x + x) * 2)), y + (100 * i) + 50); boxDrawable.getPaint().setColor(Color.RED); boxDrawable.draw(canvas); } } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); setBackgroundColor(R.color.black); mDrawable.draw(canvas); } } with this simple configuration file : <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#E06F00"> <nan.salsa.goal.customview.DayView android:id="@+id/dayView" android:layout_height="match_parent" android:layout_width="fill_parent" /> </LinearLayout> In my view I want to scroll to see the shapes drawn over the bounds of the screen .. How I can do it? Regards, Antonio Musella

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  • Rotate rectangle around center

    - by ESoft
    I am playing with Brad Larsen's adaption of the trackball app. I have two views at a 60 degree angle to each other and was wondering how I get the rotation to be in the center of this (non-closed) rectangle? In the images below I would have liked the rotation to take place all within the blue lines. Code (modified to only rotate around x axis): #import "MyView.h" //===================================================== // Defines //===================================================== #define DEGREES_TO_RADIANS(degrees) \ (degrees * (M_PI / 180.0f)) //===================================================== // Public Interface //===================================================== @implementation MyView - (void)awakeFromNib { transformed = [CALayer layer]; transformed.anchorPoint = CGPointMake(0.5f, 0.5f); transformed.frame = self.bounds; [self.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 4.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0051.png"] CGImage]; imageLayer.borderColor = [UIColor yellowColor].CGColor; imageLayer.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 120.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(-60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0089.png"] CGImage]; imageLayer.borderColor = [UIColor greenColor].CGColor; imageLayer.borderWidth = 2.0f; transformed.borderColor = [UIColor whiteColor].CGColor; transformed.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; UIView *line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height / 2.0f, self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor redColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (1.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (3.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { previousLocation = [[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint location = [[touches anyObject] locationInView:self]; //location = CGPointMake(previousLocation.x, location.y); CATransform3D currentTransform = transformed.sublayerTransform; //CGFloat displacementInX = location.x - previousLocation.x; CGFloat displacementInX = previousLocation.x - location.x; CGFloat displacementInY = previousLocation.y - location.y; CGFloat totalRotation = sqrt((displacementInX * displacementInX) + (displacementInY * displacementInY)); CGFloat angle = DEGREES_TO_RADIANS(totalRotation); CGFloat x = ((displacementInX / totalRotation) * currentTransform.m12 + (displacementInY/totalRotation) * currentTransform.m11); CATransform3D rotationalTransform = CATransform3DRotate(currentTransform, angle, x, 0, 0); previousLocation = location; transformed.sublayerTransform = rotationalTransform; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } - (void)dealloc { [super dealloc]; } @end

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  • Index was outside the bounds of the array. IndexOutOfRangeException in LINQ to SQL

    - by gtas
    Im getting this exception in the protected virtual void SendPropertyChanged(String propertyName) { if ((this.PropertyChanged != null)) { this.PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); <---- HERE !!! } } of one recently table association i created, there lots of same associations around the database, and this happened in the 4 specific tables i added. Its 1...* relationship and association is Primary Table - Id (identity auto generated) Foreign PId column int not null. I just dont get it....Im using SqlMetal for generation, i regenerated the schema, rebuild, same. This is causing while inserting row in DevExpress XtraGrid, but i dont think this should be issue, same control with same functionality but for different tables works ok. I use grid's event for append value in a property when the entity creating. I disabled this but same again. Recreated the association. No change, exception occurs. Any ideas?

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  • IPhone sdk, more accurate collision detection and set the frame/bounds of UIImageView...

    - by Harry
    Hey, Im having a big problem with my app at the moment, its all too inaccurate. I have a image of a ballooon, https://dl.dropbox.com/u/2578642/Balloonedit.png And i have a dart which if it collides into the balloon the game ends. At the moment i am populating the image of the balloon with 8 UIImageViews. and i am detecting if the dart hits them, this was suppose to make it really accurate but its not, the dart pretty much passes through the balloon when its meant to collide, so i have a plan, is there any way to detect when the dart hits the actual image of the balloon not the UIImageView, or is there any way to draw a border around the balloon and detect if it hits that? currently i am using this code to detect the collision: if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ [maintimer invalidate]; accelManeger.delegate = nil; [ball setImage:img]; [UIImageView beginAnimations:nil context:NULL]; [UIImageView setAnimationDuration:0.3]; ball.transform = CGAffineTransformMakeScale(2, 2); [UIImageView commitAnimations]; } So in one method there are 40 of these bits of code and as you can imagine it is not very accurate/fast to respond. So like i said is there a way to draw a border or something around the balloon and detect the collision between the border and dart? Because then i would imagine it would run a lot smother because it would only have to process 5 bits of code. Thanks for any help. This is a big Question so if you can answer it i will buy your app :) Cheers, Harry :/

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  • Index out of bounds exception while iterating through a List<string>.

    - by Sergio Tapia
    I have a List of the location of images on a folder. I have five pictureBoxes that emulate a coverflow type area for users to skim through the images of a given folder. I know that the error is fired because the first image in the collection is set to the first picturebox, then if I click on cycleLeft(), there is a negative number. How can I account for this? For example, if the first image in the List is already set to the farthest left and someone clicks flip left, have that first image put on the last position of the list. Any guidance? private void leftArrow_Click(object sender, EventArgs e) { cycleImagesLeft(); } private void rightArrow_Click(object sender, EventArgs e) { cycleImagesRight(); } public void cycleImagesLeft() { //imageThree is the center image, that's why I use it as a frame of reference. int currentImage = pictures.IndexOf(imageThree.ImageLocation); imageOne.ImageLocation = pictures[currentImage - 3]; imageTwo.ImageLocation = pictures[currentImage - 2]; imageThree.ImageLocation = pictures[currentImage - 1]; imageFour.ImageLocation = pictures[currentImage]; imageFive.ImageLocation = pictures[currentImage + 1]; } public void cycleImagesRight() { int currentImage = pictures.IndexOf(imageThree.ImageLocation); imageOne.ImageLocation = pictures[currentImage - 1]; imageTwo.ImageLocation = pictures[currentImage]; imageThree.ImageLocation = pictures[currentImage + 1]; imageFour.ImageLocation = pictures[currentImage + 2]; imageFive.ImageLocation = pictures[currentImage + 3]; }

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  • Maze not generating properly. Out of bounds exception. need quick fix

    - by Dan Joseph Porcioncula
    My maze generator seems to have a problem. I am trying to generate something like the maze from http://mazeworks.com/mazegen/mazetut/index.htm . My program displays this http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc7/s320x320/374060_426350204045347_100000111130260_1880768_1572427285_n.jpg and the error Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: -1 at Grid.genRand(Grid.java:73) at Grid.main(Grid.java:35) How do I fix my generator program? import java.awt.*; import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import javax.swing.*; import java.util.ArrayList; public class Grid extends Canvas { Cell[][] maze; int size; int pathSize; double width, height; ArrayList<int[]> coordinates = new ArrayList<int[]>(); public Grid(int size, int h, int w) { this.size = size; maze = new Cell[size][size]; for(int i = 0; i<size; i++){ for(int a =0; a<size; a++){ maze[i][a] = new Cell(); } } setPreferredSize(new Dimension(h, w)); } public static void main(String[] args) { JFrame y = new JFrame(); y.setLayout(new BorderLayout()); Grid f = new Grid(25, 400, 400); y.add(f, BorderLayout.CENTER); y.setSize(450, 450); y.setVisible(true); y.setDefaultCloseOperation(y.EXIT_ON_CLOSE); f.genRand(); f.repaint(); } public void push(int[] xy) { coordinates.add(xy); int i = coordinates.size(); coordinates.ensureCapacity(i++); } public int[] pop() { int[] x = coordinates.get((coordinates.size())-1); coordinates.remove((coordinates.size())-1); return x; } public int[] top() { return coordinates.get((coordinates.size())-1); } public void genRand(){ // create a CellStack (LIFO) to hold a list of cell locations [x] // set TotalCells = number of cells in grid int TotalCells = size*size; // choose a cell at random and call it CurrentCell int m = randomInt(size); int n = randomInt(size); Cell curCel = maze[m][n]; // set VisitedCells = 1 int visCel = 1,d=0; int[] q; int h,o = 0,p = 0; // while VisitedCells < TotalCells while( visCel < TotalCells){ // find all neighbors of CurrentCell with all walls intact if(maze[m-1][n].countWalls() == 4){d++;} if(maze[m+1][n].countWalls() == 4){d++;} if(maze[m][n-1].countWalls() == 4){d++;} if(maze[m][n+1].countWalls() == 4){d++;} // if one or more found if(d!=0){ Point[] ls = new Point[4]; ls[0] = new Point(m-1,n); ls[1] = new Point(m+1,n); ls[2] = new Point(m,n-1); ls[3] = new Point(m,n+1); // knock down the wall between it and CurrentCell h = randomInt(3); switch(h){ case 0: o = (int)(ls[0].getX()); p = (int)(ls[0].getY()); curCel.destroyWall(2); maze[o][p].destroyWall(1); break; case 1: o = (int)(ls[1].getX()); p = (int)(ls[1].getY()); curCel.destroyWall(1); maze[o][p].destroyWall(2); break; case 2: o = (int)(ls[2].getX()); p = (int)(ls[2].getY()); curCel.destroyWall(3); maze[o][p].destroyWall(0); break; case 3: o = (int)(ls[3].getX()); p = (int)(ls[3].getY()); curCel.destroyWall(0); maze[o][p].destroyWall(3); break; } // push CurrentCell location on the CellStack push(new int[] {m,n}); // make the new cell CurrentCell m = o; n = p; curCel = maze[m][n]; // add 1 to VisitedCells visCel++; } // else else{ // pop the most recent cell entry off the CellStack q = pop(); m = q[0]; n = q[1]; curCel = maze[m][n]; // make it CurrentCell // endIf } // endWhile } } public int randomInt(int s) { return (int)(s* Math.random());} public void paint(Graphics g) { int k, j; width = getSize().width; height = getSize().height; double htOfRow = height / (size); double wdOfRow = width / (size); //checks verticals - destroys east border of cell for (k = 0; k < size; k++) { for (j = 0; j < size; j++) { if(maze[k][j].checkWall(2)){ g.drawLine((int) (k * wdOfRow), (int) (j * htOfRow), (int) (k * wdOfRow), (int) ((j+1) * htOfRow)); }} } //checks horizontal - destroys north border of cell for (k = 0; k < size; k++) { for (j = 0; j < size; j++) { if(maze[k][j].checkWall(3)){ g.drawLine((int) (k * wdOfRow), (int) (j * htOfRow), (int) ((k+1) * wdOfRow), (int) (j * htOfRow)); }} } } } class Cell { private final static int NORTH = 0; private final static int EAST = 1; private final static int WEST = 2; private final static int SOUTH = 3; private final static int NO = 4; private final static int START = 1; private final static int END = 2; boolean[] wall = new boolean[4]; boolean[] border = new boolean[4]; boolean[] backtrack = new boolean[4]; boolean[] solution = new boolean[4]; private boolean isVisited = false; private int Key = 0; public Cell(){ for(int i=0;i<4;i++){wall[i] = true;} } public int countWalls(){ int i, k =0; for(i=0; i<4; i++) { if (wall[i] == true) {k++;} } return k;} public boolean checkWall(int x){ switch(x){ case 0: return wall[0]; case 1: return wall[1]; case 2: return wall[2]; case 3: return wall[3]; } return true; } public void destroyWall(int x){ switch(x){ case 0: wall[0] = false; break; case 1: wall[1] = false; break; case 2: wall[2] = false; break; case 3: wall[3] = false; break; } } public void setStart(int i){Key = i;} public int getKey(){return Key;} public boolean checkVisit(){return isVisited;} public void visitCell(){isVisited = true;} }

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  • ASP MVC LINQ to SQL IQueryable Array out of bounds?

    - by Jacob Huggart
    Hey guys, I have an Iqueryable that is populated from the database and then converted to an Array. That works fine. The issue is when I only have 1 element in the Array. I try to use the 0th element and it says "ArrayOutOfBoundsException". When I have 2+ elements in the array and pull elements 0 and 1 it works fine. What gives?

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  • How to restrict bounds for Translate Animation for a view in Android?

    - by Kiran Parmar
    Hello All. Let me explain the scenario that I want to achieve:- Consider the below as the Layout I have inside a Parent_Linearlayout: [Linear Layout] (Fill_Parent, Wrap_Content) [ScrollView] Activity's setContentView is set to the Parent_Linearlayout In the application, when a condition is met, I want the Scrollview to be removed from the screen and instead put another View in its place.<br> I've been able to do this, When I remove the ScrollView, I'm applying translate Animation to it so that it seems as if the View has gone to the top, before removing it. But when the animation occurs, the ScrollView translates OVER the Linear layout present above it. How do I restrict it, so that the scrollview does not go over the linear layout, but disappears at the base of the Linearlayout. I want the linearlayout to always stay visible.. I've been trying to do this from quite some time, but I've not been able to get desired results.. Could someone kindly help me out here??

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  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

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  • Can't detect collision properly using Rectangle.Intersects()

    - by Daniel Ribeiro
    I'm using a single sprite sheet image as the main texture for my breakout game. The image is this: My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself. Texture2D sheet; Point paddleSize = new Point(112, 24); Point paddleSheetPosition = new Point(0, 240); Vector2 paddleViewportPosition; Rectangle paddleRectangle; Point ballSize = new Point(24, 24); Point ballSheetPosition = new Point(160, 240); Vector2 ballViewportPosition; Rectangle ballRectangle; Vector2 ballVelocity; My initialization is a little confusing as well, but it works as expected: paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2)); paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y); Random random = new Random(); ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2)); ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y); ballVelocity = new Vector2(3f, 3f); The problem is I can't detect the collision properly, using this code: if(ballRectangle.Intersects(paddleRectangle)) { ballVelocity.Y = -ballVelocity.Y; } What am I doing wrong?

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  • Multiple vulnerabilities in libexif

    - by Umang_D
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-2812 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 6.4 libexif Solaris 11 11/11 SRU 12.4 CVE-2012-2813 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 6.4 CVE-2012-2814 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 7.5 CVE-2012-2836 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 6.4 CVE-2012-2837 Numeric Errors vulnerability 5.0 CVE-2012-2840 Numeric Errors vulnerability 7.5 CVE-2012-2841 Numeric Errors vulnerability 7.5 CVE-2012-2845 Numeric Errors vulnerability 6.4 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • [AS3] BitmapData cut-off

    - by Fristi
    Hello, I am writing a MovieClip rasterizer which rasterizes all the frames in the specified movieclip. Here's the code for rasterizing: for ( var i:int = start; i <= end; i++ ) { //goto the next frame clip.gotoAndStop( i ); //get the bounds bounds = clip.getBounds(clip); //create a new bitmapdata container bitmapData = new BitmapData( transformer.width == -1 ? bounds.width : transformer.width, transformer.height == -1 ? bounds.height : transformer.height, transformer.transparent, transformer.color ); //rotate the clip if (clip.rotation != 0) transformer.rotate( clip.rotation * (Math.PI / 180) ); //scale the clip if (clip.scaleX != 1 || clip.scaleY != 1) transformer.scale( clip.scaleX, clip.scaleY ); //translate the movieclip to its zero point if (transformer.matrix.tx == 0 && transformer.matrix.ty == 0) transformer.translateToZero( bounds ); //draw the bitmap data with the transformers bitmapData.draw( this._source, transformer.matrix, transformer.colorTransform, transformer.blendMode, transformer.clipRect, //new Rectangle(0, 0, bounds.width, bounds.height), transformer.smoothing ); //push the data on the array frames.push( bitmapData ); } Now the result is different - http://i42.tinypic.com/lfv52.jpg - (note the head and left shoe). Anyone knows what the problem is? I've seen people adding 'extra' pixels to their boundary box at the BitmapData constructor, but thats nasty imo.

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • google maps api v3 - loop through overlays - overlayview methods

    - by user317005
    how can i loop through an array within the overlayview class? $(document).ready(function() { var overlay; var myLatlng = new google.maps.LatLng(51.501743,-0.140461); var myOptions = { zoom: 13, center: myLatlng, mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById('map_canvas'), myOptions); OverlayTest.prototype = new google.maps.OverlayView(); var items = [ [51.501743,-0.140461], [51.506209,-0.146796], ]; for([loop])//loop through array { var latlng = new google.maps.LatLng(items[i][0], items[i][1]); var bounds = new google.maps.LatLngBounds(latlng); overlay = new OverlayTest(map, bounds); var element_id = 'map_' + i; function OverlayTest(map, bounds) { this.bounds_ = bounds; this.map_ = map; this.div_ = null; this.setMap(map); } OverlayTest.prototype.onAdd = function() { var div = ''; this.div_ = div; var panes = this.getPanes(); panes.mapPane.innerHTML = div; } OverlayTest.prototype.draw = function() { var overlayProjection = this.getProjection(); var sw = overlayProjection.fromLatLngToDivPixel(this.bounds_.getSouthWest()); var ne = overlayProjection.fromLatLngToDivPixel(this.bounds_.getNorthEast()); var div = document.getElementById(element_id); div.style.left = sw.x + 'px'; div.style.top = ne.y + 'px'; } } }); the above code doesn't work, but when i manually assign a lat/lng to the overlayview class it magically works (see below)?! $(document).ready(function() { var overlay; var myLatlng = new google.maps.LatLng(51.501743,-0.140461); var myOptions = { zoom: 13, center: myLatlng, mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById('map_canvas'), myOptions); OverlayTest.prototype = new google.maps.OverlayView(); var items = [ [51.501743,-0.140461], [51.506209,-0.146796], ]; var latlng = new google.maps.LatLng(51.506209,-0.146796);//manually assign lat/lng var bounds = new google.maps.LatLngBounds(latlng); overlay = new OverlayTest(map, bounds); function OverlayTest(map, bounds) { this.bounds_ = bounds; this.map_ = map; this.div_ = null; this.setMap(map); } OverlayTest.prototype.onAdd = function() { var div = ''; this.div_ = div; var panes = this.getPanes(); panes.mapPane.innerHTML = div; } OverlayTest.prototype.draw = function() { var overlayProjection = this.getProjection(); var sw = overlayProjection.fromLatLngToDivPixel(this.bounds_.getSouthWest()); var ne = overlayProjection.fromLatLngToDivPixel(this.bounds_.getNorthEast()); var div = document.getElementById('map_1'); div.style.left = sw.x + 'px'; div.style.top = ne.y + 'px'; } });

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  • TableView frame not resizing properly when pushing a new view controller and the keyboard is hiding

    - by Pete
    Hi, I must be missing something fundamental here. I have a UITableView inside of a NavigationViewController. When a table row is selected in the UITableView (using tableView:didSelectRowAtIndexPath:) I call pushViewController to display a different view controller. The new view controller appears correctly, but when I pop that view controller and return the UITableView is resized as if the keyboard was being displayed. I need to find a way to have the keyboard hide before I push the view controller so that the frame is restored correctly. If I comment out the code to push the view controller then the keyboard hides correctly and the frame resizes correctly. The code I use to show the keyboard is as follows: - (void) keyboardDidShowNotification:(NSNotification *)inNotification { NSLog(@"Keyboard Show"); if (keyboardVisible) return; // We now resize the view accordingly to accomodate the keyboard being visible keyboardVisible = YES; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height -= bounds.size.height; // subtract the keyboard height if (self.tabBarController != nil) { tableFrame.size.height += 48; // add the tab bar height } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; } The keyboard is hidden using: - (void) keyboardWillHideNotification:(NSNotification *)inNotification { if (!keyboardVisible) return; NSLog(@"Keyboard Hide"); keyboardVisible = FALSE; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height += bounds.size.height; // add the keyboard height if (self.tabBarController != nil) { tableFrame.size.height -= 48; // subtract the tab bar height } tableViewNewEntry.frame = tableFrame; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; [tableViewNewEntry scrollToNearestSelectedRowAtScrollPosition:UITableViewScrollPositionMiddle animated:YES]; NSLog(@"Keyboard Hide Finished"); } I trigger the keyboard being hidden by resigning first responser for any control that is the first responder in ViewWillDisappear. I have added NSLog statements and see things happening in the log file as follows: Show Keyboard ViewWillDisappear: Hiding Keyboard Hide Keyboard Keyboard Hide Finished PushViewController (an NSLog entry at the point I push the new view controller) From this trace, I can see things happening in the right order, but It seems like when the view controller is pushed that the keyboard hide code does not execute properly. Any ideas would be really appreciated. I have been banging my head against the keyboard for a while trying to find out what I am doing wrong.

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  • Random strange behaviour on Google Maps v2

    - by fesja
    hi, I'm having a particular fight with Google Maps v2 on Chrome. The map is shown well on all browsers except Chrome, that without any particular reason, it does any of these things as you can see on the image: Moving the center to the south Showing the markers to the right, but if i move the map, they moved too to the next section of the map. Perfect I have the following javascript: if (GBrowserIsCompatible()) { var map = new GMap2(document.getElementById("map")); var bounds = new GLatLngBounds(); map.enableScrollWheelZoom(); map.addControl(new GSmallMapControl()); map.addControl(new GMapTypeControl()); map.removeMapType(G_HYBRID_MAP); var zoomout = 1; var pcenter_0 = new GLatLng(40.420300, -3.705770); var marker_0 = new GMarker(pcenter_0, {draggable: false}); map.addOverlay(marker_0); marker_0.bindInfoWindowHtml('info', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_0.getPoint()); var pcenter_1 = new GLatLng(41.385719, 2.170050); var marker_1 = new GMarker(pcenter_1, {draggable: false}); map.addOverlay(marker_1); marker_1.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_1.getPoint()); var pcenter_2 = new GLatLng(48.856918, 2.341210); var marker_2 = new GMarker(pcenter_2, {draggable: false}); map.addOverlay(marker_2); marker_2.bindInfoWindowHtml('info', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_2.getPoint()); var pcenter_3 = new GLatLng(37.779160, -122.420052); var marker_3 = new GMarker(pcenter_3, {draggable: false}); map.addOverlay(marker_3); marker_3.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_3.getPoint()); var pcenter_4 = new GLatLng(48.202541, 16.368799); var marker_4 = new GMarker(pcenter_4, {draggable: false}); map.addOverlay(marker_4); marker_4.bindInfoWindowHtml('', {pixelOffset:new GSize(32,5), maxWidth:200} ); bounds.extend(marker_4.getPoint()); zoomToBounds(zoomout); } function zoomToBounds(zoomout) { map.setCenter(bounds.getCenter()); var zoom = map.getBoundsZoomLevel(bounds)-zoomout; if(zoom < 1) zoom = 1; map.setZoom(zoom); map.checkResizeAndCenter(); } Do you have any idea or clue of what can be happening? It's very annoying to have this random javascript errors.. If you need more info, please ask! thanks! Update to add html code (before javascript) <div id="index_map"> <div id="map"></div> </div> I've aldo updated the markers code

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  • Google Maps API v3: Can I setZoom after fitBounds?

    - by chris
    I have a set of points I want to plot on an embedded Google Map (API v3). I'd like the bounds to accommodate all points unless the zoom level is too low (i.e., zoomed out too much). My approach has been like this: var bounds = new google.maps.LatLngBounds(); // extend bounds with each point gmap.fitBounds(bounds); gmap.setZoom( Math.max(6, gmap.getZoom()) ); This doesn't work. The last line "gmap.setZoom()" doesn't change the zoom level of the map if called directly after fitBounds. Is there a way to get the zoom level of a bounds without applying it to the map? Other ideas to solve this?

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