Search Results

Search found 549 results on 22 pages for 'htc hero'.

Page 5/22 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • I'm getting reports that my app is draining the battery, but only on HTC Incredible.

    - by BenTobin
    Has anyone else noticed behavior specific to the HTC Incredible that might result in an app keeping the device awake and busy? I've received reports that my app is responsible for keeping the device awake and draining the battery, but only from HTC Incredible users. My app responds to a number of Intents that might be related. It has a service that starts on boot, and it also responds to changes in network connectivity. I do use a WakeLock, but I'm careful to release it when I'm done processing, and the WakeLock times out after a couple minutes whether I'm done or not. I've heard that the Incredible may have some connectivity problems, or that some of them do. Could it be that the network is going up and down frequently, triggering my app? Any other ideas? I've asked a user to send me their logs with aLogCat. If they're willing, that may help narrow down the cause.

    Read the article

  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

    Read the article

  • can not access MovieClip properties in flashDevelop

    - by numerical25
    I know there is something I am doing wrong. In my controls I have keydown events that control my hero. As of right now, I am trying to rotate my hero but he refuses to turn . Below is my Hero Class, my control class, and gameobject class. pretty much all the classes associate with the controls class. package com.Objects { import com.Objects.GameObject; /** * ... * @author Anthony Gordon */ [Embed(source='../../../bin/Assets.swf', symbol='OuterRim')] public class Hero extends GameObject { public function Hero() { } } } Here is my Controls class. This is the class where I am trying to rotate my hero but he doesnt. The keydown event does work cause I trace it. package com.Objects { import com.Objects.Hero; import flash.events.*; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class Controls extends GameObject { private var aKeyPress:Array; public var ship:Hero; public function Controls(ship:Hero) { this.ship = ship; IsDisplay = false; aKeyPress = new Array(); engine.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener); engine.sr.addEventListener(KeyboardEvent.KEY_UP,keyUpListener); } private function keyDownListener(e:KeyboardEvent):void { //trace("down e.keyCode=" + e.keyCode); aKeyPress[e.keyCode] = true; trace(e.keyCode); } private function keyUpListener(e:KeyboardEvent):void { //trace("up e.keyCode=" + e.keyCode); aKeyPress[e.keyCode]=false; } override public function UpdateObject():void { Update(); } private function Update():void { if (aKeyPress[37])//Key press left ship.rotation += 3,trace(ship.rotation ); ///DOESNT ROtate }//End Controls } } Here is GameObject Class package com.Objects { import com.Objects.Engine; import com.Objects.IGameObject; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class GameObject extends MovieClip implements IGameObject { private var isdisplay:Boolean = true; private var garbage:Boolean; public static var engine:Engine; public var layer:Number = 0; public function GameObject() { } public function UpdateObject():void { } public function GarbageCollection():void { } public function set Garbage(garb:Boolean):void { garbage = garb; } public function get Garbage():Boolean { return garbage } public function get IsDisplay():Boolean { return isdisplay; } public function set IsDisplay(display:Boolean):void { isdisplay = display; } public function set Layer(l:Number):void { layer = l; } public function get Layer():Number { return layer } } }

    Read the article

  • Annoying Bug in banner cycle

    - by Davemof
    I have created a rotating banner script for a new site I'm developing View banner here(it rotates every 10 seconds) Unfortunately to the transition seems to be a biut buggy, and the image will fade out, show the same image again and then fade in the new one. I think I have made a simple error somewhere, but can't figure out where it is. the code used to cycle the banners is: In document ready: if ($('.home').length > 0){ $('<img width="100%" />').attr('src', '/assets/img/backgrounds/home/hero'+homecount+'.jpg').load(function(){ $('.hero').append( $(this) ); $('.hero img').fadeIn('medium').delay(10000).fadeOut('slow', loopImages); setHeroHeight(); }); } Outside document ready: function loopImages(){ homecount = homecount+1; if (homecount > 5){ homecount = 1; } $('.hero img') .attr('src', '/assets/img/backgrounds/home/hero'+homecount+'.jpg') .load(function(){ $('.hero img').fadeIn('fast')}).delay(10000).fadeOut('slow', loopImages); } Any help would be greatly appreciated Thanks Dave

    Read the article

  • NPE when drawing TabWidget in android (only on HTC Magic?)

    - by David Hedlund
    I've received report from the user of an app I've written that he gets FC whenever starting a certain activity. I have not been able to reproduce the issue on the emulator or on my HTC Hero (running 1.5), but this user running HTC Magic (with 1.6) is facing this error every time. What bothers me is that no single step in the stacktrace actually includes any code in my app (com.filmtipset) 01-07 00:10:26.773 I/ActivityManager( 141): Starting activity: Intent { cmp=com.filmtipset/.ViewMovie (has extras) } 01-07 00:10:27.023 D/AndroidRuntime( 2402): Shutting down VM 01-07 00:10:27.023 W/dalvikvm( 2402): threadid=3: thread exiting with uncaught exception (group=0x4001e170) 01-07 00:10:27.023 E/AndroidRuntime( 2402): Uncaught handler: thread main exiting due to uncaught exception 01-07 00:10:27.083 E/AndroidRuntime( 2402): java.lang.NullPointerException 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.TabWidget.dispatchDraw(TabWidget.java:173) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.View.draw(View.java:6552) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.FrameLayout.draw(FrameLayout.java:352) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.View.draw(View.java:6552) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.widget.FrameLayout.draw(FrameLayout.java:352) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1883) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.draw(ViewRoot.java:1332) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.performTraversals(ViewRoot.java:1097) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.os.Handler.dispatchMessage(Handler.java:99) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.os.Looper.loop(Looper.java:123) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at android.app.ActivityThread.main(ActivityThread.java:4320) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at java.lang.reflect.Method.invokeNative(Native Method) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at java.lang.reflect.Method.invoke(Method.java:521) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 01-07 00:10:27.083 E/AndroidRuntime( 2402): at dalvik.system.NativeStart.main(Native Method) Full dump here if I've missed anything of interest I'm guessing, then, that there might be something wrong with my layout. It's quite verbose, so I'm posting it here, rather than pasting the whole thing on SO. There is a tabwidget, where one tab is connected to the scrollview, svFilmInfo, and one to the linear layout llComments. The tab host is populated as such: Drawable commentSelector = getResources().getDrawable(R.drawable.tabcomment); Drawable infoSelector = getResources().getDrawable(R.drawable.tabinfo); mTabHost = getTabHost(); mTabHost.getTabWidget().setBackgroundColor(Color.BLACK); mTabHost.addTab(mTabHost.newTabSpec("tabInfo").setIndicator("Filminfo", infoSelector).setContent(R.id.svFilmInfo)); mTabHost.addTab(mTabHost.newTabSpec("tabInfo").setIndicator("Kommentarer", commentSelector).setContent(R.id.llComments)); Since I cannot reproduce the error myself, and since I cannot find any mention in the stack trace of what might be causing the error, I don't quite know where to start troubleshooting this. I'd appreciate any pointers.

    Read the article

  • Does Android Speech Synthesis do no work for HTC Dream firmware version 1.6 build DRD20 ?

    - by mob-king
    I have a HTC Dream firmware version 1.6 build DRD20. I am unable to install voice data in Menu == Settings == Speech Synthesis == Install voice data. The option just brings me back to previous screen of settings. I also tried installing Speech Synthesis Data Installer and many other applications for text to speech. But none works and give back Sorry! Force close error. Is there any way by which I can install voice data ? Or any way I can use text to speech ? Can anyone also tell what is latest offical firmware available for this mobile ?

    Read the article

  • Does Android Speech Synthesis do not work for HTC Dream firmware version 1.6 build DRD20 ?

    - by mob-king
    I have a HTC Dream firmware version 1.6 build DRD20. I am unable to install voice data in Menu == Settings == Speech Synthesis == Install voice data. The option just brings me back to previous screen of settings. I also tried installing Speech Synthesis Data Installer and many other applications for text to speech. But none works and give back Sorry! Force close error. Is there any way by which I can install voice data ? Or any way I can use text to speech ? Can anyone also tell what is latest offical firmware available for this mobile ?

    Read the article

  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

    Read the article

  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

    Read the article

  • Simple way to decrease values without making a new attribute?

    - by Jam
    I'm making a program where you're firing a 'blaster', and I have 5 ammo. I'm blasting an alien who has 5 health. At the end I instantiate the player and make him blast 6 times to check that the program works correctly. But the way I've done it makes it so that the amount won't decrease. Is there an easy fix to this, or do I just have to make a new attribute for ammo and health? Here's what I have: class Player(object): """ A player in a shooter game. """ def blast(self, enemy, ammo=5): if ammo>=1: ammo-=1 print "You have blasted the alien." print "You have", ammo, "ammunition left." enemy.die(5) else: print "You are out of ammunition!" class Alien(object): """ An alien in a shooter game. """ def die(self, health=5): if health>=1: health-=1 print "The alien is wounded. He now has", health, "health left." elif health==0: health-=1 print "The alien gasps and says, 'Oh, this is it. This is the big one. \n" \ "Yes, it's getting dark now. Tell my 1.6 million larvae that I loved them... \n" \ "Good-bye, cruel universe.'" else: print "The alien's corpse sits up momentarily and says, 'No need to blast me, I'm dead already!" # main print "\t\tDeath of an Alien\n" hero = Player() invader = Alien() hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) raw_input("\n\nPress the enter key to exit.")

    Read the article

  • HTC Hero Mouse Ball click not working on Custom ListView?

    - by UMMA
    dear friends, i have created custom list view using class EfficientAdapter extends BaseAdapter implements { private LayoutInflater mInflater; private Context context; public EfficientAdapter(Context context) { mInflater = LayoutInflater.from(context); this.context = context; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; convertView = mInflater.inflate(R.layout.adaptor_content, null); convertView.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { } }); } and other necessary methods... also } using touch screen when i click on list item OnClickListener of list item is called. but when i use Mouse Ball / Track Ball (Phone Hardware) to click on ListItem OnClickListener of list item is not called. can any one guide me is this Phone bug or My Fault? any help would be appriciated.

    Read the article

  • Force Close problem while Moving track ball on disabled EditText On HTC Hero Phone?

    - by UMMA
    dear friends, i have a small form with four EditText fields in which second EditText is disable for text Editing. now when i roll Android Phone ball to move from the top to bottom first time it selects disabled EditText and then third EditText and moves downward to foruth EditText. but when i try to move upward on Disabled EditText it displays me error Force Close after selecting it. it is only happening in phone not in Emulator. please guide how to resolve this issue? any help would be appriciated.

    Read the article

  • HTC Hero Mouse BOll click not working on Custom ListView?

    - by UMMA
    dear friends, i have created custom list view using class EfficientAdapter extends BaseAdapter implements { private LayoutInflater mInflater; private Context context; public EfficientAdapter(Context context) { mInflater = LayoutInflater.from(context); this.context = context; } public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; convertView = mInflater.inflate(R.layout.adaptor_content, null); convertView.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { } }); } and other necessary methods... also } using touch screen when i click on list item OnClickListener of list item is called. but when i use Mouse Boll / Track Boll (Phone Hardware) to click on ListItem OnClickListener of list item is not called. can any one guide me is this Phone bug or My Fault? any help would be appriciated.

    Read the article

  • ?????·????????????!?MAN. MACHINE. HERO. IRONMAN 2 ?????????????

    - by takashi.hitomi
    ?????????????????????????????????????????????????????IRONMAN 2?????????????? ??????????????????????????????????????????????????????? ????"That's American Movie!"??????????????????????????? ?????????????"????????"????????????????????????????????????(?)? ?????????????????????????????·???(?)?????????????????????!?????????????????? ??????????????·????????????????????????????????????????????????????????????????????????????????3D??????????????·??? 3D TV???????????????????????????????? ???????1??????????????????... ????????????????? ????????????? ???????? ?????????????????????? ??????????? ?????????????????????????????????????? ?????????????????????????????????????????? (????????????????????)? ?????IRONMAN??????????????????????????????????????????????????????????????????????????????????????????????????????? 2???????????????????????????????????????????????????"That's American Movie!"???????????????????????????????????????????????????????????????????????(?????????????????????)? ????????????????????????????????????????? ???????????????

    Read the article

  • C# text creation issue

    - by Mike
    This is whats going on. I have a huge text file that is suppose to be 1 line per entry. The issue is sometimes the line is broken with a new line. I edit this entire file and wherever the file doesn't begin with ("\"A) i need to append the current line to the previous line ( replacing \n with " "). Everything I come up with keeps appending the line to a new line. Any help is appricated... CODE: public void step1a() { string begins = ("\"A"); string betaFilePath = @"C:\ext.txt"; string[] lines = File.ReadAllLines(betaFilePath); foreach (string line in lines) { if (line.StartsWith(begins)) { File.AppendAllText(@"C:\xt2.txt",line); File.AppendAllText(@"C:\xt2.txt", "\n"); } else { string line2 = line.Replace(Environment.NewLine, " "); File.AppendAllText(@"C:\xt2.txt",line2); } } } Example: Orig: "\"A"Hero|apple|orange|for the fun of this "\"A"Hero|apple|mango|lots of fun always "\"A"Her|apple|fruit|no pain is the way "\"A"Hero|love|stackoverflowpeople|more fun Resulting: "\"A"Hero|apple|orange|for the fun of this "\"A"Hero|apple|mango|lots of fun always "\"A"Her|apple|fruit|no pain is the way "\"A"Hero|love|stackoverflowpeople|more fun

    Read the article

  • In the Mobile and Tablet World, How Much is Too Much?

    - by andrewbrust
    The week of April 26th was a huge one in the world of mobile and tablet devices,  There were so many individual developments, announcements and solidifications of strategy, it’s almost impossible to believe they occurred in the same month, let alone the same week. Things started with Apple and Gizmodo having a Law and Order moment over the latter’s procurement of what appears to be the former’s 4th gen iPhone prototype.  We found out on the 26th that Gizmodo blogger Jason Chen’s apartment was raided by police and, honestly, that was a bit much. But Apple didn’t stop there.  They also published Steve Job’s critique of Adobe Flash and his explanation of Cupertino’s embargo of Flash on iPhones, iPods and iPads.  If you ask me, this too, was a bit much. Apple finished up the week by releasing the 3G version of its iPad product to the US market. I like (iLike?) my WiFi iPad.  The idea of getting a version of it that required a second 3G service monthly subscription, is, well, a bit  much. Microsoft was in the news too.  It killed a project it hadn’t even acknowledged the existence of: the Courier tablet.  That’s a bit much too.  If a tree falls in the woods, and Microsoft says they can’t hear it anyway, could they really have chopped it down? Maybe Microsoft Research should have licensed some of Courier’s technology from other parts of Microsoft.  Then maybe they could have kept the product alive.  Ask HTC: they’re going to be licensing technology from Microsoft because Redmond insists that Google’s Android operating system infringes on certain of their patents.  And since HTC now builds a number of handsets on Android, instead of being beholden, as they once were, to Windows Mobile, that means they can keep making their products.  Why does HTC have to pay the royalties, and not Google?  Maybe Microsoft decided that going after GOOG would have been a bit much, even for them. The agreement came not a moment to soon: HTC released their “Droid Incredible” (that name’s a bit much), an Android 2.1 handset with amazing hardware and HTC’s own Sense UI, on April 30th (this past Friday). This phone is very well-reviewed.  Maybe that’s why Google basically decided to beg off introducing a version of its Nexus One phone (also manufactured by HTC) on the Verizon Wireless network.  Google backing down?  That’s incredible, if not also a bit much. And that brings us to HP.  Which this week announced its acquisition of Palm and its webOS mobile phone touch-oriented operating system.  HP also killed its own Slate initiative.  Apparently HP realized that Windows 7, even with a proprietary HP touch UI added on top, is no match for the iPad.  I’m guessing they think webOS might work a bit better,  And I’m wondering if HP even wants to use webOS for phone handsets, beyond the Pre and Pixi.  Using it just for slate devices would be a bit extreme, but maybe not too much. Honestly, this was not Microsoft’s best week.  It killed a project and a close partner did likewise.  Then that same partner bought a competing OS product, while another partner released their new product that uses yet another competing OS platform. What did Microsoft actually produce this past week? An update to its Windows Phone 7 developer tools that actually works with the version of Visual Studio 2010 released on April 12th, and the version of Silverlight released three days later. That took three weeks to get synced up, and that’s a bit much too. But at least it happened. Windows Phone 7 is Microsoft’s best hope for a comeback in the SmartPhone market and to offer a credible touch-based tablet device.  This week, two of Microsoft’s slate initiatives died, and its only mobile phone victory was around its competitor’s operating system.  I hope the new platform gets Redmond out of the PC ghetto and into the classes of device that get people really excited today.  If it can’t, that would be a bit much; probably too much.  And, as the signs at the Lonestar Cafe in NYC used to say, too much ain’t enough.

    Read the article

  • Ensure house map maze with lifts can be solved?

    - by Philipp Lenssen
    In my game we see the floors of a house from the side, and the hero can take lifts -- a lift either goes up (to the next lift upwards), or down (to the next lift downwards), depending on the arrow as shown, and there's always a pair of exactly two lifts connected. That's the only way the hero can move vertically, though he can freely move horizontally. The house map is a randomized 11x5 grid with different items, and unpassable walls to the far left, far right, and sometimes in one of the two middle positions: My question: How can I ensure the map is always randomized yet always solvable and that the hero, starting at the left side of the bottom floor, can always leave it via any upwards-pointing lift at the top floor? For what it's worth I'm using the Lua language for development. Thanks so much!

    Read the article

  • How is Sencha Touch performing on Android in practice ?

    - by Vidar Vestnes
    Hi I'm just about to start a project using Sencha Touch, and just done some minor testing on my HTC desire device. All tutorial videos at Vimeo seems to be using an iPhone emulator running on a Mac. Im not sure how fast this emulator is compared to a real iPhone device or even an real Android device, but from what i have experienced, it seems that my HTC desire is not performing that nicly as this emulator. All animations (sliding, fading, etc) seems abit laggy. You can easily notice that the FPS is much less than on the Vimeo videos. HTC desire is a relativly new and modern Android 2.2 phone, running with decent hardware, so im wondering if Sencha Touch is "ready" for the Android platform. Anybody with practical experience with Android and Sencha Touch ?

    Read the article

  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

    Read the article

  • How is Sencha Touch performing on Android in practice?

    - by user14557
    I'm just about to start a project using Sencha Touch, and just done some minor testing on my HTC desire device. All tutorial videos at Vimeo seems to be using an iPhone emulator running on a Mac. Im not sure how fast this emulator is compared to a real iPhone device or even an real Android device, but from what i have experienced, it seems that my HTC desire is not performing that nicly as this emulator. All animations (sliding, fading, etc) seems abit laggy. You can easily notice that the FPS is much less than on the Vimeo videos. HTC desire is a relativly new and modern Android 2.2 phone, running with decent hardware, so im wondering if Sencha Touch is "ready" for the Android platform. Anybody with practical experience with Android and Sencha Touch ?

    Read the article

  • Android Source Code Tree Structure

    - by Walidix
    I have downloaded Android source code but I don't find the "Kernel Directory" in the top level directory of the source code tree. Is it normal ???? or is it missing ??? /mydroid$ find . -name kernel ./bionic/libc/kernel ./vendor/htc/sapphire-open/kernel ./vendor/htc/dream-open/kernel ./dalvik/libcore/luni-kernel/src/test/java/tests/api/org/apache/harmony/kernel ./dalvik/libcore/luni-kernel/src/main/java/org/apache/harmony/kernel ./prebuilt/android-arm/kernel ./prebuilt/android-x86/kernel ./device/htc/passion/kernel

    Read the article

  • DirectShow: Video-Preview and Image (with working code)

    - by xsl
    Questions / Issues If someone can recommend me a good free hosting site I can provide the whole project file. As mentioned in the text below the TakePicture() method is not working properly on the HTC HD 2 device. It would be nice if someone could look at the code below and tell me if it is right or wrong what I'm doing. Introduction I recently asked a question about displaying a video preview, taking camera image and rotating a video stream with DirectShow. The tricky thing about the topic is, that it's very hard to find good examples and the documentation and the framework itself is very hard to understand for someone who is new to windows programming and C++ in general. Nevertheless I managed to create a class that implements most of this features and probably works with most mobile devices. Probably because the DirectShow implementation depends a lot on the device itself. I could only test it with the HTC HD and HTC HD2, which are known as quite incompatible. HTC HD Working: Video preview, writing photo to file Not working: Set video resolution (CRASH), set photo resolution (LOW quality) HTC HD 2 Working: Set video resolution, set photo resolution Problematic: Video Preview rotated Not working: Writing photo to file To make it easier for others by providing a working example, I decided to share everything I have got so far below. I removed all of the error handling for the sake of simplicity. As far as documentation goes, I can recommend you to read the MSDN documentation, after that the code below is pretty straight forward. void Camera::Init() { CreateComObjects(); _captureGraphBuilder->SetFiltergraph(_filterGraph); InitializeVideoFilter(); InitializeStillImageFilter(); } Dipslay a video preview (working with any tested handheld): void Camera::DisplayVideoPreview(HWND windowHandle) { IVideoWindow *_vidWin; _filterGraph->QueryInterface(IID_IMediaControl,(void **) &_mediaControl); _filterGraph->QueryInterface(IID_IVideoWindow, (void **) &_vidWin); _videoCaptureFilter->QueryInterface(IID_IAMVideoControl, (void**) &_videoControl); _captureGraphBuilder->RenderStream(&PIN_CATEGORY_PREVIEW, &MEDIATYPE_Video, _videoCaptureFilter, NULL, NULL); CRect rect; long width, height; GetClientRect(windowHandle, &rect); _vidWin->put_Owner((OAHWND)windowHandle); _vidWin->put_WindowStyle(WS_CHILD | WS_CLIPSIBLINGS); _vidWin->get_Width(&width); _vidWin->get_Height(&height); height = rect.Height(); _vidWin->put_Height(height); _vidWin->put_Width(rect.Width()); _vidWin->SetWindowPosition(0,0, rect.Width(), height); _mediaControl->Run(); } HTC HD2: If set SetPhotoResolution() is called FindPin will return E_FAIL. If not, it will create a file full of null bytes. HTC HD: Works void Camera::TakePicture(WCHAR *fileName) { CComPtr<IFileSinkFilter> fileSink; CComPtr<IPin> stillPin; CComPtr<IUnknown> unknownCaptureFilter; CComPtr<IAMVideoControl> videoControl; _imageSinkFilter.QueryInterface(&fileSink); fileSink->SetFileName(fileName, NULL); _videoCaptureFilter.QueryInterface(&unknownCaptureFilter); _captureGraphBuilder->FindPin(unknownCaptureFilter, PINDIR_OUTPUT, &PIN_CATEGORY_STILL, &MEDIATYPE_Video, FALSE, 0, &stillPin); _videoCaptureFilter.QueryInterface(&videoControl); videoControl->SetMode(stillPin, VideoControlFlag_Trigger); } Set resolution: Works great on HTC HD2. HTC HD won't allow SetVideoResolution() and only offers one low resolution photo resolution: void Camera::SetVideoResolution(int width, int height) { SetResolution(true, width, height); } void Camera::SetPhotoResolution(int width, int height) { SetResolution(false, width, height); } void Camera::SetResolution(bool video, int width, int height) { IAMStreamConfig *config; config = NULL; if (video) { _captureGraphBuilder->FindInterface(&PIN_CATEGORY_PREVIEW, &MEDIATYPE_Video, _videoCaptureFilter, IID_IAMStreamConfig, (void**) &config); } else { _captureGraphBuilder->FindInterface(&PIN_CATEGORY_STILL, &MEDIATYPE_Video, _videoCaptureFilter, IID_IAMStreamConfig, (void**) &config); } int resolutions, size; VIDEO_STREAM_CONFIG_CAPS caps; config->GetNumberOfCapabilities(&resolutions, &size); for (int i = 0; i < resolutions; i++) { AM_MEDIA_TYPE *mediaType; if (config->GetStreamCaps(i, &mediaType, reinterpret_cast<BYTE*>(&caps)) == S_OK ) { int maxWidth = caps.MaxOutputSize.cx; int maxHeigth = caps.MaxOutputSize.cy; if(maxWidth == width && maxHeigth == height) { VIDEOINFOHEADER *info = reinterpret_cast<VIDEOINFOHEADER*>(mediaType->pbFormat); info->bmiHeader.biWidth = maxWidth; info->bmiHeader.biHeight = maxHeigth; info->bmiHeader.biSizeImage = DIBSIZE(info->bmiHeader); config->SetFormat(mediaType); DeleteMediaType(mediaType); break; } DeleteMediaType(mediaType); } } } Other methods used to build the filter graph and create the COM objects: void Camera::CreateComObjects() { CoInitialize(NULL); CoCreateInstance(CLSID_CaptureGraphBuilder, NULL, CLSCTX_INPROC_SERVER, IID_ICaptureGraphBuilder2, (void **) &_captureGraphBuilder); CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **) &_filterGraph); CoCreateInstance(CLSID_VideoCapture, NULL, CLSCTX_INPROC, IID_IBaseFilter, (void**) &_videoCaptureFilter); CoCreateInstance(CLSID_IMGSinkFilter, NULL, CLSCTX_INPROC, IID_IBaseFilter, (void**) &_imageSinkFilter); } void Camera::InitializeVideoFilter() { _videoCaptureFilter->QueryInterface(&_propertyBag); wchar_t deviceName[MAX_PATH] = L"\0"; GetDeviceName(deviceName); CComVariant comName = deviceName; CPropertyBag propertyBag; propertyBag.Write(L"VCapName", &comName); _propertyBag->Load(&propertyBag, NULL); _filterGraph->AddFilter(_videoCaptureFilter, L"Video Capture Filter Source"); } void Camera::InitializeStillImageFilter() { _filterGraph->AddFilter(_imageSinkFilter, L"Still image filter"); _captureGraphBuilder->RenderStream(&PIN_CATEGORY_STILL, &MEDIATYPE_Video, _videoCaptureFilter, NULL, _imageSinkFilter); } void Camera::GetDeviceName(WCHAR *deviceName) { HRESULT hr = S_OK; HANDLE handle = NULL; DEVMGR_DEVICE_INFORMATION di; GUID guidCamera = { 0xCB998A05, 0x122C, 0x4166, 0x84, 0x6A, 0x93, 0x3E, 0x4D, 0x7E, 0x3C, 0x86 }; di.dwSize = sizeof(di); handle = FindFirstDevice(DeviceSearchByGuid, &guidCamera, &di); StringCchCopy(deviceName, MAX_PATH, di.szLegacyName); } Full header file: #ifndef __CAMERA_H__ #define __CAMERA_H__ class Camera { public: void Init(); void DisplayVideoPreview(HWND windowHandle); void TakePicture(WCHAR *fileName); void SetVideoResolution(int width, int height); void SetPhotoResolution(int width, int height); private: CComPtr<ICaptureGraphBuilder2> _captureGraphBuilder; CComPtr<IGraphBuilder> _filterGraph; CComPtr<IBaseFilter> _videoCaptureFilter; CComPtr<IPersistPropertyBag> _propertyBag; CComPtr<IMediaControl> _mediaControl; CComPtr<IAMVideoControl> _videoControl; CComPtr<IBaseFilter> _imageSinkFilter; void GetDeviceName(WCHAR *deviceName); void InitializeVideoFilter(); void InitializeStillImageFilter(); void CreateComObjects(); void SetResolution(bool video, int width, int height); }; #endif

    Read the article

  • Is it Pythonic to have a class keep track of its instances?

    - by Lightbreeze
    Take the following code snippet class Missile: instances = [] def __init__(self): Missile.instances.append(self) Now take the code: class Hero(): ... def fire(self): Missile() When the hero fires, a missile needs to be created and appended to the main list. Thus the hero object needs to reference the list when it fires. Here are a few solutions, although I'm sure there are others: Make the list a global, Use a class variable (as above), or Have the hero object hold a reference to the list. I didn't post this on gamedev because my question is actually more general: Is the previous code considered okay? Given a situation like this, is there a more Pythonic solution?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >