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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Why, on iOS, is glRenderbufferStorage appearing to fail?

    - by dugla
    On an iOS device (iPad) I decided to change the storage for my renderbuffer from the CAEAGLLayer that backs the view to explicit storage via glRenderbufferStorage. Sadly, the following code fails to result in a valid FBO. Can someone please tell me what I missed?: glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorbuffer); GLsizei width = (GLsizei)layer.bounds.size.width; GLsizei height = (GLsizei)layer.bounds.size.height; glRenderbufferStorage(m_colorbuffer, GL_RGBA8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); Note: The layer size is valid and correct. This is solid production working rendering code. The only change I am making is the line glRenderbufferStorage(...) previously I did: [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] Thanks, Doug

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • HTML background-size:cover with floating objects

    - by Mikhail
    I have a trivial page with body having an image background, with background-size:cover. I set html { height:100% } to fill up the entire page regardless of the content amount. Up to this point everything worked as expected. I've added a div and set position:absolute; right:0; width:200px; This, again, worked as expected, until I added content. When this div is populated so much that the contents take up more space than the height of the page, the scroll bar appears. Scrolling down reveals that the background image does not actually cover the entire page. This is due to the fact that my div is taller than 100% of the HTML height. How can I address this?

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  • How can I improve my Animation

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. Here is an example of a very basic jump I implemented. if(jumping) { height = sin(time); if(height < 0) jumping = false; // player landed player.position.z = height; } if(keydown(SPACE) && !jumping) { jumping = true; time = now(); // store the starting time } So my player jumped in a perfect sine function. That seems quite natural, because he slows down when he reached the top position, and in the fall he speeds up again. But patching every animation out of sine and cosine is stretched to its limits soon. So can I improve my animation and provide a more abstract layer?

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  • Two divs, one fixed width, the other, the rest

    - by Shamil
    I've got two div containers. Whilst one needs to be a specific width, I need to adjust it, so that, the other div takes up the rest of the space. Is there any way I can do this? <div class="left"></div> <div class="right"></div> // needs to be 250px .left { float: left; width: 83%; display: table-cell; vertical-align: middle; min-height: 50px; margin-right: 10px; overflow: auto } .right { float: right; width: 16%; text-align: right; display: table-cell; vertical-align: middle; min-height: 50px; height: 100%; overflow: auto } Thanks

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  • Relative Positions Of Player And Enemy Are Different In XNA 3D Game

    - by CoOlDud3
    I am having a problem in my 3D Jet Fighter Game using XNA. I have a Player Jet and a few enemy drones built from a separate class. The problem is that when I set Player position and a drone's position to a height 10f in y direction. They aren't at the same height. But if i move Drone's Position up 500f in the y direction then it is pretty much close to the player. Relatively They are supposedly at the same height but with different position values. Can Any One Help Please?

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  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

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  • DIV is picking max-width value as width value for DIV.

    - by Lokesh
    I am facing a problem after applying max-width hack for IE7. In mozilla, width of the div is flexible and adjustable as per the image width in the div. But in IE7 it is taking the max-width as width of DIV. Below is my HTML code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <link rel="stylesheet" type="text/css" media="all" href="style/food.css" /> <!--[if IE 7]> <link rel="stylesheet" type="text/css" media="screen" href="style/ie7.css" /> <![endif]--> </head> <body> <div class="main_content_inner_ko"> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" alt="Big N&rsquo; Tasty"/><div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/chicken/PremCrispyChickenRanchBLT.png" height="115" width="115" alt="Premium Cripsy Chicken Ranch BLT"/><div class="small_title">Premium Cripsy Chicken Ranch BLT</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/sandwiches/FiletOFish.png" height="115" width="99" alt="Filet O Fish"/> <div class="small_title">Filet O Fish</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/chicken/PremCrispyChickenRanchBLT.png" height="115" width="115" alt="Premium Cripsy Chicken Ranch BLT"/> <div class="small_title">Premium Cripsy Chicken Ranch BLT</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/sandwiches/FiletOFish.png" height="115" width="99" alt="Filet O Fish"/> <div class="small_title">Filet O Fish</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/sandwiches/FiletOFish.png" height="115" width="99" alt="Filet O Fish"/> <div class="small_title">Filet O Fish</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/chicken/PremCrispyChickenRanchBLT.png" height="115" width="115" alt="Premium Cripsy Chicken Ranch BLT"/> <div class="small_title">Premium Cripsy Chicken Ranch BLT</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_images/x115/sandwiches/FiletOFish.png" height="115" width="99" alt="Filet O Fish"/> <div class="small_title">Filet O Fish</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="product_item"> <img src="images/product_icons/BigNTasty.png" height="115" width="99" alt="Big N&rsquo; Tasty"/> <div class="small_title">Big N&rsquo; Tasty</div> <table class="product_information" cellpadding="0" border="0" cellspacing="0"> <tbody> <tr> <td class="red_bold"></td> <td></td> <td class="small_italic">(Daily Value)</td> </tr> <tr> <td class="red_bold">Calories</td> <td>460</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Total Fat</td> <td>24g</td> <td class="small_italic">(37%)</td> </tr> <tr> <td class="red_bold">Carbs</td> <td>37g</td> <td class="small_italic">(12%)</td> </tr> <tr> <td class="red_bold">Protein</td> <td>24g</td> <td class="small_italic"></td> </tr> <tr> <td class="red_bold">Sodium</td> <td>720mg</td> <td class="small_italic">(30%)</td> </tr> <tr> <td colspan="3" class="notes">Note: Values shown are for the default size and/or flavor.</td> </tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_learn_more_and_customize"></a></td></tr> <tr><td colspan="3"><a href="#" class="acts_as_button en_add_to_my_meal_builder"></a></td></tr> </tbody> </table> </div> <div class="clear"></div> </div> </body> Below is the css code: div.small_title { font-size: 10px; color: #929292; text-align: center; max-width: 115px; line-height: 13px; padding-top: 5px; margin: 0 auto; } .product_item { position: relative; float:left; min-width: 35px; max-width: 189px; width: auto !important; text-align:center; border: 1px solid #CCC; } Please help me! Cheers!! Lokesh Yadav

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  • Passing parameters between Silverlight and ASP.NET – Part 1

    - by mohanbrij
    While working with Silverlight applications, we may face some scenarios where we may need to embed Silverlight as a component, like for e.g in Sharepoint Webpars or simple we can have the same with ASP.NET. The biggest challenge comes when we have to pass the parameters from ASP.NET to Silverlight components or back from Silverlight to ASP.NET. We have lots of ways we can do this, like using InitParams, QueryStrings, using HTML objects in Silverlight, etc. All these different techniques have some advantages or disadvantages or limitations. Lets see one by one why we should choose one and what are the ways to achieve the same. 1. InitParams: Lets start with InitParams, Start your Visual Studio 2010 IDE, and Create a Silverlight Application, give any name. Now go to the ASP.NET WebProject which is used to Host the Silverlight XAP component. You will find lots of different tags are used by Silverlight object as <params> tags. To use InitParams, Silverlight provides us with a tag called InitParams which we can use to pass parameters to Silverlight object from ASP.NET. 1: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 2: <param name="source" value="ClientBin/SilverlightApp.xap"/> 3: <param name="onError" value="onSilverlightError" /> 4: <param name="background" value="white" /> 5: <param name="minRuntimeVersion" value="4.0.50826.0" /> 6: <param name="initparams" id="initParams" runat="server" value=""/> 7: <param name="autoUpgrade" value="true" /> 8: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 9: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 10: </a> 11: </object> Here in the code above I have included a initParam as a param tag (line 6), now in the page load I will add a line 1: initParams.Attributes.Add("value", "key1=Brij, key2=Mohan"); This basically add a value parameter inside the initParam. So thats all we need in our ASP.NET side, now coming to the Silverlight Code open the code behind of App.xaml and add the following lines of code. 1: private string firstKey, secondKey; 2: private void Application_Startup(object sender, StartupEventArgs e) 3: { 4: if (e.InitParams.ContainsKey("key1")) 5: this.firstKey = e.InitParams["key1"]; 6: if (e.InitParams.ContainsKey("key2")) 7: this.secondKey = e.InitParams["key2"]; 8: this.RootVisual = new MainPage(firstKey, secondKey); 9: } This code fetch the init params and pass it to our MainPage.xaml constructor, in the MainPage.xaml we can use these variables according to our requirement, here in this example I am simply displaying the variables in a Message Box. 1: public MainPage(string param1, string param2) 2: { 3: InitializeComponent(); 4: MessageBox.Show("Welcome, " + param1 + " " + param2); 5: } This will give you a sample output as Limitations: Depending on the browsers you have some limitation on the overall string length of the parameters you can pass. To get more details on this limitation, you can refer to this link :http://www.boutell.com/newfaq/misc/urllength.html 2. QueryStrings To show this example I am taking the scenario where we have a default.aspx page and we are going to the SIlverlightTestPage.aspx, and we have to work with the parameters which was passed by default.aspx in the SilverlightTestPage.aspx Silverlight Component. So first I will add a new page in my application which contains a button with ID =btnNext, and on click of the button I will redirect my page to my SilverlightTestAppPage.aspx with the required query strings. Code of Default.aspx 1: protected void btnNext_Click(object sender, EventArgs e) 2: { 3: Response.Redirect("~/SilverlightAppTestPage.aspx?FName=Brij" + "&LName=Mohan"); 4: } Code of MainPage.xaml.cs 1: public partial class MainPage : UserControl 2: { 3: public MainPage() 4: { 5: InitializeComponent(); 6: this.Loaded += new RoutedEventHandler(MainPage_Loaded); 7: } 8: 9: void MainPage_Loaded(object sender, RoutedEventArgs e) 10: { 11: IDictionary<string, string> qString = HtmlPage.Document.QueryString; 12: string firstName = string.Empty; 13: string lastName = string.Empty; 14: foreach (KeyValuePair<string, string> keyValuePair in qString) 15: { 16: string key = keyValuePair.Key; 17: string value = keyValuePair.Value; 18: if (key == "FName") 19: firstName = value; 20: else if (key == "LName") 21: lastName = value; 22: } 23: MessageBox.Show("Welcome, " + firstName + " " + lastName); 24: } 25: } Set the Startup page as Default.aspx, now run the application. This will give you the following output: Since here also you are using the Query Strings to pass your parameters, so you are depending on the browser capabilities of the length of the query strings it can pass. Here also you can refer the limitation which I have mentioned in my previous example for the length of parameters you can use.   3. Using HtmlPage.Document Silverlight to ASP.NET <—> ASP.NET to Silverlight: To show this I setup a sample Silverlight Application with Buttons Get Data and Set Data with the Data Text Box. In ASP.NET page I kep a TextBox to Show how the values passed to and From Silverlight to ASP.NET reflects back. My page with Silverlight control looks like this. When I Say Get Data it pulls the data from ASP.NET to Silverlight Control Text Box, and When I say Set data it basically Set the Value from Silverlight Control TextBox to ASP.NET TextBox. Now let see the code how it is doing. This is my ASP.NET Source Code. Here I have just created a TextBox named : txtData 1: <body> 2: <form id="form1" runat="server" style="height:100%"> 3: <div id="silverlightControlHost"> 4: ASP.NET TextBox: <input type="text" runat="server" id="txtData" value="Some Data" /> 5: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> 6: <param name="source" value="ClientBin/SilverlightApplication1.xap"/> 7: <param name="onError" value="onSilverlightError" /> 8: <param name="background" value="white" /> 9: <param name="minRuntimeVersion" value="4.0.50826.0" /> 10: <param name="autoUpgrade" value="true" /> 11: <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> 12: <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> 13: </a> 14: </object><iframe id="_sl_historyFrame" style="visibility:hidden;height:0px;width:0px;border:0px"></iframe> 15: </div> 16: </form> 17: </body> My actual logic for getting and setting the data lies in my Silverlight Control, this is my XAML code with TextBox and Buttons. 1: <Grid x:Name="LayoutRoot" Background="White" Height="100" Width="450" VerticalAlignment="Top"> 2: <Grid.ColumnDefinitions> 3: <ColumnDefinition Width="110" /> 4: <ColumnDefinition Width="110" /> 5: <ColumnDefinition Width="110" /> 6: <ColumnDefinition Width="110" /> 7: </Grid.ColumnDefinitions> 8: <TextBlock Text="Silverlight Text Box: " Grid.Column="0" VerticalAlignment="Center"></TextBlock> 9: <TextBox x:Name="DataText" Width="100" Grid.Column="1" Height="20"></TextBox> 10: <Button x:Name="GetData" Width="100" Click="GetData_Click" Grid.Column="2" Height="30" Content="Get Data"></Button> 11: <Button x:Name="SetData" Width="100" Click="SetData_Click" Grid.Column="3" Height="30" Content="Set Data"></Button> 12: </Grid> Now we have to write few lines of Button Events for Get Data and Set Data which basically make use of Windows.System.Browser namespace. 1: private void GetData_Click(object sender, RoutedEventArgs e) 2: { 3: DataText.Text = HtmlPage.Document.GetElementById("txtData").GetProperty("value").ToString(); 4: } 5:  6: private void SetData_Click(object sender, RoutedEventArgs e) 7: { 8: HtmlPage.Document.GetElementById("txtData").SetProperty("value", DataText.Text); 9: } That’s it so when we run this application my Form will look like this. 4. Using Object Serialization. This is a useful when we want to pass Objects of Data from our ASP.NET application to Silverlight Controls and back. This technique basically uses the above technique I mentioned in Pint 3 above. Since this itself is a length topic so details of this I am going to cover in Part 2 of this Post with Sample Code Example very soon.

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  • Mobile Friendly Websites with CSS Media Queries

    - by dwahlin
    In a previous post the concept of CSS media queries was introduced and I discussed the fundamentals of how they can be used to target different screen sizes. I showed how they could be used to convert a 3-column wide page into a more vertical view of data that displays better on devices such as an iPhone:     In this post I'll provide an additional look at how CSS media queries can be used to mobile-enable a sample site called "Widget Masters" without having to change any server-side code or HTML code. The site that will be discussed is shown next:     This site has some of the standard items shown in most websites today including a title area, menu bar, and sections where data is displayed. Without including CSS media queries the site is readable but has to be zoomed out to see everything on a mobile device, cuts-off some of the menu items, and requires horizontal scrolling to get to additional content. The following image shows what the site looks like on an iPhone. While the site works on mobile devices it's definitely not optimized for mobile.     Let's take a look at how CSS media queries can be used to override existing styles in the site based on different screen widths. Adding CSS Media Queries into a Site The Widget Masters Website relies on standard CSS combined with HTML5 elements to provide the layout shown earlier. For example, to layout the menu bar shown at the top of the page the nav element is used as shown next. A standard div element could certainly be used as well if desired.   <nav> <ul class="clearfix"> <li><a href="#home">Home</a></li> <li><a href="#products">Products</a></li> <li><a href="#aboutus">About Us</a></li> <li><a href="#contactus">Contact Us</a></li> <li><a href="#store">Store</a></li> </ul> </nav>   This HTML is combined with the CSS shown next to add a CSS3 gradient, handle the horizontal orientation, and add some general hover effects.   nav { width: 100%; } nav ul { border-radius: 6px; height: 40px; width: 100%; margin: 0; padding: 0; background: rgb(125,126,125); /* Old browsers */ background: -moz-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* FF3.6+ */ background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(125,126,125,1)), color-stop(100%,rgba(14,14,14,1))); /* Chrome,Safari4+ */ background: -webkit-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Chrome10+,Safari5.1+ */ background: -o-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* Opera 11.10+ */ background: -ms-linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* IE10+ */ background: linear-gradient(top, rgba(125,126,125,1) 0%, rgba(14,14,14,1) 100%); /* W3C */ filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#7d7e7d', endColorstr='#0e0e0e',GradientType=0 ); /* IE6-9 */ } nav ul > li { list-style: none; float: left; margin: 0; padding: 0; } nav ul > li:first-child { margin-left: 8px; } nav ul > li > a { color: #ccc; text-decoration: none; line-height: 2.8em; font-size: 0.95em; font-weight: bold; padding: 8px 25px 7px 25px; font-family: Arial, Helvetica, sans-serif; } nav ul > li a:hover { background-color: rgba(0, 0, 0, 0.1); color: #fff; }   When mobile devices hit the site the layout of the menu items needs to be adjusted so that they're all visible without having to swipe left or right to get to them. This type of modification can be accomplished using CSS media queries by targeting specific screen sizes. To start, a media query can be added into the site's CSS file as shown next: @media screen and (max-width:320px) { /* CSS style overrides for this screen width go here */ } This media query targets screens that have a maximum width of 320 pixels. Additional types of queries can also be added – refer to my previous post for more details as well as resources that can be used to test media queries in different devices. In that post I emphasize (and I'll emphasize again) that CSS media queries only modify the overall layout and look and feel of a site. They don't optimize the site as far as the size of the images or content sent to the device which is important to keep in mind. To make the navigation menu more accessible on devices such as an iPhone or Android the CSS shown next can be used. This code changes the height of the menu from 40 pixels to 100%, takes off the li element floats, changes the line-height, and changes the margins.   @media screen and (max-width:320px) { nav ul { height: 100%; } nav ul > li { float: none; } nav ul > li a { line-height: 1.5em; } nav ul > li:first-child { margin-left: 0px; } /* Additional CSS overrides go here */ }   The following image shows an example of what the menu look like when run on a device with a width of 320 pixels:   Mobile devices with a maximum width of 480 pixels need different CSS styles applied since they have 160 additional pixels of width. This can be done by adding a new CSS media query into the stylesheet as shown next. Looking through the CSS you'll see that only a minimal override is added to adjust the padding of anchor tags since the menu fits by default in this screen width.   @media screen and (max-width: 480px) { nav ul > li > a { padding: 8px 10px 7px 10px; } }   Running the site on a device with 480 pixels results in the menu shown next being rendered. Notice that the space between the menu items is much smaller compared to what was shown when the main site loads in a standard browser.     In addition to modifying the menu, the 3 horizontal content sections shown earlier can be changed from a horizontal layout to a vertical layout so that they look good on a variety of smaller mobile devices and are easier to navigate by end users. The HTML5 article and section elements are used as containers for the 3 sections in the site as shown next:   <article class="clearfix"> <section id="info"> <header>Why Choose Us?</header> <br /> <img id="mainImage" src="Images/ArticleImage.png" title="Article Image" /> <p> Post emensos insuperabilis expeditionis eventus languentibus partium animis, quas periculorum varietas fregerat et laborum, nondum tubarum cessante clangore vel milite locato per stationes hibernas. </p> </section> <section id="products"> <header>Products</header> <br /> <img id="gearsImage" src="Images/Gears.png" title="Article Image" /> <p> <ul> <li>Widget 1</li> <li>Widget 2</li> <li>Widget 3</li> <li>Widget 4</li> <li>Widget 5</li> </ul> </p> </section> <section id="FAQ"> <header>FAQ</header> <br /> <img id="faqImage" src="Images/faq.png" title="Article Image" /> <p> <ul> <li>FAQ 1</li> <li>FAQ 2</li> <li>FAQ 3</li> <li>FAQ 4</li> <li>FAQ 5</li> </ul> </p> </section> </article>   To force the sections into a vertical layout for smaller mobile devices the CSS styles shown next can be added into the media queries targeting 320 pixel and 480 pixel widths. Styles to target the display size of the images in each section are also included. It's important to note that the original image is still being downloaded from the server and isn't being optimized in any way for the mobile device. It's certainly possible for the CSS to include URL information for a mobile-optimized image if desired. @media screen and (max-width:320px) { section { float: none; width: 97%; margin: 0px; padding: 5px; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } } @media screen and (max-width: 480px) { section { float: none; width: 98%; margin: 0px 0px 10px 0px; padding: 5px; } article > section:last-child { margin-right: 0px; float: none; } #bottomSection { width: 99%; } #wrapper { padding: 5px; width: 96%; } #mainImage, #gearsImage, #faqImage { width: 100%; height: 100px; } }   The following images show the site rendered on an iPhone with the CSS media queries in place. Each of the sections now displays vertically making it much easier for the user to access them. Images inside of each section also scale appropriately to fit properly.     CSS media queries provide a great way to override default styles in a website and target devices with different resolutions. In this post you've seen how CSS media queries can be used to convert a standard browser-based site into a site that is more accessible to mobile users. Although much more can be done to optimize sites for mobile, CSS media queries provide a nice starting point if you don't have the time or resources to create mobile-specific versions of sites.

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  • Metro: Introduction to CSS 3 Grid Layout

    - by Stephen.Walther
    The purpose of this blog post is to provide you with a quick introduction to the new W3C CSS 3 Grid Layout standard. You can use CSS Grid Layout in Metro style applications written with JavaScript to lay out the content of an HTML page. CSS Grid Layout provides you with all of the benefits of using HTML tables for layout without requiring you to actually use any HTML table elements. Doing Page Layouts without Tables Back in the 1990’s, if you wanted to create a fancy website, then you would use HTML tables for layout. For example, if you wanted to create a standard three-column page layout then you would create an HTML table with three columns like this: <table height="100%"> <tr> <td valign="top" width="300px" bgcolor="red"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </td> <td valign="top" bgcolor="green"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </td> <td valign="top" width="300px" bgcolor="blue"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </td> </tr> </table> When the table above gets rendered out to a browser, you end up with the following three-column layout: The width of the left and right columns is fixed – the width of the middle column expands or contracts depending on the width of the browser. Sometime around the year 2005, everyone decided that using tables for layout was a bad idea. Instead of using tables for layout — it was collectively decided by the spirit of the Web — you should use Cascading Style Sheets instead. Why is using HTML tables for layout bad? Using tables for layout breaks the semantics of the TABLE element. A TABLE element should be used only for displaying tabular information such as train schedules or moon phases. Using tables for layout is bad for accessibility (The Web Content Accessibility Guidelines 1.0 is explicit about this) and using tables for layout is bad for separating content from layout (see http://CSSZenGarden.com). Post 2005, anyone who used HTML tables for layout were encouraged to hold their heads down in shame. That’s all well and good, but the problem with using CSS for layout is that it can be more difficult to work with CSS than HTML tables. For example, to achieve a standard three-column layout, you either need to use absolute positioning or floats. Here’s a three-column layout with floats: <style type="text/css"> #container { min-width: 800px; } #leftColumn { float: left; width: 300px; height: 100%; background-color:red; } #middleColumn { background-color:green; height: 100%; } #rightColumn { float: right; width: 300px; height: 100%; background-color:blue; } </style> <div id="container"> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> </div> The page above contains four DIV elements: a container DIV which contains a leftColumn, middleColumn, and rightColumn DIV. The leftColumn DIV element is floated to the left and the rightColumn DIV element is floated to the right. Notice that the rightColumn DIV appears in the page before the middleColumn DIV – this unintuitive ordering is necessary to get the floats to work correctly (see http://stackoverflow.com/questions/533607/css-three-column-layout-problem). The page above (almost) works with the most recent versions of most browsers. For example, you get the correct three-column layout in both Firefox and Chrome: And the layout mostly works with Internet Explorer 9 except for the fact that for some strange reason the min-width doesn’t work so when you shrink the width of your browser, you can get the following unwanted layout: Notice how the middle column (the green column) bleeds to the left and right. People have solved these issues with more complicated CSS. For example, see: http://matthewjamestaylor.com/blog/holy-grail-no-quirks-mode.htm But, at this point, no one could argue that using CSS is easier or more intuitive than tables. It takes work to get a layout with CSS and we know that we could achieve the same layout more easily using HTML tables. Using CSS Grid Layout CSS Grid Layout is a new W3C standard which provides you with all of the benefits of using HTML tables for layout without the disadvantage of using an HTML TABLE element. In other words, CSS Grid Layout enables you to perform table layouts using pure Cascading Style Sheets. The CSS Grid Layout standard is still in a “Working Draft” state (it is not finalized) and it is located here: http://www.w3.org/TR/css3-grid-layout/ The CSS Grid Layout standard is only supported by Internet Explorer 10 and there are no signs that any browser other than Internet Explorer will support this standard in the near future. This means that it is only practical to take advantage of CSS Grid Layout when building Metro style applications with JavaScript. Here’s how you can create a standard three-column layout using a CSS Grid Layout: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100%; } #leftColumn { -ms-grid-column: 1; background-color:red; } #middleColumn { -ms-grid-column: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; background-color:blue; } </style> </head> <body> <div id="container"> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> </div> </body> </html> When the page above is rendered in Internet Explorer 10, you get a standard three-column layout: The page above contains four DIV elements: a container DIV which contains a leftColumn DIV, middleColumn DIV, and rightColumn DIV. The container DIV is set to Grid display mode with the following CSS rule: #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100%; } The display property is set to the value “-ms-grid”. This property causes the container DIV to lay out its child elements in a grid. (Notice that you use “-ms-grid” instead of “grid”. The “-ms-“ prefix is used because the CSS Grid Layout standard is still preliminary. This implementation only works with IE10 and it might change before the final release.) The grid columns and rows are defined with the “-ms-grid-columns” and “-ms-grid-rows” properties. The style rule above creates a grid with three columns and one row. The left and right columns are fixed sized at 300 pixels. The middle column sizes automatically depending on the remaining space available. The leftColumn, middleColumn, and rightColumn DIVs are positioned within the container grid element with the following CSS rules: #leftColumn { -ms-grid-column: 1; background-color:red; } #middleColumn { -ms-grid-column: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; background-color:blue; } The “-ms-grid-column” property is used to specify the column associated with the element selected by the style sheet selector. The leftColumn DIV is positioned in the first grid column, the middleColumn DIV is positioned in the second grid column, and the rightColumn DIV is positioned in the third grid column. I find using CSS Grid Layout to be just as intuitive as using an HTML table for layout. You define your columns and rows and then you position different elements within these columns and rows. Very straightforward. Creating Multiple Columns and Rows In the previous section, we created a super simple three-column layout. This layout contained only a single row. In this section, let’s create a slightly more complicated layout which contains more than one row: The following page contains a header row, a content row, and a footer row. The content row contains three columns: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100px 1fr 100px; } #header { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 1; background-color: yellow; } #leftColumn { -ms-grid-column: 1; -ms-grid-row: 2; background-color:red; } #middleColumn { -ms-grid-column: 2; -ms-grid-row: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; -ms-grid-row: 2; background-color:blue; } #footer { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 3; background-color: orange; } </style> </head> <body> <div id="container"> <div id="header"> Header, Header, Header </div> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> <div id="footer"> Footer, Footer, Footer </div> </div> </body> </html> In the page above, the grid layout is created with the following rule which creates a grid with three rows and three columns: #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100px 1fr 100px; } The header is created with the following rule: #header { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 1; background-color: yellow; } The header is positioned in column 1 and row 1. Furthermore, notice that the “-ms-grid-column-span” property is used to span the header across three columns. CSS Grid Layout and Fractional Units When you use CSS Grid Layout, you can take advantage of fractional units. Fractional units provide you with an easy way of dividing up remaining space in a page. Imagine, for example, that you want to create a three-column page layout. You want the size of the first column to be fixed at 200 pixels and you want to divide the remaining space among the remaining three columns. The width of the second column is equal to the combined width of the third and fourth columns. The following CSS rule creates four columns with the desired widths: #container { display: -ms-grid; -ms-grid-columns: 200px 2fr 1fr 1fr; -ms-grid-rows: 1fr; } The fr unit represents a fraction. The grid above contains four columns. The second column is two times the size (2fr) of the third (1fr) and fourth (1fr) columns. When you use the fractional unit, the remaining space is divided up using fractional amounts. Notice that the single row is set to a height of 1fr. The single grid row gobbles up the entire vertical space. Here’s the entire HTML page: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 200px 2fr 1fr 1fr; -ms-grid-rows: 1fr; } #firstColumn { -ms-grid-column: 1; background-color:red; } #secondColumn { -ms-grid-column: 2; background-color:green; } #thirdColumn { -ms-grid-column: 3; background-color:blue; } #fourthColumn { -ms-grid-column: 4; background-color:orange; } </style> </head> <body> <div id="container"> <div id="firstColumn"> First Column, First Column, First Column </div> <div id="secondColumn"> Second Column, Second Column, Second Column </div> <div id="thirdColumn"> Third Column, Third Column, Third Column </div> <div id="fourthColumn"> Fourth Column, Fourth Column, Fourth Column </div> </div> </body> </html>   Summary There is more in the CSS 3 Grid Layout standard than discussed in this blog post. My goal was to describe the basics. If you want to learn more than you can read through the entire standard at http://www.w3.org/TR/css3-grid-layout/ In this blog post, I described some of the difficulties that you might encounter when attempting to replace HTML tables with Cascading Style Sheets when laying out a web page. I explained how you can take advantage of the CSS 3 Grid Layout standard to avoid these problems when building Metro style applications using JavaScript. CSS 3 Grid Layout provides you with all of the benefits of using HTML tables for laying out a page without requiring you to use HTML table elements.

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  • Building a jQuery Plug-in to make an HTML Table scrollable

    - by Rick Strahl
    Today I got a call from a customer and we were looking over an older application that uses a lot of tables to display financial and other assorted data. The application is mostly meta-data driven with lots of layout formatting automatically driven through meta data rather than through explicit hand coded HTML layouts. One of the problems in this apps are tables that display a non-fixed amount of data. The users of this app don't want to use paging to see more data, but instead want to display overflow data using a scrollbar. Many of the forms are very densely populated, often with multiple data tables that display a few rows of data in the UI at the most. This sort of layout does not lend itself well to paging, but works much better with scrollable data. Unfortunately scrollable tables are not easily created. HTML Tables are mangy beasts as anybody who's done any sort of Web development knows. Tables are finicky when it comes to styling and layout, and they have many funky quirks, especially when it comes to scrolling both of the table rows themselves or even the child columns. There's no built-in way to make tables scroll and to lock headers while you do, and while you can embed a table (or anything really) into a scrolling div with something like this: <div style="position:relative; overflow: hidden; overflow-y: scroll; height: 200px; width: 400px;"> <table id="table" style="width: 100%" class="blackborder" > <thead> <tr class="gridheader"> <th>Column 1</th> <th>Column 2</th> <th>Column 3</th> <th >Column 4</th> </tr> </thead> <tbody> <tr> <td>Column 1 Content</td> <td>Column 2 Content</td> <td>Column 3 Content</td> <td>Column 4 Content</td> </tr> <tr> <td>Column 1 Content</td> <td>Column 2 Content</td> <td>Column 3 Content</td> <td>Column 4 Content</td> </tr> … </tbody> </table> </div> </div> that won't give a very satisfying visual experience: Both the header and body scroll which looks odd. You lose context as soon as the header scrolls off the top and when you reach the bottom of the list the bottom outline of the table shows which also looks off. The the side bar shows all the way down the length of the table yet another visual miscue. In a pinch this will work, but it's ugly. What's out there? Before we go further here you should know that there are a few capable grid plug-ins out there already. Among them: Flexigrid (can work of any table as well as with AJAX data) jQuery Scrollable Table Plug-in (feature similar to what I need but not quite) jqGrid (mostly an Ajax Grid which is very powerful and works very well) But in the end none of them fit the bill of what I needed in this situation. All of these require custom CSS and some of them are fairly complex to restyle. Others are AJAX only or work better with AJAX loaded data. However, I need to actually try (as much as possible) to maintain the original styling of the tables without requiring extensive re-styling. Building the makeTableScrollable() Plug-in To make a table scrollable requires rearranging the table a bit. In the plug-in I built I create two <div> tags and split the table into two: one for the table header and one for the table body. The bottom <div> tag then contains only the table's row data and can be scrolled while the header stays fixed. Using jQuery the basic idea is pretty simple: You create the divs, copy the original table into the bottom, then clone the table, clear all content append the <thead> section, into new table and then copy that table into the second header <div>. Easy as pie, right? Unfortunately it's a bit more complicated than that as it's tricky to get the width of the table right to account for the scrollbar (by adding a small column) and making sure the borders properly line up for the two tables. A lot of style settings have to be made to ensure the table is a fixed size, to remove and reattach borders, to add extra space to allow for the scrollbar and so forth. The end result of my plug-in is a table with a scrollbar. Using the same table I used earlier the result looks like this: To create it, I use the following jQuery plug-in logic to select my table and run the makeTableScrollable() plug-in against the selector: $("#table").makeTableScrollable( { cssClass:"blackborder"} ); Without much further ado, here's the short code for the plug-in: (function ($) { $.fn.makeTableScrollable = function (options) { return this.each(function () { var $table = $(this); var opt = { // height of the table height: "250px", // right padding added to support the scrollbar rightPadding: "10px", // cssclass used for the wrapper div cssClass: "" } $.extend(opt, options); var $thead = $table.find("thead"); var $ths = $thead.find("th"); var id = $table.attr("id"); var cssClass = $table.attr("class"); if (!id) id = "_table_" + new Date().getMilliseconds().ToString(); $table.width("+=" + opt.rightPadding); $table.css("border-width", 0); // add a column to all rows of the table var first = true; $table.find("tr").each(function () { var row = $(this); if (first) { row.append($("<th>").width(opt.rightPadding)); first = false; } else row.append($("<td>").width(opt.rightPadding)); }); // force full sizing on each of the th elemnts $ths.each(function () { var $th = $(this); $th.css("width", $th.width()); }); // Create the table wrapper div var $tblDiv = $("<div>").css({ position: "relative", overflow: "hidden", overflowY: "scroll" }) .addClass(opt.cssClass); var width = $table.width(); $tblDiv.width(width).height(opt.height) .attr("id", id + "_wrapper") .css("border-top", "none"); // Insert before $tblDiv $tblDiv.insertBefore($table); // then move the table into it $table.appendTo($tblDiv); // Clone the div for header var $hdDiv = $tblDiv.clone(); $hdDiv.empty(); var width = $table.width(); $hdDiv.attr("style", "") .css("border-bottom", "none") .width(width) .attr("id", id + "_wrapper_header"); // create a copy of the table and remove all children var $newTable = $($table).clone(); $newTable.empty() .attr("id", $table.attr("id") + "_header"); $thead.appendTo($newTable); $hdDiv.insertBefore($tblDiv); $newTable.appendTo($hdDiv); $table.css("border-width", 0); }); } })(jQuery); Oh sweet spaghetti code :-) The code starts out by dealing the parameters that can be passed in the options object map: height The height of the full table/structure. The height of the outside wrapper container. Defaults to 200px. rightPadding The padding that is added to the right of the table to account for the scrollbar. Creates a column of this width and injects it into the table. If too small the rightmost column might get truncated. if too large the empty column might show. cssClass The CSS class of the wrapping container that appears to wrap the table. If you want a border around your table this class should probably provide it since the plug-in removes the table border. The rest of the code is obtuse, but pretty straight forward. It starts by creating a new column in the table to accommodate the width of the scrollbar and avoid clipping of text in the rightmost column. The width of the columns is explicitly set in the header elements to force the size of the table to be fixed and to provide the same sizing when the THEAD section is moved to a new copied table later. The table wrapper div is created, formatted and the table is moved into it. The new wrapper div is cloned for the header wrapper and configured. Finally the actual table is cloned and cleared of all elements. The original table's THEAD section is then moved into the new table. At last the new table is added to the header <div>, and the header <div> is inserted before the table wrapper <div>. I'm always amazed how easy jQuery makes it to do this sort of re-arranging, and given of what's happening the amount of code is rather small. Disclaimer: Your mileage may vary A word of warning: I make no guarantees about the code above. It's a first cut and I provided this here mainly to demonstrate the concepts of decomposing and reassembling an HTML layout :-) which jQuery makes so nice and easy. I tested this component against the typical scenarios we plan on using it for which are tables that use a few well known styles (or no styling at all). I suspect if you have complex styling on your <table> tag that things might not go so well. If you plan on using this plug-in you might want to minimize your styling of the table tag and defer any border formatting using the class passed in via the cssClass parameter, which ends up on the two wrapper div's that wrap the header and body rows. There's also no explicit support for footers. I rarely if ever use footers (when not using paging that is), so I didn't feel the need to add footer support. However, if you need that it's not difficult to add - the logic is the same as adding the header. The plug-in relies on a well-formatted table that has THEAD and TBODY sections along with TH tags in the header. Note that ASP.NET WebForm DataGrids and GridViews by default do not generate well-formatted table HTML. You can look at my Adding proper THEAD sections to a GridView post for more info on how to get a GridView to render properly. The plug-in has no dependencies other than jQuery. Even with the limitations in mind I hope this might be useful to some of you. I know I've already identified a number of places in my own existing applications where I will be plugging this in almost immediately. Resources Download Sample and Plug-in code Latest version in the West Wind Web & AJAX Toolkit Repository © Rick Strahl, West Wind Technologies, 2005-2011Posted in jQuery  HTML  ASP.NET  

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  • Metro: Introduction to CSS 3 Grid Layout

    - by Stephen.Walther
    The purpose of this blog post is to provide you with a quick introduction to the new W3C CSS 3 Grid Layout standard. You can use CSS Grid Layout in Metro style applications written with JavaScript to lay out the content of an HTML page. CSS Grid Layout provides you with all of the benefits of using HTML tables for layout without requiring you to actually use any HTML table elements. Doing Page Layouts without Tables Back in the 1990’s, if you wanted to create a fancy website, then you would use HTML tables for layout. For example, if you wanted to create a standard three-column page layout then you would create an HTML table with three columns like this: <table height="100%"> <tr> <td valign="top" width="300px" bgcolor="red"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </td> <td valign="top" bgcolor="green"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </td> <td valign="top" width="300px" bgcolor="blue"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </td> </tr> </table> When the table above gets rendered out to a browser, you end up with the following three-column layout: The width of the left and right columns is fixed – the width of the middle column expands or contracts depending on the width of the browser. Sometime around the year 2005, everyone decided that using tables for layout was a bad idea. Instead of using tables for layout — it was collectively decided by the spirit of the Web — you should use Cascading Style Sheets instead. Why is using HTML tables for layout bad? Using tables for layout breaks the semantics of the TABLE element. A TABLE element should be used only for displaying tabular information such as train schedules or moon phases. Using tables for layout is bad for accessibility (The Web Content Accessibility Guidelines 1.0 is explicit about this) and using tables for layout is bad for separating content from layout (see http://CSSZenGarden.com). Post 2005, anyone who used HTML tables for layout were encouraged to hold their heads down in shame. That’s all well and good, but the problem with using CSS for layout is that it can be more difficult to work with CSS than HTML tables. For example, to achieve a standard three-column layout, you either need to use absolute positioning or floats. Here’s a three-column layout with floats: <style type="text/css"> #container { min-width: 800px; } #leftColumn { float: left; width: 300px; height: 100%; background-color:red; } #middleColumn { background-color:green; height: 100%; } #rightColumn { float: right; width: 300px; height: 100%; background-color:blue; } </style> <div id="container"> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> </div> The page above contains four DIV elements: a container DIV which contains a leftColumn, middleColumn, and rightColumn DIV. The leftColumn DIV element is floated to the left and the rightColumn DIV element is floated to the right. Notice that the rightColumn DIV appears in the page before the middleColumn DIV – this unintuitive ordering is necessary to get the floats to work correctly (see http://stackoverflow.com/questions/533607/css-three-column-layout-problem). The page above (almost) works with the most recent versions of most browsers. For example, you get the correct three-column layout in both Firefox and Chrome: And the layout mostly works with Internet Explorer 9 except for the fact that for some strange reason the min-width doesn’t work so when you shrink the width of your browser, you can get the following unwanted layout: Notice how the middle column (the green column) bleeds to the left and right. People have solved these issues with more complicated CSS. For example, see: http://matthewjamestaylor.com/blog/holy-grail-no-quirks-mode.htm But, at this point, no one could argue that using CSS is easier or more intuitive than tables. It takes work to get a layout with CSS and we know that we could achieve the same layout more easily using HTML tables. Using CSS Grid Layout CSS Grid Layout is a new W3C standard which provides you with all of the benefits of using HTML tables for layout without the disadvantage of using an HTML TABLE element. In other words, CSS Grid Layout enables you to perform table layouts using pure Cascading Style Sheets. The CSS Grid Layout standard is still in a “Working Draft” state (it is not finalized) and it is located here: http://www.w3.org/TR/css3-grid-layout/ The CSS Grid Layout standard is only supported by Internet Explorer 10 and there are no signs that any browser other than Internet Explorer will support this standard in the near future. This means that it is only practical to take advantage of CSS Grid Layout when building Metro style applications with JavaScript. Here’s how you can create a standard three-column layout using a CSS Grid Layout: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100%; } #leftColumn { -ms-grid-column: 1; background-color:red; } #middleColumn { -ms-grid-column: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; background-color:blue; } </style> </head> <body> <div id="container"> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> </div> </body> </html> When the page above is rendered in Internet Explorer 10, you get a standard three-column layout: The page above contains four DIV elements: a container DIV which contains a leftColumn DIV, middleColumn DIV, and rightColumn DIV. The container DIV is set to Grid display mode with the following CSS rule: #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100%; } The display property is set to the value “-ms-grid”. This property causes the container DIV to lay out its child elements in a grid. (Notice that you use “-ms-grid” instead of “grid”. The “-ms-“ prefix is used because the CSS Grid Layout standard is still preliminary. This implementation only works with IE10 and it might change before the final release.) The grid columns and rows are defined with the “-ms-grid-columns” and “-ms-grid-rows” properties. The style rule above creates a grid with three columns and one row. The left and right columns are fixed sized at 300 pixels. The middle column sizes automatically depending on the remaining space available. The leftColumn, middleColumn, and rightColumn DIVs are positioned within the container grid element with the following CSS rules: #leftColumn { -ms-grid-column: 1; background-color:red; } #middleColumn { -ms-grid-column: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; background-color:blue; } The “-ms-grid-column” property is used to specify the column associated with the element selected by the style sheet selector. The leftColumn DIV is positioned in the first grid column, the middleColumn DIV is positioned in the second grid column, and the rightColumn DIV is positioned in the third grid column. I find using CSS Grid Layout to be just as intuitive as using an HTML table for layout. You define your columns and rows and then you position different elements within these columns and rows. Very straightforward. Creating Multiple Columns and Rows In the previous section, we created a super simple three-column layout. This layout contained only a single row. In this section, let’s create a slightly more complicated layout which contains more than one row: The following page contains a header row, a content row, and a footer row. The content row contains three columns: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100px 1fr 100px; } #header { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 1; background-color: yellow; } #leftColumn { -ms-grid-column: 1; -ms-grid-row: 2; background-color:red; } #middleColumn { -ms-grid-column: 2; -ms-grid-row: 2; background-color:green; } #rightColumn { -ms-grid-column: 3; -ms-grid-row: 2; background-color:blue; } #footer { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 3; background-color: orange; } </style> </head> <body> <div id="container"> <div id="header"> Header, Header, Header </div> <div id="leftColumn"> Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column, Left Column </div> <div id="middleColumn"> Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column, Middle Column </div> <div id="rightColumn"> Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column, Right Column </div> <div id="footer"> Footer, Footer, Footer </div> </div> </body> </html> In the page above, the grid layout is created with the following rule which creates a grid with three rows and three columns: #container { display: -ms-grid; -ms-grid-columns: 300px auto 300px; -ms-grid-rows: 100px 1fr 100px; } The header is created with the following rule: #header { -ms-grid-column: 1; -ms-grid-column-span: 3; -ms-grid-row: 1; background-color: yellow; } The header is positioned in column 1 and row 1. Furthermore, notice that the “-ms-grid-column-span” property is used to span the header across three columns. CSS Grid Layout and Fractional Units When you use CSS Grid Layout, you can take advantage of fractional units. Fractional units provide you with an easy way of dividing up remaining space in a page. Imagine, for example, that you want to create a three-column page layout. You want the size of the first column to be fixed at 200 pixels and you want to divide the remaining space among the remaining three columns. The width of the second column is equal to the combined width of the third and fourth columns. The following CSS rule creates four columns with the desired widths: #container { display: -ms-grid; -ms-grid-columns: 200px 2fr 1fr 1fr; -ms-grid-rows: 1fr; } The fr unit represents a fraction. The grid above contains four columns. The second column is two times the size (2fr) of the third (1fr) and fourth (1fr) columns. When you use the fractional unit, the remaining space is divided up using fractional amounts. Notice that the single row is set to a height of 1fr. The single grid row gobbles up the entire vertical space. Here’s the entire HTML page: <!DOCTYPE html> <html> <head> <style type="text/css"> html, body, #container { height: 100%; padding: 0px; margin: 0px; } #container { display: -ms-grid; -ms-grid-columns: 200px 2fr 1fr 1fr; -ms-grid-rows: 1fr; } #firstColumn { -ms-grid-column: 1; background-color:red; } #secondColumn { -ms-grid-column: 2; background-color:green; } #thirdColumn { -ms-grid-column: 3; background-color:blue; } #fourthColumn { -ms-grid-column: 4; background-color:orange; } </style> </head> <body> <div id="container"> <div id="firstColumn"> First Column, First Column, First Column </div> <div id="secondColumn"> Second Column, Second Column, Second Column </div> <div id="thirdColumn"> Third Column, Third Column, Third Column </div> <div id="fourthColumn"> Fourth Column, Fourth Column, Fourth Column </div> </div> </body> </html>   Summary There is more in the CSS 3 Grid Layout standard than discussed in this blog post. My goal was to describe the basics. If you want to learn more than you can read through the entire standard at http://www.w3.org/TR/css3-grid-layout/ In this blog post, I described some of the difficulties that you might encounter when attempting to replace HTML tables with Cascading Style Sheets when laying out a web page. I explained how you can take advantage of the CSS 3 Grid Layout standard to avoid these problems when building Metro style applications using JavaScript. CSS 3 Grid Layout provides you with all of the benefits of using HTML tables for laying out a page without requiring you to use HTML table elements.

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  • http request to cgi python script successful, but the script doesn't seem to run

    - by chipChocolate.py
    I have configured cgi scripts for my apache2 web server. Here is what I want to do: Client uploads the image to the server. (this already works) On success, I want to execute the python script to resize the image. I tried the following and the success function does execute but my python script does not seem to execute: Javascript code that sends the request: var input = document.getElementById('imageLoader'); imageName = input.value; var file = input.files[0]; if(file != undefined){ formData= new FormData(); console.log(formData.length); if(!!file.type.match(/image.*/)){ formData.append("image", file); $.ajax({ url: "upload.php", type: "POST", processData: false, contentType: false, success: function() { var input = document.getElementById('imageLoader'); imageName = input.value; var file = input.files[0]; formData = new FormData(); formData.append("filename", file); $.ajax({ url: "http://localhost/Main/cgi-bin/resize.py", type: "POST", data: formData, processData: false, contentType: false, success: function(data) { console.log(data); } }); // code continues... resize.py: #!/usr/bin/python import cgi import cgitb import Image cgitb.enable() data = cgi.FieldStorage() filename = data.getvalue("filename") im = Image.open("../JS/upload/" + filename) (width, height) = im.size maxWidth = 600 maxHeight = 400 if width > maxWidth: d = float(width) / maxWidth height = int(height / d) width = maxWidth if height > maxHeight: d = float(height) / maxHeight width = int(width / d) height = maxHeight size = (width, height) im = im.resize(size, Image.ANTIALIAS) im.save("../JS/upload/" + filename, quality=100) This is the apache2.conf: <Directory /var/www/html/Main/cgi-bin> AllowOverride None Options +ExecCGI SetHandler cgi-script AddHandler cgi-script .py .cgi Order allow,deny Allow from all </Directory> cgi-bin and python script file permissions: drwxrwxr-x 2 mou mou 4096 Aug 24 03:28 cgi-bin -rwxrwxrwx 1 mou mou 1673 Aug 24 03:28 resize.py Edit: Executing this code $.ajax({ url: "http://localhost/Main/cgi-bin/resize.py", type: "POST", data: formData, // formData = {"filename" : "the filename which was saved in a variable whie the image was uploaded"} processData: false, contentType: false, success: function(data) { alert(data); } }); it alerts the following: <body bgcolor="#f0f0f8"><font color="#f0f0f8" size="-5"> --> <body bgcolor="#f0f0f8"><font color="#f0f0f8" size="-5"> --> --> </font> </font> </font> </script> </object> </blockquote> </pre> </table> </table> </table> </table> </table> </font> </font> </font><body bgcolor="#f0f0f8"> <table width="100%" cellspacing=0 cellpadding=2 border=0 summary="heading"> <tr bgcolor="#6622aa"> <td valign=bottom>&nbsp;<br> <font color="#ffffff" face="helvetica, arial">&nbsp;<br><big><big><strong>&lt;type 'exceptions.TypeError'&gt;</strong></big></big></font></td ><td align=right valign=bottom ><font color="#ffffff" face="helvetica, arial">Python 2.7.6: /usr/bin/python<br>Sun Aug 24 17:24:15 2014</font></td></tr></table> <p>A problem occurred in a Python script. Here is the sequence of function calls leading up to the error, in the order they occurred.</p> <table width="100%" cellspacing=0 cellpadding=0 border=0> <tr><td bgcolor="#d8bbff"><big>&nbsp;</big><a href="file:///var/www/html/Main/cgi-bin/resize.py">/var/www/html/Main/cgi-bin/resize.py</a> in <strong><module></strong>()</td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;&nbsp;&nbsp;10</small>&nbsp;<br> </tt></font></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;&nbsp;&nbsp;11</small>&nbsp;filename&nbsp;=&nbsp;data.getvalue("filename")<br> </tt></font></td></tr> <tr><td bgcolor="#ffccee"><tt>=&gt;<small>&nbsp;&nbsp;&nbsp;12</small>&nbsp;im&nbsp;=&nbsp;Image.open("../JS/upload/"&nbsp;+&nbsp;filename)<br> </tt></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;&nbsp;&nbsp;13</small>&nbsp;<br> </tt></font></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;&nbsp;&nbsp;14</small>&nbsp;(width,&nbsp;height)&nbsp;=&nbsp;im.size<br> </tt></font></td></tr> <tr><td><small><font color="#909090">im <em>undefined</em>, <strong>Image</strong>&nbsp;= &lt;module 'Image' from '/usr/lib/python2.7/dist-packages/PILcompat/Image.pyc'&gt;, Image.<strong>open</strong>&nbsp;= &lt;function open&gt;, <strong>filename</strong>&nbsp;= '<font color="#c040c0">\xff\xd8\xff\xe0\x00\x10</font>JFIF<font color="#c040c0">\x00\x01\x01\x00\x00\x01\x00\x01\x00\x00\xff\xdb\x00</font>C<font color="#c040c0">\x00\x06\x04\x05\x06\x05\x04\x06\x06\x05\x06\x07\x07\x06\x08\n\x10\n\n\t\t\n\x14\x0e</font>...<font color="#c040c0">\x94\r\x17\x11</font>b<font color="#c040c0">\xcd\xdc\x1a\xfe\xf1\x05\x1b\x15\xd1</font>R<font color="#c040c0">\xce\xe9</font>*<font color="#c040c0">\xb5\x8e</font>b<font color="#c040c0">\x97\x82\x87</font>R<font color="#c040c0">\xf4\xaa</font>K<font color="#c040c0">\x83</font>6<font color="#c040c0">\xbf\xfb</font>0<font color="#c040c0">\xa0\xb6</font>8<font color="#c040c0">\xa9</font>C<font color="#c040c0">\x86\x8d\x96</font>n+E<font color="#c040c0">\xd3\x7f\x99\xff\xd9</font>'</font></small></td></tr></table> <table width="100%" cellspacing=0 cellpadding=0 border=0> <tr><td bgcolor="#d8bbff"><big>&nbsp;</big><a href="file:///usr/lib/python2.7/dist-packages/PIL/Image.py">/usr/lib/python2.7/dist-packages/PIL/Image.py</a> in <strong>open</strong>(fp='../JS/upload/<font color="#c040c0">\xff\xd8\xff\xe0\x00\x10</font>JFIF<font color="#c040c0">\x00\x01\x01\x00\x00\x01\x00\x01\x00\x00\xff\xdb\x00</font>C<font color="#c040c0">\x00\x06\x04\x05\x06\x05\x04\x06\x06\x05\x06</font>...<font color="#c040c0">\x94\r\x17\x11</font>b<font color="#c040c0">\xcd\xdc\x1a\xfe\xf1\x05\x1b\x15\xd1</font>R<font color="#c040c0">\xce\xe9</font>*<font color="#c040c0">\xb5\x8e</font>b<font color="#c040c0">\x97\x82\x87</font>R<font color="#c040c0">\xf4\xaa</font>K<font color="#c040c0">\x83</font>6<font color="#c040c0">\xbf\xfb</font>0<font color="#c040c0">\xa0\xb6</font>8<font color="#c040c0">\xa9</font>C<font color="#c040c0">\x86\x8d\x96</font>n+E<font color="#c040c0">\xd3\x7f\x99\xff\xd9</font>', mode='r')</td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;1994</small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;isPath(fp):<br> </tt></font></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;1995</small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;filename&nbsp;=&nbsp;fp<br> </tt></font></td></tr> <tr><td bgcolor="#ffccee"><tt>=&gt;<small>&nbsp;1996</small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fp&nbsp;=&nbsp;builtins.open(fp,&nbsp;"rb")<br> </tt></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;1997</small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br> </tt></font></td></tr> <tr><td><font color="#909090"><tt>&nbsp;&nbsp;<small>&nbsp;1998</small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;filename&nbsp;=&nbsp;""<br> </tt></font></td></tr> <tr><td><small><font color="#909090"><strong>fp</strong>&nbsp;= '../JS/upload/<font color="#c040c0">\xff\xd8\xff\xe0\x00\x10</font>JFIF<font color="#c040c0">\x00\x01\x01\x00\x00\x01\x00\x01\x00\x00\xff\xdb\x00</font>C<font color="#c040c0">\x00\x06\x04\x05\x06\x05\x04\x06\x06\x05\x06</font>...<font color="#c040c0">\x94\r\x17\x11</font>b<font color="#c040c0">\xcd\xdc\x1a\xfe\xf1\x05\x1b\x15\xd1</font>R<font color="#c040c0">\xce\xe9</font>*<font color="#c040c0">\xb5\x8e</font>b<font color="#c040c0">\x97\x82\x87</font>R<font color="#c040c0">\xf4\xaa</font>K<font color="#c040c0">\x83</font>6<font color="#c040c0">\xbf\xfb</font>0<font color="#c040c0">\xa0\xb6</font>8<font color="#c040c0">\xa9</font>C<font color="#c040c0">\x86\x8d\x96</font>n+E<font color="#c040c0">\xd3\x7f\x99\xff\xd9</font>', <em>global</em> <strong>builtins</strong>&nbsp;= &lt;module '__builtin__' (built-in)&gt;, builtins.<strong>open</strong>&nbsp;= &lt;built-in function open&gt;</font></small></td></tr></table><p><strong>&lt;type 'exceptions.TypeError'&gt;</strong>: file() argument 1 must be encoded string without NULL bytes, not str <br><tt><small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>&nbsp;</tt>args&nbsp;= ('file() argument 1 must be encoded string without NULL bytes, not str',) <br><tt><small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>&nbsp;</tt>message&nbsp;= 'file() argument 1 must be encoded string without NULL bytes, not str' <!-- The above is a description of an error in a Python program, formatted for a Web browser because the 'cgitb' module was enabled. In case you are not reading this in a Web browser, here is the original traceback: Traceback (most recent call last): File "/var/www/html/Main/cgi-bin/resize.py", line 12, in &lt;module&gt; im = Image.open("../JS/upload/" + filename) File "/usr/lib/python2.7/dist-packages/PIL/Image.py", line 1996, in open fp = builtins.open(fp, "rb") TypeError: file() argument 1 must be encoded string without NULL bytes, not str --> Does this mean that the formData I am sending over is empty?

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  • Help finding time of collision

    - by WannaBe
    I am making a simple game right now and am struggling with collision response. My goal is to someday be able to turn it into a 2D platformer but I have a long way to go. I am currently making this in JavaScript and using the canvas element so (0,0) is in the top left and positive X is to the right and positive Y is down. I read a helpful post on StackExchange that got me started on this but I can't seem to get the algorithm 100% correct. How to deal with corner collisions in 2D? I can detect the collision fine but I can't seem to get the response right. The goal is to detect which side the player hit first since minimum displacement doesn't always work. The X response seems to work fine but the Y only works when I am far from the corners. Here is a picture showing what happens Here is the code var bx = box.x; var by = box.y; var bw = box.width; var bh = box.height; var boxCenterX = bx + (bw/2); var boxCenterY = by + (bh/2); var playerCenterX = player.x + player.xvel + (player.width/2); var playerCenterY = player.y + player.yvel + (player.height/2); //left = negative and right = positve, 0 = middle var distanceXin = playerCenterX - boxCenterX; var distanceYin = playerCenterY - boxCenterY; var distanceWidth = Math.abs(distanceXin); var distanceHeight = Math.abs(distanceYin); var halfWidths = (bw/2) + (player.width/2); var halfHeights = (bh/2) + (player.height/2); if(distanceWidth < halfWidths){ //xcollision if(distanceHeight < halfHeights){ //ycollision if(player.xvel == 0){ //adjust y if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } }else if(player.yvel == 0){ //adjust x if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ var yTime = distanceYin / player.yvel; var xTime = distanceXin / player.xvel; if(xTime < yTime){ //adjust the x it collided first if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ //adjust the y it collided first if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } } } } } And here is a JSFiddle if you would like to see the problem yourself. http://jsfiddle.net/dMumU/ To recreate this move the player to here And press up and left at the same time. The player will jump to the right for some reason. Any advice? I know I am close but I can't seem to get xTime and yTime to equal what I want every time.

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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