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  • How can I move the close button to the top-right corner of the box in slimbox (jQuery)

    - by janoChen
    I want to have my button in the top-right corner, I tried position: absolute, but I think the position of the box is not relative so I can't use top: 0;. Any suggestions? CSS: /* SLIMBOX */ #lbOverlay { position: fixed; z-index: 9999; left: 0; top: 0; width: 100%; height: 100%; background-color: #000; cursor: pointer; } #lbCenter, #lbBottomContainer { position: absolute; z-index: 9999; overflow: hidden; background-color: #fff; } .lbLoading { background: #fff url(slimbox2/loading.gif) no-repeat center; } #lbImage { position: absolute; left: 0; top: 0; border: 10px solid #fff; background-repeat: no-repeat; } #lbPrevLink, #lbNextLink { display: block; position: absolute; top: 0; width: 50%; outline: none; } #lbPrevLink { left: 0; } #lbPrevLink:hover { background: transparent url(slimbox2/prevlabel.gif) no-repeat 0 15%; } #lbNextLink { right: 0; } #lbNextLink:hover { background: transparent url(slimbox2/nextlabel.gif) no-repeat 100% 15%; } #lbBottom { font-family: Verdana, Arial, Geneva, Helvetica, sans-serif; font-size: 10px; color: #666; line-height: 1.4em; text-align: left; border: 10px solid #fff; border-top-style: none; } #lbCloseLink { display: block; float: right; width: 31px; height: 32px; background: transparent url(slimbox2/closelabel.gif) no-repeat center; margin: 5px 0; outline: none; } #lbCloseLink:hover { background: transparent url(slimbox2/closelabel_hover.gif) no-repeat center; border-bottom: 0px; } #lbCaption, #lbNumber { margin-right: 71px; } #lbCaption { font-weight: bold; }

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  • detect face from image and crop face from that photo

    - by Siddhpura Amit
    I have done coding in that i am successfully getting face with rectangle drawing now i want to crop that rectangle area. if there are many rectangle( mean many faces) than user can select one of the face or rectangle and that rectangle areal should be cropped can any body help me... Below is my code class AndroidFaceDetector extends Activity { public String path; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Bundle bundle = this.getIntent().getExtras(); path = bundle.getString("mypath"); setContentView(new myView(this)); } class myView extends View { private int imageWidth, imageHeight; private int numberOfFace = 5; private FaceDetector myFaceDetect; private FaceDetector.Face[] myFace; float myEyesDistance; int numberOfFaceDetected; Bitmap myBitmap; public myView(Context context) { super(context); System.out.println("CONSTRUCTOR"); System.out.println("path = "+path); if (path != null) { BitmapFactory.Options BitmapFactoryOptionsbfo = new BitmapFactory.Options(); BitmapFactoryOptionsbfo.inPreferredConfig = Bitmap.Config.RGB_565; myBitmap = BitmapFactory.decodeFile(path, BitmapFactoryOptionsbfo); imageWidth = myBitmap.getWidth(); imageHeight = myBitmap.getHeight(); myFace = new FaceDetector.Face[numberOfFace]; myFaceDetect = new FaceDetector(imageWidth, imageHeight, numberOfFace); numberOfFaceDetected = myFaceDetect.findFaces(myBitmap, myFace); } else { Toast.makeText(AndroidFaceDetector.this, "Please Try again", Toast.LENGTH_SHORT).show(); } } @Override protected void onDraw(Canvas canvas) { System.out.println("ON DRAW IS CALLED"); if (myBitmap != null) { canvas.drawBitmap(myBitmap, 0, 0, null); Paint myPaint = new Paint(); myPaint.setColor(Color.GREEN); myPaint.setStyle(Paint.Style.STROKE); myPaint.setStrokeWidth(3); for (int i = 0; i < numberOfFaceDetected; i++) { Face face = myFace[i]; PointF myMidPoint = new PointF(); face.getMidPoint(myMidPoint); myEyesDistance = face.eyesDistance(); canvas.drawRect((int) (myMidPoint.x - myEyesDistance), (int) (myMidPoint.y - myEyesDistance), (int) (myMidPoint.x + myEyesDistance), (int) (myMidPoint.y + myEyesDistance), myPaint); } } } } }

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  • How to read the 3D chart data with directX?

    - by MemoryLeak
    I am reading a open source project, and I found there is a function which read 3D data(let's say a character) from obj file, and draw it . the source code: List<Vertex3f> verts=new List<Vertex3f>(); List<Vertex3f> norms=new List<Vertex3f>(); Groups=new List<ToothGroup>(); //ArrayList ALf=new ArrayList();//faces always part of a group List<Face> faces=new List<Face>(); MemoryStream stream=new MemoryStream(buffer); using(StreamReader sr = new StreamReader(stream)){ String line; Vertex3f vertex; string[] items; string[] subitems; Face face; ToothGroup group=null; while((line = sr.ReadLine()) != null) { if(line.StartsWith("#")//comment || line.StartsWith("mtllib")//material library. We build our own. || line.StartsWith("usemtl")//use material || line.StartsWith("o")) {//object. There's only one object continue; } if(line.StartsWith("v ")) {//vertex items=line.Split(new char[] { ' ' }); vertex=new Vertex3f();//float[3]; if(flipHorizontally) { vertex.X=-Convert.ToSingle(items[1],CultureInfo.InvariantCulture); } else { vertex.X=Convert.ToSingle(items[1],CultureInfo.InvariantCulture); } vertex.Y=Convert.ToSingle(items[2],CultureInfo.InvariantCulture); vertex.Z=Convert.ToSingle(items[3],CultureInfo.InvariantCulture); verts.Add(vertex); continue; } And why it need to read the data manually in directX? As far as I know, in XDA programming, we just need to call a function a load the resource. Is this because it is in DirectX, there is no function to read resource? If yes, then how to prepare the 3D resource ? in XDA we just need to use other software draw the 3D picture and then export. but what should I do in DirectX?

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  • How can I use this animation code?

    - by O.C.
    I'm a newbie and I need some help. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I found some code on the net from someone who was trying to do something similar. He/she put this together, but there was no demo or instructions. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear: - (void) showProductDetail { . . . //////////////////////////////////////////////////////////////////////// // THIS IS A STRAIGHT SCALE ANIMATION RIGHT NOW. I WANT TO REPLACE THIS // WITH A BOUNCY RUBBER-BAND ANIMATION _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; _productDetail.transform = CGAffineTransformMakeScale(1,1); [UIView commitAnimations]; } . . . } This is the code I found: float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } Thanks in advance for any help that you can give me.

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  • Template inheritence c++

    - by Chris Condy
    I have made a template singleton class, I have also made a data structure that is templated. My question is; how do I make my templated data structure inherit from a singleton so you can only have one float type of this structure? I have tested both seperate and have found no problems. Code provided under... (That is the problem) template <class Type> class AbstractRManagers : public Singleton<AbstractRManagers<Type> > The problem is the code above doesn't work I get alot of errors. I cant get it to no matter what I do template a templated singleton class... I was asking for maybe advice or maybe if the code above is incorrect guidence? #ifndef SINGLETON_H #define SINGLETON_H template <class Type> class Singleton { public: virtual ~Singleton(); Singleton(); static Type* m_instance; }; template <class Type> Type* Singleton<Type>::m_instance = 0; #include "Singleton.cpp" #endif #ifndef SINGLETON_CPP #define SINGLETON_CPP #include "Singleton.h" template <class Type> Singleton<Type>::Singleton() { } template <class Type> Singleton<Type>::~Singleton() { } template <class Type> Type* Singleton<Type>::getInstance() { if(m_instance==nullptr) { m_instance = new Type; } return m_instance; } #endif #ifndef ABSTRACTRMANAGERS_H #define ABSTRACTRMANAGERS_H #include <vector> #include <map> #include <stack> #include "Singleton.h" template <class Type> class AbstractRManagers : public Singleton<AbstractRManagers<Type> > { public: virtual ~AbstractRManagers(); int insert(Type* type, std::string name); Type* remove(int i); Type* remove(std::string name); Type* get(int i); Type* getS(std::string name); int get(std::string name); int get(Type* i); bool check(std::string name); int resourceSize(); protected: private: std::vector<Type*> m_resources; std::map<std::string,int> m_map; std::stack<int> m_freePos; }; #include "AbstractRManagers.cpp" #endif #ifndef ABSTRACTRMANAGERS_CPP #define ABSTRACTRMANAGERS_CPP #include "AbstractRManagers.h" template <class Type> int AbstractRManagers<Type>::insert(Type* type, std::string name) { int i=0; if(!check(name)) { if(m_freePos.empty()) { m_resources.push_back(type); i = m_resources.size()-1; m_map[name] = i; } else { i = m_freePos.top(); m_freePos.pop(); m_resources[i] = type; m_map[name] = i; } } else i = -1; return i; } template <class Type> int AbstractRManagers<Type>::resourceSize() { return m_resources.size(); } template <class Type> bool AbstractRManagers<Type>::check(std::string name) { std::map<std::string,int>::iterator it; it = m_map.find(name); if(it==m_map.end()) return false; return true; } template <class Type> Type* AbstractRManagers<Type>::remove(std::string name) { Type* temp = m_resources[m_map[name]]; if(temp!=NULL) { std::map<std::string,int>::iterator it; it = m_map[name]; m_resources[m_map[name]] = NULL; m_freePos.push(m_map[name]); delete (*it).second; delete (*it).first; return temp; } return NULL; } template <class Type> Type* AbstractRManagers<Type>::remove(int i) { if((i < m_resources.size())&&(i > 0)) { Type* temp = m_resources[i]; m_resources[i] = NULL; m_freePos.push(i); std::map<std::string,int>::iterator it; for(it=m_map.begin();it!=m_map.end();it++) { if((*it).second == i) { delete (*it).second; delete (*it).first; return temp; } } return temp; } return NULL; } template <class Type> int AbstractRManagers<Type>::get(Type* i) { for(int i2=0;i2<m_resources.size();i2++) { if(i == m_resources[i2]) { return i2; } } return -1; } template <class Type> Type* AbstractRManagers<Type>::get(int i) { if((i < m_resources.size())&&(i >= 0)) { return m_resources[i]; } return NULL; } template <class Type> Type* AbstractRManagers<Type>::getS(std::string name) { return m_resources[m_map[name]]; } template <class Type> int AbstractRManagers<Type>::get(std::string name) { return m_map[name]; } template <class Type> AbstractRManagers<Type>::~AbstractRManagers() { } #endif #include "AbstractRManagers.h" struct b { float x; }; int main() { b* a = new b(); AbstractRManagers<b>::getInstance()->insert(a,"a"); return 0; } This program produces next errors when compiled : 1> main.cpp 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::stack<_Ty,_Container> &,const std::stack<_Ty,_Container> &)' : could not deduce template argument for 'const std::stack<_Ty,_Container> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\stack(166) : see declaration of 'std::operator <' 1> c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(124) : while compiling class template member function 'bool std::less<_Ty>::operator ()(const _Ty &,const _Ty &) const' 1> with 1> [ 1> _Ty=std::string 1> ] 1> c:\program files\microsoft visual studio 10.0\vc\include\map(71) : see reference to class template instantiation 'std::less<_Ty>' being compiled 1> with 1> [ 1> _Ty=std::string 1> ] 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(451) : see reference to class template instantiation 'std::_Tmap_traits<_Kty,_Ty,_Pr,_Alloc,_Mfl>' being compiled 1> with 1> [ 1> _Kty=std::string, 1> _Ty=int, 1> _Pr=std::less<std::string>, 1> _Alloc=std::allocator<std::pair<const std::string,int>>, 1> _Mfl=false 1> ] 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(520) : see reference to class template instantiation 'std::_Tree_nod<_Traits>' being compiled 1> with 1> [ 1> _Traits=std::_Tmap_traits<std::string,int,std::less<std::string>,std::allocator<std::pair<const std::string,int>>,false> 1> ] 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(659) : see reference to class template instantiation 'std::_Tree_val<_Traits>' being compiled 1> with 1> [ 1> _Traits=std::_Tmap_traits<std::string,int,std::less<std::string>,std::allocator<std::pair<const std::string,int>>,false> 1> ] 1> c:\program files\microsoft visual studio 10.0\vc\include\map(81) : see reference to class template instantiation 'std::_Tree<_Traits>' being compiled 1> with 1> [ 1> _Traits=std::_Tmap_traits<std::string,int,std::less<std::string>,std::allocator<std::pair<const std::string,int>>,false> 1> ] 1> c:\users\chris\desktop\311\ideas\idea1\idea1\abstractrmanagers.h(28) : see reference to class template instantiation 'std::map<_Kty,_Ty>' being compiled 1> with 1> [ 1> _Kty=std::string, 1> _Ty=int 1> ] 1> c:\users\chris\desktop\311\ideas\idea1\idea1\abstractrmanagers.h(30) : see reference to class template instantiation 'AbstractRManagers<Type>' being compiled 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::stack<_Ty,_Container> &,const std::stack<_Ty,_Container> &)' : could not deduce template argument for 'const std::stack<_Ty,_Container> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\stack(166) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::stack<_Ty,_Container> &,const std::stack<_Ty,_Container> &)' : could not deduce template argument for 'const std::stack<_Ty,_Container> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\stack(166) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::deque<_Ty,_Alloc> &,const std::deque<_Ty,_Alloc> &)' : could not deduce template argument for 'const std::deque<_Ty,_Alloc> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\deque(1725) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::deque<_Ty,_Alloc> &,const std::deque<_Ty,_Alloc> &)' : could not deduce template argument for 'const std::deque<_Ty,_Alloc> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\deque(1725) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::deque<_Ty,_Alloc> &,const std::deque<_Ty,_Alloc> &)' : could not deduce template argument for 'const std::deque<_Ty,_Alloc> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\deque(1725) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Tree<_Traits> &,const std::_Tree<_Traits> &)' : could not deduce template argument for 'const std::_Tree<_Traits> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(1885) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Tree<_Traits> &,const std::_Tree<_Traits> &)' : could not deduce template argument for 'const std::_Tree<_Traits> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(1885) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Tree<_Traits> &,const std::_Tree<_Traits> &)' : could not deduce template argument for 'const std::_Tree<_Traits> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xtree(1885) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::vector<_Ty,_Ax> &,const std::vector<_Ty,_Ax> &)' : could not deduce template argument for 'const std::vector<_Ty,_Ax> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\vector(1502) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::vector<_Ty,_Ax> &,const std::vector<_Ty,_Ax> &)' : could not deduce template argument for 'const std::vector<_Ty,_Ax> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\vector(1502) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::vector<_Ty,_Ax> &,const std::vector<_Ty,_Ax> &)' : could not deduce template argument for 'const std::vector<_Ty,_Ax> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\vector(1502) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::unique_ptr<_Ty,_Dx> &,const std::unique_ptr<_Ty2,_Dx2> &)' : could not deduce template argument for 'const std::unique_ptr<_Ty,_Dx> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\memory(2582) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::unique_ptr<_Ty,_Dx> &,const std::unique_ptr<_Ty2,_Dx2> &)' : could not deduce template argument for 'const std::unique_ptr<_Ty,_Dx> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\memory(2582) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::unique_ptr<_Ty,_Dx> &,const std::unique_ptr<_Ty2,_Dx2> &)' : could not deduce template argument for 'const std::unique_ptr<_Ty,_Dx> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\memory(2582) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::reverse_iterator<_RanIt> &,const std::reverse_iterator<_RanIt2> &)' : could not deduce template argument for 'const std::reverse_iterator<_RanIt> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1356) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::reverse_iterator<_RanIt> &,const std::reverse_iterator<_RanIt2> &)' : could not deduce template argument for 'const std::reverse_iterator<_RanIt> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1356) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::reverse_iterator<_RanIt> &,const std::reverse_iterator<_RanIt2> &)' : could not deduce template argument for 'const std::reverse_iterator<_RanIt> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1356) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Revranit<_RanIt,_Base> &,const std::_Revranit<_RanIt2,_Base2> &)' : could not deduce template argument for 'const std::_Revranit<_RanIt,_Base> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1179) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Revranit<_RanIt,_Base> &,const std::_Revranit<_RanIt2,_Base2> &)' : could not deduce template argument for 'const std::_Revranit<_RanIt,_Base> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1179) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::_Revranit<_RanIt,_Base> &,const std::_Revranit<_RanIt2,_Base2> &)' : could not deduce template argument for 'const std::_Revranit<_RanIt,_Base> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\xutility(1179) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::pair<_Ty1,_Ty2> &,const std::pair<_Ty1,_Ty2> &)' : could not deduce template argument for 'const std::pair<_Ty1,_Ty2> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\utility(318) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::pair<_Ty1,_Ty2> &,const std::pair<_Ty1,_Ty2> &)' : could not deduce template argument for 'const std::pair<_Ty1,_Ty2> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\utility(318) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2784: 'bool std::operator <(const std::pair<_Ty1,_Ty2> &,const std::pair<_Ty1,_Ty2> &)' : could not deduce template argument for 'const std::pair<_Ty1,_Ty2> &' from 'const std::string' 1> c:\program files\microsoft visual studio 10.0\vc\include\utility(318) : see declaration of 'std::operator <' 1>c:\program files\microsoft visual studio 10.0\vc\include\xfunctional(125): error C2676: binary '<' : 'const std::string' does not define this operator or a conversion to a type acceptable to the predefined operator ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

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  • How to Symbolicate iPhone App Crash Reports ?

    - by bluej3
    Hello~ I retrieved the crash reports from iTunes Connect. I referenced this site. http://webcache.googleusercontent.com/search?q=cache:MmxwdXObZLMJ:www.anoshkin.net/blog/2008/09/09/iphone-crash-logs/+iphone+crash+debig&cd=2&hl=en&ct=clnk I tried.... $ symbolicatecrash report.crash MobileLines.app.dSYM report-with-symbols.crash Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/PrivateFrameworks/WebCore.framework/WebCore Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/Foundation.framework/Foundation Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/usr/lib/libSystem.B.dylib Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/UIKit.framework/UIKit Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/OpenGLES.framework/MBXGLEngine.bundle/MBXGLEngine Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/AudioToolbox.framework/AudioToolbox Error in symbol file for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation BUT... I didn't result. (find error message) - This directory is located "bulid/Distribution-iphones" - "MYGAME.app" file and "MYGAME.app.dSYM" file is located in same directory. How can i do solve this problem. ? Please help me :) * Crash log (carsh at thread 2 ) Incident Identifier: 95230C2E-CD83-46BF-8DAE-F38BCD46B910 Process: MYGAMELite [303] Path: /var/mobile/Applications/4FB79BEC-2BF0-438B-82A8-C302CD52A85C/MYGAMELite.app/MYGAMELite Identifier: MYGAMELite Version: ??? (???) Code Type: ARM (Native) Parent Process: launchd [1] Date/Time: 2010-06-03 11:43:52.875 +0800 OS Version: iPhone OS 3.1.2 (7D11) Report Version: 104 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x03e3a002 Crashed Thread: 2 Thread 2 Crashed: 0 AudioToolbox 0x330d708c AU3DMixerEmbedded::SumInput16(unsigned long, AudioBufferList const&, AudioBufferList const&, unsigned long, float, unsigned long) 1 AudioToolbox 0x330d89a0 AU3DMixerEmbedded::Render(unsigned long&, AudioTimeStamp const&, unsigned long) 2 AudioToolbox 0x32fe6bb8 AUBase::DoRender(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long, AudioBufferList&) 3 AudioToolbox 0x32fe6504 Render 4 AudioToolbox 0x330160b8 AUInputElement::PullInput(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) 5 AudioToolbox 0x33023fa8 AUInputFormatConverter2::InputProc(OpaqueAudioConverter*, unsigned long*, AudioBufferList*, AudioStreamPacketDescription*, void) 6 AudioToolbox 0x32fe4b60 AudioConverterChain::CallInputProc(unsigned long) 7 AudioToolbox 0x32fe4a5c AudioConverterChain::FillBufferFromInputProc(unsigned long*, CABufferList*) 8 AudioToolbox 0x32fe4790 BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) 9 AudioToolbox 0x33023e30 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) 10 AudioToolbox 0x32fe4284 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) 11 AudioToolbox 0x32fe44a4 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) 12 AudioToolbox 0x32fe4284 BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) 13 AudioToolbox 0x32fe3f10 AudioConverterFillComplexBuffer 14 AudioToolbox 0x33023844 AUConverterBase::RenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) 15 AudioToolbox 0x330ce928 AURemoteIO::RenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) 16 AudioToolbox 0x32fe6bb8 AUBase::DoRender(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long, AudioBufferList&) 17 AudioToolbox 0x330cf308 AURemoteIO::PerformIO(int, unsigned int, unsigned int, AQTimeStamp const&, AQTimeStamp const&) 18 AudioToolbox 0x330cf4cc AURIOCallbackReceiver_PerformIOSync 19 AudioToolbox 0x330c76fc _XPerformIOSync 20 AudioToolbox 0x330181d8 mshMIGPerform 21 AudioToolbox 0x3309cec8 MSHMIGDispatchMessage 22 AudioToolbox 0x330d48d4 AURemoteIO::IOThread::Entry(void*) 23 AudioToolbox 0x32fc9f20 CAPThread::Entry(CAPThread*) 24 libSystem.B.dylib 0x30b5b7b0 _pthread_body

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  • How do i rotate a CALayer around a diagonal axis?

    - by Mattias Wadman
    Hi, im trying to implement a flip animation to be used in board game like application. The animation is suppose to look like a game piece that rotate and change to the color of its back. I have managed to get a animation that flips around orthogonal axis, but when i try to flip around a diagonal axis by changing the rotation around the z-axis not surprisingly the actual image also gets rotated. Instead i would like to rotate the image as it is around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is the current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • Infinite loop when using fscanf

    - by user1409641
    I wrote this simple program in C, because I'm studying FILES right now at University. I take a txt file with a list of the results of the last race so my program will show the data formatted as I want. Here's my code: /* Esercizio file Motogp */ #include <stdio.h> #define SIZE 20 int main () { int pos, punt, num; float kmh; char nome[SIZE+1], cognome[SIZE+1], moto[SIZE+1]; char naz[SIZE+1], nome_file[SIZE+1]; FILE *fp; printf ("Inserisci il nome del file da aprire: "); gets (nome_file); fp = fopen (nome_file, "r"); if (fopen == NULL) printf ("Errore nell' apertura del file %s\n", nome_file); else { while (fscanf (fp, "%d %d %d %s %s %s %s %.2f", &pos, &punt, &num, nome, cognome, naz, moto, &kmh) != EOF ) { printf ("Posizione di arrivo: %d\n", pos); printf ("Punteggio: %d\n", punt); printf ("Numero pilota: %d\n", num); printf ("Nome pilota: %s\n", nome); printf ("Cognome pilota: %s\n", cognome); printf ("Nazione: %s\n", naz); printf ("Moto: %s\n", moto); printf ("Media Kmh: %d\n\n", kmh); } } fclose(fp); return 0; } and there's my txt file: 1 25 99 Jorge LORENZO SPA Yamaha 164.4 2 20 26 Dani PEDROSA SPA Honda 164.1 3 16 4 Andrea DOVIZIOSO ITA Yamaha 163.8 4 13 1 Casey STONER AUS Honda 163.8 5 11 35 Cal CRUTCHLOW GBR Yamaha 163.6 6 10 19 Alvaro BAUTISTA SPA Honda 163.5 7 9 46 Valentino ROSSI ITA Ducati 163.3 8 8 6 Stefan BRADL GER Honda 162.9 9 7 69 Nicky HAYDEN USA Ducati 162.5 10 6 11 Ben SPIES USA Yamaha 162.3 11 5 8 Hector BARBERA SPA Ducati 162.1 12 4 17 Karel ABRAHAM CZE Ducati 160.9 13 3 41 Aleix ESPARGARO SPA ART 160.2 14 2 51 Michele PIRRO ITA FTR 160.1 15 1 14 Randy DE PUNIET FRA ART 160.0 16 0 77 James ELLISON GBR ART 159.9 17 0 54 Mattia PASINI ITA ART 159.4 18 0 68 Yonny HERNANDEZ COL BQR 159.4 19 0 9 Danilo PETRUCCI ITA Ioda 158.2 20 0 22 Ivan SILVA SPA BQR 158.2 When I run my program, it return me an infinite loop of the first one. Why? Is there another function to read those data?

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  • How to get jQuery draggable elements scroll with mb.imageNavigator

    - by bulltorious
    I am using jQuery mb.imageNavigator (1.8) from http://pupunzi.open-lab.com/mb-jquery-components/mb-imagenavigator/ to implements a Risk type game adjucation system. Using the imageNavigator plugin I am able to scroll around a large game map of the world. My issue is when I declare some elements as draggable and drag them onto the map image, their location does not stay relative to where in the picture I put them. They just stay fixed on the screen no matter where I scroll. Does anyone know how to make the the draggable elements scroll with the image? Matteo posts about "you can add an additional content layer that overlay image and moves with it" and posts an example, but I can't make it work. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> ` <head> <script type="text/jscript" src="lib/jquery/jquery-1.3.2.js"> </script> <script type="text/jscript" src="lib/jquery/jquery-ui-1.7.2.custom.min.js"> </script> <script type="text/jscript" src="lib/utilities/mbImgNav.min.js_0.js"> </script> <script type="text/jscript" src="lib/utilities/start.js"> </script> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>New Web Project</title> </head> <body> <div id="AdamsAshTray" style="float:right; background-color:red; z-index:999"> test test test </div> <div id="navArea"> <div imageUrl="someimage" navPosition="BR" navWidth="100" style="display:none;" class="imagesContainer"> <span class="title">zuccheriera</span> <div class="description"> <STRONG>description1</STRONG> </div> </div> </div> </body> $(document).ready(function(){ $("#navArea").imageNavigator({ areaWidth:1820, areaHeight:1000, draggerStyle: "1px dotted red", navOpacity: .8 }) $("#AdamsAshTray").draggable({ grid: [20,20] }); })`

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  • str is not callable error in python .

    - by mekasperasky
    import sys import md5 from TOSSIM import * from RadioCountMsg import * t = Tossim([]) #The Tossim object is defined here m = t.mac()#The mac layer is defined here , in which the communication takes place r = t.radio()#The radio communication link object is defined here , as the communication needs Rf frequency to transfer t.addChannel("RadioCountToLedsC", sys.stdout)# The various channels through which communication will take place t.addChannel("LedsC", sys.stdout) #The no of nodes that would be required in the simulation has to be entered here print("enter the no of nodes you want ") n=input() for i in range(0, n): m = t.getNode(i) m.bootAtTime((31 + t.ticksPerSecond() / 10) * i + 1) #The booting time is defined so that the time at which the node would be booted is given f = open("topo.txt", "r") #The topography is defined in topo.txt so that the RF frequencies of the transmission between nodes are are set lines = f.readlines() for line in lines: s = line.split() if (len(s) > 0): if (s[0] == "gain"): r.add(int(s[1]), int(s[2]), float(s[3])) #The topogrography is added to the radio object noise = open("meyer-heavy.txt", "r") #The noise model is defined for the nodes lines = noise.readlines() for line in lines: str = line.strip() if (str != ""): val = int(str) for i in range(0, 4): t.getNode(i).addNoiseTraceReading(val) for i in range (0, n): t.getNode(i).createNoiseModel() #The noise model is created for each node for i in range(0,n): t.runNextEvent() fk=open("key.txt","w") for i in range(0,n): if i ==0 : key=raw_input() fk.write(key) ak=key key=md5.new() key.update(str(ak)) ak=key.digest() fk.write(ak) fk.close() fk=open("key.txt","w") plaint=open("pt.txt") for i in range(0,n): msg = RadioCountMsg() msg.set_counter(7) pkt = t.newPacket()#A packet is defined according to a certain format print("enter message to be transported") ms=raw_input()#The message to be transported is taken as input #The RC5 encryption has to be done here plaint.write(ms) pkt.setData(msg.data) pkt.setType(msg.get_amType()) pkt.setDestination(i+1)#The destination to which the packet will be sent is set print "Delivering " + " to" ,i+1 pkt.deliver(i+1, t.time() + 3) fk.close() print "the key to be displayed" ki=raw_input() fk=open("key.txt") for i in range(0,n): if i==ki: ms=fk.readline() for i in range(0,n): msg=RadioCountMsg() msg.set_counter(7) pkt=t.newPacket() msg.data=ms pkt.setData(msg.data) pkt.setType(msg.get_amType()) pkt.setDestination(i+1) pkt.deliver(i+1,t.time()+3) #The key has to be broadcasted here so that the decryption can take place for i in range(0, n): t.runNextEvent(); this code gives me error here key.update(str(ak)) . when i run a similar code on the python terminal there is no such error but this code pops up an error . why so?

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  • HLSL tex2d sampler seemingly returning incorrect values; why?

    - by BlueNovember
    Hello all, I have code that needs to render regions of my object differently depending on their location. I am trying to use a colour map to define these regions, then get a value (0-14) representing this region by sampling the texture. The problem is when I sample from my colour map, I get collisions. Ie, two regions with different colours in the colourmap get the same value returned from the sampler. I've tried various formats of my colour map. I set the colours for each region to be "5" apart in each case; Indexed colour RGB, RGBA: region 1 will have RGB 5,5,5. region 2 will have RGB 10,10,10 and so on. HSV Greyscale: region 1 will have HSV 0,0,5. region 2 will have HSV 0,0,10 and so on. The tex2D sampler returns a value [0..1]. To get the "region number" I multiply this by 100 and divide by 5, expecting a number [0..20]. (But currently only using 0-14) I am using Shader Model 2 and FX Composer. //Colour map texture gColourmapTexture < string ResourceName = "Globe_Colourmap_Regions_Greyscale.png"; string ResourceType = "2D"; >; sampler2D gColourmapSampler : register(s1) = sampler_state { Texture = <gColourmapTexture>; #if DIRECT3D_VERSION >= 0xa00 Filter = MIN_MAG_MIP_LINEAR; #else /* DIRECT3D_VERSION < 0xa00 */ MinFilter = Linear; MipFilter = Linear; MagFilter = Linear; #endif /* DIRECT3D_VERSION */ AddressU = Clamp; AddressV = Clamp; }; ... //Then later, in a method float region = tex2D(gColourmapSampler,In.UV).x; //at this point I do not think it matters which of xyz components I pick; even in HSV they're all the same for my image. region *= 100; //Now in range [0..100] region /= 5; //Now in range [0..20] float3 levels[21]; //*Code populating "levels" array with what is essentially colour information * levels[1] = ... levels[2] = ... //Chose which level this region has, by looking up its region number float3 Level = levels[region];

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  • c# Xna keydown with a delay of 1 sec

    - by bld
    Hi!. im writing a tetris in xna. i have a class with a method rotateBlocks. When i press the "Up" arrow key. i wanna have that when i hold the button down for 1 sec or more that it executes the arguments in the first else if(rotating the blocks fast) right now nothing is happening. i have declared oldState globally in the class. if i remove the gametime check in first the else if the block will rotate fast imedietley. if i try to step through the code with linebreaks the resolution get f****d up public void RotateBlocks(loadBlock lb, KeyboardState newState, GameTime gameTime) { _elapsedSeconds2 += (float)gameTime.ElapsedGameTime.TotalSeconds; if (lb._name.Equals("block1")) { if (newState.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.Up)) { // the player just pressed Up if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } } if (newState.IsKeyDown(Keys.Up) && oldState.IsKeyDown(Keys.Up)) { // the player is holding the key down if (gameTime.ElapsedGameTime.TotalSeconds >=1) { if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } _elapsedSeconds2 = 0; } }

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  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

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  • PyOpenGL - passing transformation matrix into shader

    - by M-V
    I am having trouble passing projection and modelview matrices into the GLSL shader from my PyOpenGL code. My understanding is that OpenGL matrices are column major, but when I pass in projection and modelview matrices as shown, I don't see anything. I tried the transpose of the matrices, and it worked for the modelview matrix, but the projection matrix doesn't work either way. Here is the code: import OpenGL from OpenGL.GL import * from OpenGL.GL.shaders import * from OpenGL.GLU import * from OpenGL.GLUT import * from OpenGL.GLUT.freeglut import * from OpenGL.arrays import vbo import numpy, math, sys strVS = """ attribute vec3 aVert; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; uniform vec4 uColor; varying vec4 vCol; void main() { // option #1 - fails gl_Position = uPMatrix * uMVMatrix * vec4(aVert, 1.0); // option #2 - works gl_Position = vec4(aVert, 1.0); // set color vCol = vec4(uColor.rgb, 1.0); } """ strFS = """ varying vec4 vCol; void main() { // use vertex color gl_FragColor = vCol; } """ # particle system class class Scene: # initialization def __init__(self): # create shader self.program = compileProgram(compileShader(strVS, GL_VERTEX_SHADER), compileShader(strFS, GL_FRAGMENT_SHADER)) glUseProgram(self.program) self.pMatrixUniform = glGetUniformLocation(self.program, 'uPMatrix') self.mvMatrixUniform = glGetUniformLocation(self.program, "uMVMatrix") self.colorU = glGetUniformLocation(self.program, "uColor") # attributes self.vertIndex = glGetAttribLocation(self.program, "aVert") # color self.col0 = [1.0, 1.0, 0.0, 1.0] # define quad vertices s = 0.2 quadV = [ -s, s, 0.0, -s, -s, 0.0, s, s, 0.0, s, s, 0.0, -s, -s, 0.0, s, -s, 0.0 ] # vertices self.vertexBuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) vertexData = numpy.array(quadV, numpy.float32) glBufferData(GL_ARRAY_BUFFER, 4*len(vertexData), vertexData, GL_STATIC_DRAW) # render def render(self, pMatrix, mvMatrix): # use shader glUseProgram(self.program) # set proj matrix glUniformMatrix4fv(self.pMatrixUniform, 1, GL_FALSE, pMatrix) # set modelview matrix glUniformMatrix4fv(self.mvMatrixUniform, 1, GL_FALSE, mvMatrix) # set color glUniform4fv(self.colorU, 1, self.col0) #enable arrays glEnableVertexAttribArray(self.vertIndex) # set buffers glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer) glVertexAttribPointer(self.vertIndex, 3, GL_FLOAT, GL_FALSE, 0, None) # draw glDrawArrays(GL_TRIANGLES, 0, 6) # disable arrays glDisableVertexAttribArray(self.vertIndex) class Renderer: def __init__(self): pass def reshape(self, width, height): self.width = width self.height = height self.aspect = width/float(height) glViewport(0, 0, self.width, self.height) glEnable(GL_DEPTH_TEST) glDisable(GL_CULL_FACE) glClearColor(0.8, 0.8, 0.8,1.0) glutPostRedisplay() def keyPressed(self, *args): sys.exit() def draw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # build projection matrix fov = math.radians(45.0) f = 1.0/math.tan(fov/2.0) zN, zF = (0.1, 100.0) a = self.aspect pMatrix = numpy.array([f/a, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, (zF+zN)/(zN-zF), -1.0, 0.0, 0.0, 2.0*zF*zN/(zN-zF), 0.0], numpy.float32) # modelview matrix mvMatrix = numpy.array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.0, -5.0, 1.0], numpy.float32) # render self.scene.render(pMatrix, mvMatrix) # swap buffers glutSwapBuffers() def run(self): glutInitDisplayMode(GLUT_RGBA) glutInitWindowSize(400, 400) self.window = glutCreateWindow("Minimal") glutReshapeFunc(self.reshape) glutDisplayFunc(self.draw) glutKeyboardFunc(self.keyPressed) # Checks for key strokes self.scene = Scene() glutMainLoop() glutInit(sys.argv) prog = Renderer() prog.run() When I use option #2 in the shader without either matrix, I get the following output: What am I doing wrong?

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  • Problem with memory leaks

    - by user191723
    Sorry, having difficulty formattin code to appear correct here??? I am trying to understand the readings I get from running instruments on my app which are telling me I am leaking memory. There are a number, quite a few in fact, that get reported from inside the Foundation, AVFoundation CoreGraphics etc that I assume I have no control over and so should ignore such as: Malloc 32 bytes: 96 bytes, AVFoundation, prepareToRecordQueue or Malloc 128 bytes: 128 bytes, CoreGraphics, open_handle_to_dylib_path Am I correct in assuming these are something the system will resolve? But then there are leaks that are reported that I believe I am responsible for, such as: This call reports against this line leaks 2.31KB [self createAVAudioRecorder:frameAudioFile]; Immediately followed by this: -(NSError*) createAVAudioRecorder: (NSString *)fileName { // flush recorder to start afresh [audioRecorder release]; audioRecorder = nil; // delete existing file to ensure we have clean start [self deleteFile: fileName]; VariableStore *singleton = [VariableStore sharedInstance]; // get full path to target file to create NSString *destinationString = [singleton.docsPath stringByAppendingPathComponent: fileName]; NSURL *destinationURL = [NSURL fileURLWithPath: destinationString]; // configure the recording settings NSMutableDictionary *recordSettings = [[NSMutableDictionary alloc] initWithCapacity:6]; //****** LEAKING 384 BYTES [recordSettings setObject:[NSNumber numberWithInt:kAudioFormatLinearPCM] forKey: AVFormatIDKey]; //***** LEAKING 32 BYTES float sampleRate = 44100.0; [recordSettings setObject:[NSNumber numberWithFloat: sampleRate] forKey: AVSampleRateKey]; //***** LEAKING 48 BYTES [recordSettings setObject:[NSNumber numberWithInt:2] forKey:AVNumberOfChannelsKey]; int bitDepth = 16; [recordSettings setObject: [NSNumber numberWithInt:bitDepth] forKey:AVLinearPCMBitDepthKey]; //***** LEAKING 48 BYTES [recordSettings setObject:[NSNumber numberWithBool:YES] forKey:AVLinearPCMIsBigEndianKey]; [recordSettings setObject:[NSNumber numberWithBool: NO]forKey:AVLinearPCMIsFloatKey]; NSError *recorderSetupError = nil; // create the new recorder with target file audioRecorder = [[AVAudioRecorder alloc] initWithURL: destinationURL settings: recordSettings error: &recorderSetupError]; //***** LEAKING 1.31KB [recordSettings release]; recordSettings = nil; // check for erros if (recorderSetupError) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle: @"Can't record" message: [recorderSetupError localizedDescription] delegate: nil cancelButtonTitle: @"OK" otherButtonTitles: nil]; [alert show]; [alert release]; alert = nil; return recorderSetupError; } [audioRecorder prepareToRecord]; //***** LEAKING 512 BYTES audioRecorder.delegate = self; return recorderSetupError; } I do not understand why there is a leak as I release audioRecorder at the start and set to nil and I release recordSettings and set to nil? Can anyone enlighten me please? Thanks

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  • QT vs. Net - REAL comparisons for R.A.D. projects

    - by Pirate for Profit
    Man in all these Qt vs. .NET discussions 90% these people argue about the dumbest crap. Trying to get a real comparison chart here, because I know a little about both frameworks but I don't know everything. I believe Qt and .NET both have strengths and weaknesses. This is to make a comparison that highlights these so people can make more informed decisions before embarking on a project, in the spirit of R.A.D. Event Handling In Qt the event handling system is very simple. You just emit signals when something cool happens and then catch them in slots. ie. // run some calculations, then emit valueChanged(30, false, 20.2); and then catching it, any object can make a slot to recieve that message easily void MyObj::valueChanged(int percent, bool ok, float timeRemaining). It's easy to "block" an event or "disconnect" when needed, and works seamlessly across threads... once you get the hang of it, it just seems a lot more natural and intuitive than the way the .NET event handling is set up (you know, void valueChanged(object sender, CustomEventArgs e). And I'm not just talking about syntax, because in the end the .NET anonymous delegates are the bomb. I'm also talking about in more than just reflection (because, yes, .NET obviously has much stronger reflection capabilities). I'm talking about in the way the system feels to a human being. Qt wins hands down for the simplest yet still flexible event handling system ever i m o. Plugins and such I do love some of the ease of C# compared to C++, as well as .NET's assembly architecture, even though it leads to a bunch of .dll's (there's ways to combine everything into a single exe though). That is a big bonus for modular projects, which are a PITA to import stuff in C++ as far as RAD is concerned. Database Ease of Doing Crap Also what about datasets and database manipulations. I think .net wins here but I'm not sure. Threading/Conccurency How do you guys think of the threading? In .NET, all I've ever done is make like a list of master worker threads with locks. I like QConcurrentFramework, you don't worry about locks or anything, and with the ease of the signal slot system across threads it's nice to get notified about the progress of things. QConcurrent is the simplest threading mechanism I've ever played with. Memory Usage Also what do you think of the overall memory usage comparison. Is the .NET garbage collector pretty on the ball and quick compared to the instantaneous nature of native memory management? Or does it just let programs leak up a storm and lag the computer then clean it up when it's about to really lag? Doesn't the just-in-time compiler make native code that is pretty good, like and that only happens the first time the program is run? However, I am a n00b who doesn't know what I'm talking about, please school me on the subject.

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  • List input and output audio devices in Applet

    - by Jhonny Everson
    I am running a signed applet that needs to provide the ability for the user to select the input and output audio devices ( similar to what skype provides). I borrowed the following code from other thread: import javax.sound.sampled.*; public class SoundAudit { public static void main(String[] args) { try { System.out.println("OS: "+System.getProperty("os.name")+" "+ System.getProperty("os.version")+"/"+ System.getProperty("os.arch")+"\nJava: "+ System.getProperty("java.version")+" ("+ System.getProperty("java.vendor")+")\n"); for (Mixer.Info thisMixerInfo : AudioSystem.getMixerInfo()) { System.out.println("Mixer: "+thisMixerInfo.getDescription()+ " ["+thisMixerInfo.getName()+"]"); Mixer thisMixer = AudioSystem.getMixer(thisMixerInfo); for (Line.Info thisLineInfo:thisMixer.getSourceLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Source Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}} for (Line.Info thisLineInfo:thisMixer.getTargetLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Target Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}}} } catch (Exception e) {e.printStackTrace();}} public static String AnalyzeControl(Control thisControl) { String type = thisControl.getType().toString(); if (thisControl instanceof BooleanControl) { return " Control: "+type+" (boolean)"; } if (thisControl instanceof CompoundControl) { System.out.println(" Control: "+type+ " (compound - values below)"); String toReturn = ""; for (Control children: ((CompoundControl)thisControl).getMemberControls()) { toReturn+=" "+AnalyzeControl(children)+"\n";} return toReturn.substring(0, toReturn.length()-1);} if (thisControl instanceof EnumControl) { return " Control:"+type+" (enum: "+thisControl.toString()+")";} if (thisControl instanceof FloatControl) { return " Control: "+type+" (float: from "+ ((FloatControl) thisControl).getMinimum()+" to "+ ((FloatControl) thisControl).getMaximum()+")";} return " Control: unknown type";} } But what I get: Mixer: Software mixer and synthesizer [Java Sound Audio Engine] Mixer: No details available [Microphone (Pink Front)] I was expecting the get the real list of my devices (My preferences panels shows 3 output devices and 1 Microphone). I am running on Mac OS X 10.6.7. Is there other way to get that info from Java?

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  • OpenGL Polygon Stipple Not Working On Different Machine

    - by FranticPedantic
    I have a situation where I am trying to draw a semi-transparent rectangle over a background that is not using openGL and so I can not use blending. I decided to use polygon stippling for a 'screen door transparency' effect as recommended by some. It works fine on my machine and some others, but on some machines with slightly old Intel graphics cards it's failing to render the rectangle at all. If I turn off polygon stipple, it renders fine (but without the stipple). I have compared many of the state variables that I thought might affect it (see code) between machines and they are all the same, and I get no errors. static const GLubyte stipplePatternChkr[128]; //definition omitted for clarity //but works on my machine // stipple the box glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor4ubv(Color(COLORREF_PADGRAY)); glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipplePatternChkr); CRect rcStipple(dim); rcStipple.DeflateRect(padding - 1, padding - 1); glBegin(GL_QUADS); glVertex2i(rcStipple.left, rcStipple.bottom); glVertex2i(rcStipple.right, rcStipple.bottom); glVertex2i(rcStipple.right, rcStipple.top); glVertex2i(rcStipple.left, rcStipple.top); glEnd(); glDisable(GL_POLYGON_STIPPLE); int err = glGetError(); if (err != GL_NO_ERROR) { TRACE("glError(%s: %s)\n", s, gluErrorString(err)); } float x; glGetFloatv(GL_UNPACK_ALIGNMENT, &x); TRACE("unpack alignment %f\n", x); glGetFloatv(GL_UNPACK_IMAGE_HEIGHT, &x); TRACE("unpack height %f\n", x); glGetFloatv(GL_UNPACK_LSB_FIRST, &x); TRACE("unpack lsb %f\n", x); glGetFloatv(GL_UNPACK_ROW_LENGTH, &x); TRACE("unpack length %f\n", x); glGetFloatv(GL_UNPACK_SKIP_PIXELS, &x); TRACE("upnack skip %f\n", x); glGetFloatv(GL_UNPACK_SWAP_BYTES, &x); TRACE("upnack swap %f\n", x);

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  • C++ EZWindows Linker Errors when trying to run demos

    - by Brent Nash
    I'm attempting to download and use the EZWindows ( http://www.cs.virginia.edu/c++programdesign/software/ ) SPARC installation (the http://www.cs.virginia.edu/c++programdesign/software/EzWindows2a-SPARC.tar.gz file). When trying to build some of the examples that come with it, I'm getting some linker errors that I just can't figure out. Here's the result of the uname -a command on the machine I'm running on (on which I am NOT an administrator): SunOS AAA.BBB.edu 5.10 Generic_138888-07 sun4v sparc SUNW,T5240 And here is the result of the g++ -v command: gcc version 2.95.2 19991024 (release) If you untar/unzip the package, I'm trying to compile the example in samples/chap03/lawn by simply doing "gmake" in that directory, here's what I get. Here's the error I get: bash-3.00$ gtar xfz EzWindows2a-SPARC.tar.gz gtar: Removing leading `./' from member names bash-3.00$ cd chap03/lawn bash-3.00$ gmake clean ; gmake rm -f *.o *~ lawn make lawn g++ -I/X11.6/include -I../../EzWindows/include -c prog3-5.cpp prog3-5.cpp: In function `int ApiMain()': prog3-5.cpp:75: warning: initialization to `long int' from `const float' prog3-5.cpp:85: warning: initialization to `int' from `float' prog3-5.cpp:86: warning: initialization to `int' from `float' g++ -o lawn prog3-5.o -L/X11.6/lib -R/X11.6/lib -lX11 -lsocket -L../../EzWindows/lib -lezwin -lXpm ld: warning: symbol `clog' has differing types: (file /usr/usc/gnu/gcc/2.95.2/lib/gcc-lib/sparc-sun-solaris2.6/2.95.2/libstdc++.so type=OBJT; file /lib/libm.so type=FUNC); /usr/usc/gnu/gcc/2.95.2/lib/gcc-lib/sparc-sun-solaris2.6/2.95.2/libstdc++.so definition taken Undefined first referenced symbol in file __dl__Q2t12basic_string3ZcZt18string_char_traits1ZcZt24__default_alloc_template2b0i03RepPv ../../EzWindows/lib/libezwin.a(WindowManager.o) __eh_pc ../../EzWindows/lib/libezwin.a(WindowManager.o) clone__Q2t12basic_string3ZcZt18string_char_traits1ZcZt24__default_alloc_template2b0i03Rep ../../EzWindows/lib/libezwin.a(WindowManager.o) ld: fatal: Symbol referencing errors. No output written to lawn collect2: ld returned 1 exit status *** Error code 1 make: Fatal error: Command failed for target `lawn' Current working directory /export/samfs-bcf/rcf-11/bnash/sparc/chap03/lawn gmake: *** [default] Error 1 This particular run was built using g++ 2.95.2, but I've also tried with versions 3.3.2 and 4.2.1 with other equally strange errors. I'm pretty sure that EZWindows requires a 2.x version of gcc & g++. I've tried to make sure that my LD_LIBRARY_PATH and PATH are setup to include everything that's needed, but it seems that may be incorrect. I'm running out of ideas. Anyone have any other ones?

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  • How do you implement position-sensitive zooming inside a JScrollPane?

    - by tucuxi
    I am trying to implement position-sensitive zooming inside a JScrollPane. The JScrollPane contains a component with a customized 'paint' that will draw itself inside whatever space it is allocated - so zooming is as easy as using a MouseWheelListener that resizes the inner component as required. But I also want zooming into (or out of) a point to keep that point as central as possible within the resulting zoomed-in (or -out) view (this is what I refer to as 'position-sensitive' zooming), similar to how zooming works in google maps. I am sure this has been done many times before - does anybody know the "right" way to do it under Java Swing?. Would it be better to play with Graphic2D's transformations instead of using JScrollPanes? Sample code follows: package test; import java.awt.*; import java.awt.event.*; import java.awt.geom.*; import javax.swing.*; public class FPanel extends javax.swing.JPanel { private Dimension preferredSize = new Dimension(400, 400); private Rectangle2D[] rects = new Rectangle2D[50]; public static void main(String[] args) { JFrame jf = new JFrame("test"); jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); jf.setSize(400, 400); jf.add(new JScrollPane(new FPanel())); jf.setVisible(true); } public FPanel() { // generate rectangles with pseudo-random coords for (int i=0; i<rects.length; i++) { rects[i] = new Rectangle2D.Double( Math.random()*.8, Math.random()*.8, Math.random()*.2, Math.random()*.2); } // mouse listener to detect scrollwheel events addMouseWheelListener(new MouseWheelListener() { public void mouseWheelMoved(MouseWheelEvent e) { updatePreferredSize(e.getWheelRotation(), e.getPoint()); } }); } private void updatePreferredSize(int n, Point p) { double d = (double) n * 1.08; d = (n > 0) ? 1 / d : -d; int w = (int) (getWidth() * d); int h = (int) (getHeight() * d); preferredSize.setSize(w, h); getParent().doLayout(); // Question: how do I keep 'p' centered in the resulting view? } public Dimension getPreferredSize() { return preferredSize; } private Rectangle2D r = new Rectangle2D.Float(); public void paint(Graphics g) { super.paint(g); g.setColor(Color.red); int w = getWidth(); int h = getHeight(); for (Rectangle2D rect : rects) { r.setRect(rect.getX() * w, rect.getY() * h, rect.getWidth() * w, rect.getHeight() * h); ((Graphics2D)g).draw(r); } } }

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  • current location too slow for view

    - by Christian
    Hi, I make an App with a Map in the App and a button to change to the google.Map-App. The code for my position is: -(void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { float avgAccuracy = (newLocation.verticalAccuracy + newLocation.horizontalAccuracy)/2.0; if (avgAccuracy < 500) { [locationManager stopUpdatingLocation]; locationManager.delegate = nil; } storedLocation = [newLocation coordinate]; The code for the view is: - (void)viewDidLoad { [super viewDidLoad]; UIImage *image = [UIImage imageNamed: @"LogoNavBar.png"]; UIImageView *imageview = [[UIImageView alloc] initWithImage: image]; UIBarButtonItem *button = [[UIBarButtonItem alloc] initWithCustomView: imageview]; self.navigationItem.rightBarButtonItem = button; [imageview release]; [button release]; locationManager=[[CLLocationManager alloc] init]; locationManager.delegate = self; locationManager.desiredAccuracy = kCLLocationAccuracyBest; locationManager.distanceFilter = kCLDistanceFilterNone; [locationManager startUpdatingLocation]; mapView.showsUserLocation = YES; NSLog(@"storedLocation-latitude für MKregion: %f", storedLocation.latitude); MKCoordinateRegion region; region.center.latitude = (storedLocation.latitude + 45.58058)/2.0; region.center.longitude = (storedLocation.longitude - 0.546835)/2.0; region.span.latitudeDelta = ABS(storedLocation.latitude - 45.58058); region.span.longitudeDelta = ABS(storedLocation.longitude + 0.546835); [mapView setRegion:region animated:TRUE]; MKCoordinateRegion hotel; hotel.center.latitude = 45.58058; hotel.center.longitude = -0.546835; HotelPositionMarker* marker = [[HotelPositionMarker alloc] initWithCoordinate:hotel.center]; [mapView addAnnotation:marker]; [marker release]; } My problem: when the "viewDidLoad" start, the "storedLocation" is still 0.0000 it takes a bit longer to get the own position than to start the view. The Log for the "storedLocation" in the "viewDidLoad"-section is 0 while the Log of the "storedLocation" in the "-(IBAction)" when the map is visible contains the right values. How can I manage it to have my coordinates before the view load? I need them to center the view concerning the own position and the position given by me. MKCoordinateRegion region; region.center.latitude = (storedLocation.latitude + 45.58058)/2.0; region.center.longitude = (storedLocation.longitude - 0.546835)/2.0; region.span.latitudeDelta = ABS(storedLocation.latitude - 45.58058); region.span.longitudeDelta = ABS(storedLocation.longitude + 0.546835); [mapView setRegion:region animated:TRUE];

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  • cannot retrieve effect.fx file

    - by numerical25
    I am having issues loading my effect.fx from directx. When I step into my application, my ID3D10Effect *m_pDefaultEffect; pointer remains empty. the address remains at 0x000000 below is my code #pragma once #include "stdafx.h" #include "resource.h" #include "d3d10.h" #include "d3dx10.h" #include "dinput.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: RECT m_screenRect; //direct3d Members ID3D10Device *m_pDevice; // The IDirect3DDevice10 // interface ID3D10Texture2D *m_pBackBuffer; // Pointer to the back buffer ID3D10RenderTargetView *m_pRenderTargetView; // Pointer to render target view IDXGISwapChain *m_pSwapChain; // Pointer to the swap chain RECT m_rcScreenRect; // The dimensions of the screen ID3D10Texture2D *m_pDepthStencilBuffer; ID3D10DepthStencilState *m_pDepthStencilState; ID3D10DepthStencilView *m_pDepthStencilView; //transformation matrixs D3DXMATRIX g_mtxWorld; D3DXMATRIX g_mtxView; D3DXMATRIX g_mtxProj; //Effect members ID3D10Effect *m_pDefaultEffect; ID3D10EffectTechnique *m_pDefaultTechnique; ID3DX10Font *m_pFont; // The font used for rendering text // Sprites used to hold font characters ID3DX10Sprite *m_pFontSprite; ATOM RegisterEngineClass(); void DoFrame(float); bool LoadEffects(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name void DrawTextString(int x, int y, D3DXCOLOR color, const TCHAR *strOutput); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); bool InitWindow(); bool InitDirectX(); bool InitInstance(); int Run(); void ShutDown(); RenderEngine() { m_screenRect.right = 800; m_screenRect.bottom = 600; } }; below is the implementation bool RenderEngine::LoadEffects() { HRESULT hr; ID3D10Blob *pErrors = 0; // Create the default rendering effect hr = D3DX10CreateEffectFromFile(L"effect.fx", NULL, NULL, "fx_4_0", D3D10_SHADER_DEBUG, 0, m_pDevice, NULL, NULL, &m_pDefaultEffect, &pErrors, NULL); if(pErrors)// at this point, m_pDefaultEffect is still empty but pErrors returns data which means there is {//errors return false; //ends here } //m_pDefaultTechnique = m_pDefaultEffect->GetTechniqueByName("DefaultTechnique"); return true; } My directx Device does work. My effect.fx file is in the same folder as my solution files (.cpp and header files)

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  • Mootools Accordion nonfunctional in Opera

    - by nona
    While working as expected in all other browsers, opera refuses to tween the height of content. oddly enough, as i sat annoyed rapidly clicking it over and over again, if it's closed, and you select some text, and keep clicking the same spot long enough, sometimes it pops open. lol. seriously. ahh, it seems to sometimes open the first time clicked after the page is loaded. wth? the javascript: window.addEvent('domready', function(){ var content_height = [];i=0; $$( '.bio_accordion' ).each(function(item){ i++; content_height.push(item.getElement('.moreInfo').offsetHeight); var thisSlider = new Fx.Slide( item.getElement( '.moreInfo' ), { mode: 'horizontal' } ); thisSlider.hide(); item.getElement('.moreInfo').set('tween').tween('height', '0px'); var morph = new Fx.Morph(item.getElement( '.divToggle' )); var selected = 0; item.getElement( '.divToggle' ).addEvents({ 'mouseenter': function(){ if(!selected) this.morph('.div_highlight'); }, 'mouseleave': function(){ if(!selected) { this.morph('.divToggle'); } }, 'click': function(){ if (!selected){ if (this.getElement('.symbol').innerHTML == '+') this.getElement('.symbol').innerHTML = '-'; else this.getElement('.symbol').innerHTML = '+'; item.getElement('.moreInfo').set('tween', { duration: 1500, transition: Fx.Transitions.Bounce.easeOut }).tween('height', content_height[i]); selected = 1; thisSlider.slideIn(); } else{ if (this.getElement('.symbol').innerHTML == '+') this.getElement('.symbol').innerHTML = '-'; else this.getElement('.symbol').innerHTML = '+'; thisSlider.slideOut(); item.getElement('.moreInfo').set('tween', { duration: 1000, transition: Fx.Transitions.Bounce.easeOut }).tween('height', '0px'); selected = 0; } } }); } ); }); the html: <div class="bio_accordion"> <div class="divToggle">test<span class="symbol">-</span></div> <div class="moreInfo" style="margin-left:10px;"> aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa asdfasdfasdfasdfasdfasdfasdfasdfasdfasdfasdf </div> </div> the css: .bio_accordion { padding:0px; margin:0px; } .divToggle { cursor: pointer; color: #ffffff; background-color:#1089b5; padding: 8px; } .div_highlight { padding-left:30px; padding-right:30px; background-color:#096687; } .moreInfo { padding: 2px; padding-top:15px; padding-bottom:15px; overflow: hidden; } .symbol { float:right; }

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  • Why does SFINAE not apply to this?

    - by Simon Buchan
    I'm writing some simple point code while trying out Visual Studio 10 (Beta 2), and I've hit this code where I would expect SFINAE to kick in, but it seems not to: template<typename T> struct point { T x, y; point(T x, T y) : x(x), y(y) {} }; template<typename T, typename U> struct op_div { typedef decltype(T() / U()) type; }; template<typename T, typename U> point<typename op_div<T, U>::type> operator/(point<T> const& l, point<U> const& r) { return point<typename op_div<T, U>::type>(l.x / r.x, l.y / r.y); } template<typename T, typename U> point<typename op_div<T, U>::type> operator/(point<T> const& l, U const& r) { return point<typename op_div<T, U>::type>(l.x / r, l.y / r); } int main() { point<int>(0, 1) / point<float>(2, 3); } This gives error C2512: 'point<T>::point' : no appropriate default constructor available Given that it is a beta, I did a quick sanity check with the online comeau compiler, and it agrees with an identical error, so it seems this behavior is correct, but I can't see why. In this case some workarounds are to simply inline the decltype(T() / U()), to give the point class a default constructor, or to use decltype on the full result expression, but I got this error while trying to simplify an error I was getting with a version of op_div that did not require a default constructor*, so I would rather fix my understanding of C++ rather than to just do what works. Thanks! *: the original: template<typename T, typename U> struct op_div { static T t(); static U u(); typedef decltype(t() / u()) type; }; Which gives error C2784: 'point<op_div<T,U>::type> operator /(const point<T> &,const U &)' : could not deduce template argument for 'const point<T> &' from 'int', and also for the point<T> / point<U> overload.

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  • Double Buffering for Game objects, what's a nice clean generic C++ way?

    - by Gary
    This is in C++. So, I'm starting from scratch writing a game engine for fun and learning from the ground up. One of the ideas I want to implement is to have game object state (a struct) be double-buffered. For instance, I can have subsystems updating the new game object data while a render thread is rendering from the old data by guaranteeing there is a consistent state stored within the game object (the data from last time). After rendering of old and updating of new is finished, I can swap buffers and do it again. Question is, what's a good forward-looking and generic OOP way to expose this to my classes while trying to hide implementation details as much as possible? Would like to know your thoughts and considerations. I was thinking operator overloading could be used, but how do I overload assign for a templated class's member within my buffer class? for instance, I think this is an example of what I want: doublebuffer<Vector3> data; data.x=5; //would write to the member x within the new buffer int a=data.x; //would read from the old buffer's x member data.x+=1; //I guess this shouldn't be allowed If this is possible, I could choose to enable or disable double-buffering structs without changing much code. This is what I was considering: template <class T> class doublebuffer{ T T1; T T2; T * current=T1; T * old=T2; public: doublebuffer(); ~doublebuffer(); void swap(); operator=()?... }; and a game object would be like this: struct MyObjectData{ int x; float afloat; } class MyObject: public Node { doublebuffer<MyObjectData> data; functions... } What I have right now is functions that return pointers to the old and new buffer, and I guess any classes that use them have to be aware of this. Is there a better way?

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