Search Results

Search found 17924 results on 717 pages for 'game center'.

Page 587/717 | < Previous Page | 583 584 585 586 587 588 589 590 591 592 593 594  | Next Page >

  • Google Maps within a dynamically loaded jquery Accordion

    - by marr75
    I'm trying to load a google map within a jquery ui accordion with contents loaded by ajax. $("h2", "#accordion").click(function(e) { var contentDiv = $(this).next("div"); if (contentDiv.children().length == 1) { contentDiv.load($(this).find("a").attr("href")); contentDiv.ready(function(){ var latlng = new google.maps.LatLng(-34.397, 150.644); var myOptions = { zoom: 8, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); }) } }); That's my current code (Google Maps API V3), but it redirects to the url of the href when I click currently, obviously with no google map because there's no javascript in this response. If I comment out the map line everything works fine (except the map itself).

    Read the article

  • Video playback on VideoView disappears after going back from another Activity

    - by pixel
    I have two Activities: one with VideoView and the second one. I start watching a video in the first Activity, then during playback I start second Activity. After going back to first Activity I can hear sound but see no picture. My Video Layout: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <VideoView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_weight="1" android:id="@+id/videoView" android:layout_gravity="center" /> <ListView android:layout_width="fill_parent" android:layout_height="125dp" android:id="@+id/ListView" /> </LinearLayout> Do you have any ideas why video doesn't appear?

    Read the article

  • InnoSetup Uninstall Ask Message - Pascal Coding

    - by ryu
    I have created an installer for some of my games and I want the uninstaller to ask me if I want to save my game files. Something like this: when I execute the uninstall.exe to ask me 'Do you want to keep all saved games?' YES or NO. If I hit YES my save files remain and my program files are uninstalled and if I hit NO my program files inclusive save files to be uninstalled. What is the PASCAL code for InnoSetup to do this? Thank you very much! Best regards, Ryan

    Read the article

  • improving conversions to binary and back in C#

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

    Read the article

  • OpenGL ES canvas size

    - by Chaoz
    Ahoy, I'm working on an OpenGL ES based game for Android using the NDK. My application is targeted towards SDK 1.6 and above. I seem to be having a problem creating a canvas of the phones native size. My rendering is done through a native gameloop that uses OpenGL 1.0. I'm using the emulator and that gives me a 480x320 canvas -- this is totally fine. Then, when I run the same application on my HTC Desire which has a native resolution of 800x480 I'm getting a canvas of 533x320. Anyone have any information on how to deal with/solve this? Any other information about this is also appreciated. Thanks in advance!

    Read the article

  • Some math and animation

    - by Ockonal
    Hello, I have a grass texture: I use it in my 2d-game. I want to animate it by code, without any predefined animations. The grass should interact with wind. So when the wind is stronger, the grass should stoop into need side more. First version of animation I made using sinusoid function, but such animation is a bit ugly, because the base of the grass moves left/right like all another part of picture. And with sinusoid I'm not able to regulate stoop of the image. Any advices?

    Read the article

  • How do I rotate an image in Javascript or CSS

    - by Eric
    I am creating a simple game. I want to use jQUERY to rotate the joints making it move. I am using .animate ( http://api.jquery.com/animate/ ) to animate CSS properties but if it is also possible to use Javscript, I can make my own custom code. More TO-THE-POINT How do I rotate images in CSS or Javascript? I prefer CSS but Javascript is fine too. If it is impossible (which I am pretty sure it is but I am not giving up yet) is there any other possible way to do what i am trying to do without making a bunch of seperate images, each rotated a different way. Or can anyone at least give me an example of a site that does something similar. EDIT: I need 1 CSS property (no -something: rotation(500deg);) that works with FireFox, Safari and Chrome because those are the only browsers I really work with.

    Read the article

  • GWT vertical layout

    - by skrat
    I need a vertical layout, which would fill browser's viewport top to bottom, with on overflow (scrollbars). I need to layout widgets on the top, and on the bottom, and have one widget in the center which would stretch to fill the remaining space. There seems to be DockLayoutPanel for this purpose, the problem with it is that it forces me to specify widget sizes, and I don't know the sizes of the top/bottom widgets before the browser does it's layouting job, which is tricky (buggy) to track. I cannot find the right moment when to measure my widgets, and I don't want to do this kind of layouting code anyway.

    Read the article

  • css absolute position won't work with margin-left:auto margin-right: auto

    - by user1118019
    Say you have the following css applied to a div tag .divtagABS { position: absolute; margin-left: auto; margin-right:auto; } the margin-left and margin-right does not take effect but if you have relative, it works fine i.e. ,divtagREL { position: relative; margin-left: auto; margin-right:auto; } why is that? i just want to center an element can someone explain why setting margins to auto in absolute position does not work?

    Read the article

  • camera preview on androd - strange lines on 1.5 version of sdk

    - by Marko
    Hi all, I am developing the camera module for an android application. In main application when user clicks on 'take picture' button, new view with SurfaceView control is opened and camera preview is shown. When users click on dpad center, camera takes picture and save it to the disc. Pretty simple and straightforward. Everything works fine on my device - HTC Tattoo, minsdkversion 1.6 ...but when I tested application on HTC Hero minsdkversion 1.5, when camera preview is shown,some strange lines occur. Anyone has idea what is going on? p.s. altough preview is crashed, taking of pictures works fine here is the picture: Thanx Marko

    Read the article

  • NSMutableArray withObject(UIImageView *)

    - by pureman
    I am trying to load an NSMutableArray with UIImageViews. Everything is going fine with that. Unfortunately, I have no idea how to use the objects when they are in the mutable array. Here is some code: UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; NSMutableArray *array = [NSMutableArray new]; [array loadWithObject:(UIImageView *)imageView]; [imageView release]; That kind of sets up what I've done. Here's what I want to do: [array objectAtIndex:5].center = GCRectMake(0, 0); but that doesn't work. How can I do this??

    Read the article

  • Toggle visibility of DIV based on Dropdown

    - by user1869787
    I have never used Javascript before, only HTML and CSS. I am attempting to have my information show only when selected from my drop down. I don't know any Javascript so any help would be overly appreciated. This is my html so far: <!DOCTYPE HTML> <html> <head> <meta charset="utf-8" /> <title>Gone Fishin'</title> <link href="finale.css" rel="stylesheet" type="text/css"> </head> <div id="wrapper"> <div id="nav"> <ul> <li><a href="Index.html">About Us</a></li> <li><a href="Species.html">List by Species</a></li> <li><a href="County.html">List by County</a></li> <li><a href="apply.html">Reservations</a></li> </ul> </div> <body> <div id="content"> <p>ontent</p> <fieldset> <legend>Choose your Target</legend> <select name="option" id="options"> <option value=""></option> <option value="1">American Shad</option> <option value="2">Black Crappie</option> <option value="3">Bluegill</option> <option value="4">Brook Trout</option> <option value="5">Brown Trout</option> <option value="6">Carp</option> <option value="7">Chain Pickerel</option> <option value="8">Channel Catfish</option> <option value="9">Flathead Catfish</option> <option value="10">Largemouth Bass</option> <option value="11">Muskellunge</option> <option value="12">Norhtern Pike</option> <option value="13">Pumkpinseed</option> <option value="14">Rainbow Trout</option> <option value="15">Readbreast Sunfish</option> <option value="16">Rock Bass</option> <option value="17">Sauger</option> <option value="18">Saugeye</option> <option value="19">Smallmouth Bass</option> <option value="20">Steelhead</option> <option value="21">Striped Bass</option> <option value="22">Walleye</option> <option value="23">White Bass</option> <option value="24">White Crappie</option> <option value="25">White Perch</option> <option value="26">Yellow Perch</option> </select> <div id="option"> <div id="1" style="display: block">Test 1</div> <div id="2">Test 2</div> <div id="3">Test 3</div> <div id="4">Test 4</div> <div id="5">Test 5</div> </div> </fieldset> </div> </body> </div> </html> And this is my CSS: @charset "utf-8"; /* CSS Document */ /*General Styles*/ * {font-family:Verdana, Geneva, sans-serif;} #wrapper {width:85%; margin:auto; background-color:#00CC00;} /*End of General Styles*/ /* nav div styles */ #nav {background-color:#FF0000; text-align:center;} #nav ul li {display:inline-block; background-color: #67e667; border:5px dashed; width: 90px text-align:center;} #nav ul li a:link {background-color:#a60000; width: 90px;} #nav ul li a:visited {background-color: #009999;} #nav ul li a:hover {background-color: #a64b00;} /* end nav styles */ /* content div styles*/ #content {padding: 5px;} #option {display:none;} /*end content styles*/ /*start form styles*/ fieldset {background-color:#ff7400; color:white} label {display:inline-block; width: 150px; float:left; margin-right: 3px;} #form li{margin-bottom:10px;} #dtg li{margin-bottom:5px;} Thank you for any help received

    Read the article

  • How can I find any control in the ItemTemplate of a TabControl?

    - by mrok
    Hi, I have a TabControl <TabControl Name="myTabControl" IsSynchronizedWithCurrentItem="True" ItemsSource="{Binding}" Margin="4"> <TabControl.ItemTemplate> <DataTemplate> <DockPanel Width="120"> <Button Name="CloseScreen"/> <ContentPresenter Content="{Binding Path=DisplayName}" VerticalAlignment="Center" /> </DockPanel> </DataTemplate> </TabControl.ItemTemplate> </TabControl> I want to find the button which is located in the ItemTemplate from code. Thank you.

    Read the article

  • Working with arrays of lists pattern in java

    - by Mad Wombat
    I am writing a card game in java where I need to spread cards from a deck into several columns until I have fixed amount of cards left. This is how I do this. public class Column extends ArrayList {} List deck = Cards.createNewDeck(); Column[] columns = new Column[10]; int c = 0; while (deck.size() 50) { if (c == 10) { c = 0; } if (columns[c] == null) { columns[c] = new Column(); } columns[c].add(Cards.dealTopCard(deck)); c += 1; } This somehow seems clunky. Is there a more readable/comprehensive way of doing the same thing?

    Read the article

  • Limit to area that receives touch events

    - by Typeoneerror
    Is there's a bounding box on an application that receives touch events? I created a few sample round rect buttons and placed them in different places in my view. The ones in the center of the view receive touch events (and show the highlighted blue color) but if I place a button near the edges of the view, only parts of them are clickable in the simulator. Is this because of Apples style guidelines? I placed a button exactly where a UITabNavigationItem would appear and only the bottom half of it is clickable.

    Read the article

  • Graphics/Vision Interesting Topics

    - by Myx
    Hello: I would like to do an interesting project for a computer graphics course. I know that there is a lot of literature out there (i.e. SIGGRAPH conference papers). I have a very large range of interest with regard to computer graphics (i.e. image processing, 3D modeling, rendering, animation). However, I've only taken computer vision/graphics for 2 semesters and thus don't have too much background experience, except for the class projects that I had to do. I've been looking through SIGGRAPH papers trying to see if there is anything that will be of interest to me but the literature is extremely vast. I was wondering if anyone has any topic suggestions, anything interesting that you ran across that you could recommend. I would prefer to do something fun yet slightly challenging (not really interested in making a shooter game). If this question does not belong here, I apologize and please let me know where I should move it. Thanks!

    Read the article

  • Twitter like status message using jquery...

    - by Pandiya Chendur
    I am using this jquery javascript function to show status message, function topBar(message) { $("<div />", { 'class': 'topbar', text: message }).hide().prependTo("body") .slideDown('fast').delay(4000).slideUp(function() { $(this).remove(); }); } and my css: .topbar { background: #476275; border-bottom: solid 2px #EEE; padding: 3px 0; text-align: center; color: white; font-family:Arial,Helvetica,sans-serif; font-size:135%; font-weight:bold; }? I am getting my status message but what it does it inserts a div within the body tag instead i want the message to display out of the body(z index) exactly like twitter (ie) just flow my message from top and hide it... Any suggestion.... Hope you got my question..

    Read the article

  • How to customize flash message based on success or failure with Inherited Resources Rails plugin?

    - by wgpubs
    I'm using the inherited resources plugin in a 2.3.5 Rails application and was wondering how to change the flash[:notice] (or any other flash) based on the success OR failure in my create and update actions. So given the below, how do I add flash[:notice] = "All good" if success ... and flash[:notice] = "All bad" if failure? Thanks class ArticleController < InheritedResources::Base actions :show, :create, :update respond_to :html, :json before_filter :authorize_upsert, :only => [:create, :update] def create #init new game @article = Article.new set_article_attributes_from_app @article.is_published = params[:article_publish_to_web] || false @ article.game_source = @client_application create! do |success, failure| success.html {redirect_to(@article)} success.json {render :json => {:id=>@article.id, :created_at=>@article.created_at, :picture_urls=> @article.assets.map { |a| root_url.chop + a.photo.url}}} failure.html {render :action => "show"} failure.json {render :json=>@article.errors, :status => :unprocessable_entity} end end

    Read the article

  • What do you do to keep current

    - by griegs
    I've noticed that as I progress in my career I my day to day activities require less and less actual hands on development. However, I feel that I need to stay current, both for my own personal desire as well as being able to guide a team to best practices etc. I'm finding it very hard to stay on top of the game because there are so many new frameworks, technologies and patterns coming out. Do I concentrate on a particular aspect or framework? Do I become a generalist or a specialist? What are others doing to maintain a certain level of proficiency and currentness (sic)?

    Read the article

  • What are some techniques to create scrollable areas?

    - by Omega
    I'm getting started with OpenGL ES on Android and I'd looking to learn some techniques to have a game map larger than the visible area. I'm assuming I've somehow got to ensure that the system isn't rendering the entire scene, including what's outside of the visible area. I'm just not sure how I'd go about designing this! This is for simple 2D top-down tile based rendering. No real 3D except what's inherent in OpenGL ES itself. Would anyone be able to get me started on the right path? Are there options that might scale nicely when I decide to start tilting my perspective and doing 3D?

    Read the article

  • jQuery Hide/Show with select element

    - by ozzygmz
    I need to show and hide with the select element some divs. So far I have the HTML and I've tried many jQuery snippets online but none seemed to work. I need help please. HTML <div class="adwizard"> <select id="selectdrop" name="selectdrop" class="adwizard-bullet"> <option value="">AdWizard</option> <option value="">Collateral Ordering Tool</option> <option value="">eBrochures</option> <option value="">Brand Center</option> <option value="">FunTees</option> </select> </div>

    Read the article

  • How do I determine which C/C++ compiler to use?

    - by Adam Siddhi
    Greetings, I am trying to figure out which C/C++ compiler to use. I found this list of C/C++ compilers at Wikipedia: http://en.wikipedia.org/wiki/List_of_compilers#C.2FC.2B.2B_compilers I am fairly certain that I want to go with an open source compiler. I feel that if it is open source then it will be a more complete compiler since many programmer perspectives are used to make it better. Please tell me if you disagree. I should mention that I plan on learning C/C++ mainly to program 2D/3D game applications that will be compatible with Windows, Linux, MAC and iPhone operating systems. I am currently using Windows Vista x64 OS. Thanks, Adam

    Read the article

  • ExtJS TabPanel content does not shrink in IE6

    - by joshowen
    I'm using ExtJS 3.2 and have content inside of a tab panel, and the tab panel inside of a container in a Viewport. The actual TabPanel resizes correctly on the viewport size changes, but the content inside a panel in the TabPanel seems to be a fixed width and will not shrink when the window is resized.The strange thing is it grows if I increase the window size. How can I get the content inside a Tabpanel to shrink on window resizing. Sorry for this being confusing, my structure is this: Viewport (rendered to body, and sets defaults {monitorResize:true}) - Text Label - TabPanel - Tab - Container (Border Layout) - Panel 1 (Center) - Panel 2 (East) - Panel 3 (South) Thanks in advance!

    Read the article

  • How do I use texture-mapping in a simple ray tracer?

    - by fastrack20
    I am attempting to add features to a ray tracer in C++. Namely, I am trying to add texture mapping to the spheres. For simplicity, I am using an array to store the texture data. I obtained the texture data by using a hex editor and copying the correct byte values into an array in my code. This was just for my testing purposes. When the values of this array correspond to an image that is simply red, it appears to work close to what is expected except there is no shading. The bottom right of the image shows what a correct sphere should look like. This sphere's colour using one set colour, not a texture map. Another problem is that when the texture map is of something other than just one colour pixels, it turns white. My test image is a picture of water, and when it maps, it shows only one ring of bluish pixels surrounding the white colour. When this is done, it simply appears as this: Here are a few code snippets: Color getColor(const Object *object,const Ray *ray, float *t) { if (object->materialType == TEXTDIF || object->materialType == TEXTMATTE) { float distance = *t; Point pnt = ray->origin + ray->direction * distance; Point oc = object->center; Vector ve = Point(oc.x,oc.y,oc.z+1) - oc; Normalize(&ve); Vector vn = Point(oc.x,oc.y+1,oc.z) - oc; Normalize(&vn); Vector vp = pnt - oc; Normalize(&vp); double phi = acos(-vn.dot(vp)); float v = phi / M_PI; float u; float num1 = (float)acos(vp.dot(ve)); float num = (num1 /(float) sin(phi)); float theta = num /(float) (2 * M_PI); if (theta < 0 || theta == NAN) {theta = 0;} if (vn.cross(ve).dot(vp) > 0) { u = theta; } else { u = 1 - theta; } int x = (u * IMAGE_WIDTH) -1; int y = (v * IMAGE_WIDTH) -1; int p = (y * IMAGE_WIDTH + x)*3; return Color(TEXT_DATA[p+2],TEXT_DATA[p+1],TEXT_DATA[p]); } else { return object->color; } }; I call the colour code here in Trace: if (object->materialType == MATTE) return getColor(object, ray, &t); Ray shadowRay; int isInShadow = 0; shadowRay.origin.x = pHit.x + nHit.x * bias; shadowRay.origin.y = pHit.y + nHit.y * bias; shadowRay.origin.z = pHit.z + nHit.z * bias; shadowRay.direction = light->object->center - pHit; float len = shadowRay.direction.length(); Normalize(&shadowRay.direction); float LdotN = shadowRay.direction.dot(nHit); if (LdotN < 0) return 0; Color lightColor = light->object->color; for (int k = 0; k < numObjects; k++) { if (Intersect(objects[k], &shadowRay, &t) && !objects[k]->isLight) { if (objects[k]->materialType == GLASS) lightColor *= getColor(objects[k], &shadowRay, &t); // attenuate light color by glass color else isInShadow = 1; break; } } lightColor *= 1.f/(len*len); return (isInShadow) ? 0 : getColor(object, &shadowRay, &t) * lightColor * LdotN; } I left out the rest of the code as to not bog down the post, but it can be seen here. Any help is greatly appreciated. The only portion not included in the code, is where I define the texture data, which as I said, is simply taken straight from a bitmap file of the above image. Thanks.

    Read the article

  • Windows Mobile Development on MacBook Pro?

    - by Ted Nichols
    I am a frequent Windows Mobile application developer in need of a new development laptop. I am considering a MacBook or Macbook Pro running either Fusion from VMWare or Parallels Desktop. This will give me the option to port my applications to the iPhone depending on what MS does with WM 6.5 and 7. Has anybody tried doing Windows Mobile development using Microsoft Windows Mobile Device Center (or ActiveSync) and VS2008 on the MacBook Pro using one of these virtual machines? Does the device emulator work properly? What about debugging a Windows Mobile device over a USB cable? In general, do most USB drivers (non HID) designed for Windows work under these virtual machines? Thanks.

    Read the article

< Previous Page | 583 584 585 586 587 588 589 590 591 592 593 594  | Next Page >