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  • Animate and Move ImageButton or ImageView in Andriod

    - by Ramesh
    hi ... i am new to Android, i am creating game app. i have 3 images in screen. if i click the image it should animate ie it should show open and close that particular image. Then i have to shift the images. ie i want to swap first and second and second with third. can u help me with coding.

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  • glibc regexp performance

    - by Jack
    Anyone has experience measuring glibc regexp functions? Are there any generic tests I need to run to make such a measurements (in addition to testing the exact patterns I intend to search)? Thanks.

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  • simple question of pushViewController

    - by user217572
    messagecontroller is nothing but object of initialize nib file. [self.navigationController pushViewController:messageController animated:YES]; this statement executes in normal condition this statement also works on state maintainace testing , this line executes properly but not open new view ,why?

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  • Working with Multiple Layers - KineticJS

    - by Bruno Sampaio
    I'm using KineticJS 4.0.5 and I'm currently trying to draw the contents of several layers but only the last one added to stage is drawn... If I understood the documentation correctly this should be possible, otherwise why would we need a layer? I have three different layers: a background layer with just a Kinectic.Rect object; a elements layer with several types of shapes; and a top layer with elements I want to be always on top of everything. I populate those layers inside a draw function I have inside a object I created, this object also has a shape attribute which refers to the background and a contents attribute with the elements to add to the elements layer. My code for the draw function is the following: this.draw = function() { var stage = E.game.stage, layers = E.game.layers; stage.clear(); // Add Background this.shape.setSize(stage.getWidth(), stage.getHeight()); layers.background.add(this.shape); // Iterate over contents for(var i = 0; i < this.contents.length; i++) { layers.elements.add(this.contents[i].shape); } // Draw Everything stage.add(layers.background); stage.add(layers.elements); stage.add(layers.top); // This one is currently empty stage.draw(); } After running this function, only layers.top is drawn in the canvas, and if I comment the line where it is added only layers.elements is drawn. However the stage has 3 childrens (I checked it with inspect element on chrome) and in the documentation it says the draw function draws all layers... Am I doing something wrong here? Or it isn't possible? And if it's not possible why would I need a layer and a stage? Wouldn't one be enough? Thank you in advance. Edit: I was able to solve the problem, I was applying a white background color with css to the canvas element and since each layer creates a new canvas element above the others I could only see the contents for the top most layer (in this case just white). However, I still have a problem related with multiple layers that I didn't have before with just one layer. When I use the clear function on the stage it should clear the layers right? But instead the layers remain exactly the same, even if I try to call clear on each individual layer they won't change... I'm also using the stage draw function after clearing them but still no changes at all... The only solution I found until now was by removing the layer from the stage and adding it again :s Is there a better way to reset the layers contents? Thank you again and sorry for the confusion with the first question.

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  • How can I fix this touch event / draw loop "deadlock"?

    - by Josh
    Just want to start out by saying this seems like a great site, hope you guys can help! I'm trying to use the structure laid out in LunarLander to create a simple game in which the user can drag some bitmaps around on the screen (the actual game is more complex, but that's not important). I ripped out the irrelevant parts of LanderLander, and set up my own bitmap drawing, something like BoardThread (an inner class of BoardView): run() { while(mRun) { canvas = lockSurfaceHolder... syncronized(mSurfaceHolder) { /* drawStuff using member position fields in BoardView */ } unlockSurfaceHolder } } My drawStuff simply walks through some arrays and throws bitmaps onto the canvas. All that works fine. Then I wanted to start handling touch events so that when the user presses a bitmap, it is selected, when the user unpresses a bitmap, it is deselected, and if a bitmap is selected during a touch move event, the bitmap is dragged. I did this stuff by listening for touch events in the BoardView's parent, BoardActivity, and passing them down into the BoardView. Something like In BoardView handleTouchEvent(MotionEvent e) { synchronized(mSurfaceHolder) { /* Modify shared member fields in BoardView so BoardThread can render the bitmaps */ } } This ALSO works fine. I can drag my tiles around the screen no problem. However, every once in a while, when the app first starts up and I trigger my first touch event, the handleTouchEvent stops executing at the synchronized line (as viewed in DDMS). The drawing loop is active during this time (I can tell because a timer changes onscreen), and it usually takes several seconds or more before a bunch of touch events come through the pipeline and everything is fine again. This doesn't seem like deadlock to me, since the draw loop is constantly going in and out of its syncronized block. Shouldn't this allow the event handling thread to grab a lock on mSurfaceHolder? What's going on here? Anyone have suggestions for improving how I've structured this? Some other info. This "hang" only ever occurs on first touch event after activity start. This includes on orientation change after restoreState has been called. Also, I can remove EVERYTHING within the syncronized block in the event handler, and it will still get hung up at the syncronized call. Thanks!

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  • Opengl-es android best way to preload images

    - by lacas
    I have a game app, and i have many screens. The first screen will be the SCREEN.LOADING screen. When the app starting, I want to show a picture "loading please wait" while the images, menus, etc loaded succesfull. I tried asynctask to do this, but its not work in GLThread. What is the way to do this in opengl-es? 03-06 12:46:35.282: ERROR/AndroidRuntime(32736): Caused by: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() Thanks, Leslie

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  • Forming Xpath Query for total Google results

    - by user619879
    I've used this formula in Google Spreadsheets in the past to input the number of search results into a cell. The formula's not working anymore and I know I need to fix the xpath query. any ideas? Current formula: =importXML("http://www.google.com/search?num=100&q="&A2,"//p[@id='resultStats']/b[3]") Spreadsheet for public testing: https://spreadsheets8.google.com/ccc?key=tJzmFllp7Sk1lt23cXSVXFw&authkey=CM625OUO#gid=0

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  • whats the best way to parse and replace the string with its values ?

    - by shahjapan
    I may have string like, """Hello, %(name)s, how are you today, here is amount needed: %(partner_id.account_id.debit_amount)d """ what would be the best solution for such template may i need to combine regular expression and eval, input string may differ like $partner_id.account_id.debit_amount$ - for the moment I've kept as python string format - just for testing.

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  • Why do I get a WCF timeout even though my service call and callback are successful?

    - by KallDrexx
    I'm playing around with hooking up an in-game console to a WCF interface, so an external application can send console commands and receive console output. To accomplish this I created the following service contracts: public interface IConsoleNetworkCallbacks { [OperationContract(IsOneWay = true)] void NewOutput(IEnumerable<string> text, string category); } [ServiceContract(SessionMode = SessionMode.Required, CallbackContract = typeof(IConsoleNetworkCallbacks))] public interface IConsoleInterface { [OperationContract] void ProcessInput(string input); [OperationContract] void ChangeCategory(string category); } On the server I implemented it with: public class ConsoleNetworkInterface : IConsoleInterface, IDisposable { public ConsoleNetworkInterface() { ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler); } public void Dispose() { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); } public void ProcessInput(string input) { ConsoleManager.Instance.ProcessInput(input); } public void ChangeCategory(string category) { ConsoleManager.Instance.UnregisterOutputHandler(OutputHandler); ConsoleManager.Instance.RegisterOutputUpdateHandler(OutputHandler, category); } protected void OutputHandler(IEnumerable<string> text, string category) { var callbacks = OperationContext.Current.GetCallbackChannel<IConsoleNetworkCallbacks>(); callbacks.NewOutput(text, category); } } On the client I implemented the callback with: public class Callbacks : IConsoleNetworkCallbacks { public void NewOutput(IEnumerable<string> text, string category) { MessageBox.Show(string.Format("{0} lines received for '{1}' category", text.Count(), category)); } } Finally, I establish the service host with the following class: public class ConsoleServiceHost : IDisposable { protected ServiceHost _host; public ConsoleServiceHost() { _host = new ServiceHost(typeof(ConsoleNetworkInterface), new Uri[] { new Uri("net.pipe://localhost") }); _host.AddServiceEndpoint(typeof(IConsoleInterface), new NetNamedPipeBinding(), "FrbConsolePipe"); _host.Open(); } public void Dispose() { _host.Close(); } } and use the following code on my client to establish the connection: protected Callbacks _callbacks; protected IConsoleInterface _proxy; protected void ConnectToConsoleServer() { _callbacks = new Callbacks(); var factory = new DuplexChannelFactory<IConsoleInterface>(_callbacks, new NetNamedPipeBinding(), new EndpointAddress("net.pipe://localhost/FrbConsolePipe")); _proxy = factory.CreateChannel(); _proxy.ProcessInput("Connected"); } So what happens is that my ConnectToConsoleServer() is called and then it gets all the way to _proxy.ProcessInput("Connected");. In my game (on the server) I immediately see the output caused by the ProcessInput call, but the client is still stalled on the _proxy.ProcessInput() call. After a minute my client gets a JIT TimeoutException however at the same time my MessageBox message appears. So obviously not only is my command being sent immediately, my callback is being correctly called. So why am I getting a timeout exception? Note: Even removing the MessageBox call, I still have this issue, so it's not an issue of the GUI blocking the callback response.

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  • Passing a hostname of over 255 characters to getaddrinfo causes a getaddrinfo failed: memory allocat

    - by darrickc
    I am currently upgrading our software to support ipv6 and in the meantime I'm expanding hostname/ip fields to the max hostname size. In sun documentation it seems like this can be up to 1025 (netdb.h:#define NI_MAXHOST 1025 - this is the recommended hostname allocation define), but when I pass a hostname of over 255 to getaddrinfo I get "getaddrinfo failed: memory allocation failure". I am testing on a Sol10 box. Ideas?

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  • Is there a common practice how to make freeing memory for Garbage Collector easier in .NET?

    - by MartyIX
    I've been thinking if there's a way how to speed up freeing memory in .NET. I'm creating a game in .NET (only managed code) where no significant graphics is needed but still I would like to write it properly in order to not to lose performance for nothing. For example is it useful to assign null value to objects that are not longer needed? I see this in a few samples over Internet. Thanks for answers!

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  • post object to wcf rest service

    - by gleasonomicon
    I'm using the WCF Rest service application project template in visual studio. I'm just learning about REST, and I was wondering how I would post a SampleItem object to the following method: [WebInvoke(UriTemplate = "", Method = "POST")] public SampleItem Create(SampleItem instance) { // TODO: Add the new instance of SampleItem to the collection throw new NotImplementedException(); } I get the general concepts of gets for the purposes of grabbing data, but I'm not sure how I would post the object in code (or just through a browser for testing) to the service.

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  • SQL query: Last but one rank for user

    - by Derk
    My table structure looks like this: create table rankings ( id IDENTITY NOT NULL, user_id INT NOT NULL, game_poule_id INT NOT NULL, rank INT NOT NULL, insertDate DATETIME NOT NULL, FOREIGN KEY (user_id) REFERENCES users(id) ON DELETE CASCADE, FOREIGN KEY (game_poule_id) REFERENCES game_poules(id) ON DELETE CASCADE ); All old rankings of users per game are saved in this table. Now I want to have the last but one rank in the table for all users in a gamepoule. Has someone an idea how to achive this? Thanks

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  • appengine_config.py middleware not hit

    - by jeremy
    using 1.3.4 - wsgi middleware is not being installed. i have appengine_config.py at the same level as app.yaml, with the following (for testing): """Configuration.""" raise Exception("hello") def webapp_add_wsgi_middleware(app): return app the exception is never raised. am i missing something?

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  • opensourcing a website code

    - by pygabriel
    Hi! I'm writing a little website (webapp) in php+codeigniter, I'd really like to make it open source (to attract collaborators and to have a free VCS hosting). Is that a good practice? This mine security? Which are the best tools to change important data before uploading? (like config files with db names and passwords used for testing etc..)

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  • Parallel Dev: Should developers work within the same branch?

    - by Zombies
    Should multiple developers work within the same branch, and update - modify - commit ? Or should each developer have his/her own each branch exclusively? And how would sharing branches impact an environment where you are doing routine maintenance as opposed to unmaintained code streams? Also, how would this work if you deploy each developers work as soon as it is done and passes testing (rapidly, as opposed to putting all of their work into a single release).

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