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Search found 2017 results on 81 pages for 'stage'.

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • 'How decode my encode xml data?

    - by Alex
    Hi <% 'Stage 1 datas=Server.URLencode("<PaginationData currentPage=""1"" totalPages=""9""/>") response.write "Encode = " datas &"</br></br>" 'Stage 2 response.write "Decode = " 'How i again decode my encode data? %> In the "Stage 1" , i encode my xml data In the "Stage 2", How i decode the "Stage 1" Encode data? hoping your support

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  • What stage of normalization is this? (moving repeating data into separate table)

    - by Sergio
    Hi There, I have noticed that when designing a database I tend to shift any repeating sets of data into a separate table. For example, say I had a table of people, with each person living in a state. I would then move these repeating states into a separate table and reference them with foreign keys. However, what if I was not storing any more data about states. I would then have a table with StateID and State in. Is this action correct? State is dependant on the primary key of the users table, so does shifting it into its own table help with anything? Thanks,

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  • What am I missing in my compilation / linking stage of this C++ FreeType GLFW application?

    - by anon
    g++ -framework OpenGL GLFT_Font.cpp test.cpp -o test -Wall -pedantic -lglfw -lfreetype - pthread `freetype-config --cflags` Undefined symbols: "_GetEventKind", referenced from: __glfwKeyEventHandler in libglfw.a(macosx_window.o) __glfwMouseEventHandler in libglfw.a(macosx_window.o) __glfwWindowEventHandler in libglfw.a(macosx_window.o) "_ShowWindow", referenced from: __glfwPlatformOpenWindow in libglfw.a(macosx_window.o) "_MenuSelect", referenced from: This is on Mac OS X. I am trying to get GLFT_FONT to work on MacOSX with GLFW and FreeType2. This is not the standard Makefile. I changed parts of it myself (like the "-framework OpenGL" I am from Linux land, a bit new to Mac. I am on Mac OS X 10.5.8; using XCode 3.1.3 Thanks!

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  • Interacts with dialog/whiptail on early boot rcX.d stage?

    - by nm
    Hi buddies, I'm developing on Ubuntu based, actually I got one script in-charged on GUI(console) setup. It runs before another scripts (rcX.d) start. Currently, I installed this script on rc2.d and start earlier than other ones. But when run on real machine, I can't input any keystroke on "dialog --inputbox" or whiptail through shell script. Additionally, It runs well on my Virtual Machine (Virtual Box and Vmware), that's so strange! So, does anybody give some help or point me any clues for overcome this ? Thanks

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  • What is the best way to log errors in Zend Framework in my project at this stage?

    - by Pasta
    We built an app in Zend Framework and have not worked a lot in setting up error reporting and logging. Is there any way we could get some level or error reporting without too much change in the code? Is there a ErrorHandler plugin available? The basic requirement is to log errors that happens within the controller, missing controllers, malformed URLs, etc. I also want to be able to log errors within my controllers. Will using error controller here, help me identify and log errors within my controllers? How best to do this with minimal changes?

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  • Dojox Datagrid contains data, but shows up as empty

    - by Vivek
    I'd really appreciate any help on this. There is this Dojox Datagrid that I'm creating programatically and supplying JSON data. As of now, I'm creating this data within JavaScript itself. Please refer to the below code sample. var upgradeStageStructure =[{ cells:[ { field: "stage", name: "Stage", width: "50%", styles: 'text-align: left;' }, { field:"status", name: "Status", width: "50%", styles: 'text-align: left;' } ] }]; var upgradeStageData = [ {id:1, stage: "Preparation", status: "Complete"}, {id:2, stage: "Formatting", status: "Complete"}, {id:3, stage: "OS Installation", status: "Complete"}, {id:4, stage: "OS Post-Installation", status: "In Progress"}, {id:5, stage: "Application Installation", status: "Not Started"}, {id:6, stage: "Application Post-Installation", status: "Not Started"} ]; var stagestore = new dojo.data.ItemFileReadStore({data:{identifier:"id", items: upgradeStageData}}); var upgradeStatusGrid = new dojox.grid.DataGrid({ autoHeight: true, style: "width:400px;padding:0em;margin:0em;", store: stagestore, clientSort: false, rowSelector: '20px', structure: upgradeStageStructure, columnReordering: false, selectable: false, singleClickEdit: false, selectionMode: 'none', loadingMessage: 'Loading Upgrade Stages', noDataMessage:'There is no data', errorMessage: 'Failed to load Upgrade Status' }); dojo.byId('progressIndicator').innerHTML=''; dojo.byId('progressIndicator').appendChild(upgradeStatusGrid.domNode); upgradeStatusGrid.startup(); The problem is that I am not seeing anything within the grid upon display (no headers, no data). But I know for sure that the data in the grid does exist and the grid is properly initialized, because I called alert (grid.domNode.innerHTML);. The resultant HTML that is thrown up does show a table containing header rows and the above data. This link contains an image which illustrates what I'm seeing when I display the page. (Can't post images since my account is new here) As you may notice, there are 6 rows for 6 pieces of data I have created but the grid is a mess. Please help out if you think you know what could be going wrong. Thanks in advance, Viv

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  • variables in abstract classes C++

    - by wyatt
    I have an abstract class CommandPath, and a number of derived classes as below: class CommandPath { public: virtual CommandResponse handleCommand(std::string) = 0; virtual CommandResponse execute() = 0; virtual ~CommandPath() {} }; class GetTimeCommandPath : public CommandPath { int stage; public: GetTimeCommandPath() : stage(0) {} CommandResponse handleCommand(std::string); CommandResponse execute(); }; All of the derived classes have the member variable 'stage'. I want to build a function into all of them which manipulates 'stage' in the same way, so rather than defining it many times I thought I'd build it into the parent class. I moved 'stage' from the private sections of all of the derived classes into the protected section of CommandPath, and added the function as follows: class CommandPath { protected: int stage; public: virtual CommandResponse handleCommand(std::string) = 0; virtual CommandResponse execute() = 0; std::string confirmCommand(std::string, int, int, std::string, std::string); virtual ~CommandPath() {} }; class GetTimeCommandPath : public CommandPath { public: GetTimeCommandPath() : stage(0) {} CommandResponse handleCommand(std::string); CommandResponse execute(); }; Now my compiler tells me for the constructor lines that none of the derived classes have a member 'stage'. I was under the impression that protected members are visible to derived classes? The constructor is the same in all classes, so I suppose I could move it to the parent class, but I'm more concerned about finding out why the derived classes aren't able to access the variable. Also, since previously I've only used the parent class for pure virtual functions, I wanted to confirm that this is the way to go about adding a function to be inherited by all derived classes.

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  • flash as3, fade in/out layering problem

    - by Jackson Smith
    Ok, what im trying to do is make a day to night cycle behind my landscape. There is a sun and a moon, they rotate in a circle on opposite sides. (i.e. the sun is up when the moon is down and vice versa) when the sun is coming up it should fade from the night movieclip to the dawn movieclip, then when the sun is up a little bit more, fade into the day moviclip, this works quite well, but, for some reason, when it gets to the sunset, it just wont work :/ and the same goes for when it goes from the sunset to night :/ any and all healp is greatly appreciated, ive spent 5 hours trying to figure this out and cant! please help! stage.addEventListener(Event.ENTER_FRAME, daynightcycle) //setChildIndex(night, getChildIndex(day)); setChildIndex(sunset, 0); setChildIndex(day, 1); setChildIndex(dawn, 2); setChildIndex(night, 3); function daynightcycle(e:Event):void { if(sun.currentLabel == "dawn") { setChildIndex(sunset, 0); setChildIndex(day, 1); setChildIndex(dawn, 2); setChildIndex(night, 3); stage.addEventListener(Event.ENTER_FRAME, nightTdawn); }else if(sun.currentLabel == "sunset") { setChildIndex(dawn, 0); setChildIndex(night, 1); setChildIndex(sunset, 2); setChildIndex(day, 3); stage.addEventListener(Event.ENTER_FRAME, dayTsunset); }else if(sun.currentLabel == "night") { setChildIndex(day, 0); setChildIndex(dawn, 1); setChildIndex(night, 2); setChildIndex(sunset, 3); stage.addEventListener(Event.ENTER_FRAME, sunsetTnight); }else if(sun.currentLabel == "day") { setChildIndex(night, 0); setChildIndex(sunset, 1); setChildIndex(day, 2); setChildIndex(dawn, 3); stage.addEventListener(Event.ENTER_FRAME, dawnTday); }else if(sun.currentLabel == "switch") { stage.addEventListener(Event.ENTER_FRAME, switchLayers); } } function nightTdawn(e:Event):void { if(night.alpha != 0) { night.alpha -= 0.01; }else { stage.removeEventListener(Event.ENTER_FRAME, nightTdawn); night.alpha = 100; //setChildIndex(night, getChildIndex(sunset)); } } function dayTsunset(e:Event):void { if(day.alpha != 0) { day.alpha -= 0.01; }else { stage.removeEventListener(Event.ENTER_FRAME, dayTsunset); day.alpha = 100; //setChildIndex(day, getChildIndex(dawn)); } //day.visible = false; //sunset.visible = true; } function sunsetTnight(e:Event):void { if(sunset.alpha != 0) { sunset.alpha -= 0.01; }else{ stage.removeEventListener(Event.ENTER_FRAME, sunsetTnight); sunset.alpha = 100; //setChildIndex(sunset, (getChildIndex(day))); } //sunset.visible = false; //night.visible = true; } function dawnTday(e:Event):void { sunset.visible = true; day.visible = true; if(dawn.alpha != 0) { dawn.alpha -= 0.01; }else{ stage.removeEventListener(Event.ENTER_FRAME, dawnTday); dawn.alpha = 100; //setChildIndex(dawn, (getChildIndex(night))); } } function switchLayers(e:Event):void { setChildIndex(dawn, 0); setChildIndex(night, 1); setChildIndex(sunset, 2); setChildIndex(day, 3); night.alpha = 100; sunset.alpha = 100; day.alpha = 100; dawn.alpha = 100; stage.removeEventListener(Event.ENTER_FRAME, switchLayers); }

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  • Flash Mouse.hide() cmd+tab(alt+tab) bring the mouse back

    - by DickieBoy
    Having a bit of trouble with Mouse.show() and losing focus of the swf This isn't my demo: but its showing the same bug http://www.foundation-flash.com/tutorials/as3customcursors/ What i do to recreate it is: mouse over the swf, hit cmd+tab to highlight another window, result is that the mouse is not brought back and is still invisible, (to get it back go to the window bar at the top of the screen and click something). I have an area in which movement is detected and an image Things I have tried package { import flash.display.Sprite; import flash.display.MovieClip; import com.greensock.*; import flash.events.*; import flash.utils.Timer; import flash.events.TimerEvent; import flash.utils.*; import flash.ui.Mouse; public class mousey_movey extends MovieClip { public var middle_of_the_flash; //pixels per second public var speeds = [0,1,3,5,10]; public var speed; public var percentage_the_mouse_is_across_the_screen; public var mouse_over_scrollable_area:Boolean; public var image_move_interval; public function mousey_movey() { middle_of_the_flash = stage.stageWidth/2; hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OVER, mouseEnter); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OUT, mouseLeave); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); hot_area_for_movement.alpha=0; hot_area_for_movement.x=0; hot_area_for_movement.y=34; } public function show_mouse(e) { trace(e.type) trace('show_mouse') Mouse.show(); } public function onActivate(e) { trace('activate'); Mouse.show(); } public function onDeactivate(e) { trace('deactivate'); } public function get_speed(percantage_from_middle):int { if(percantage_from_middle > 80) { return speeds[4] } else { if(percantage_from_middle > 60) { return speeds[3] } else { if(percantage_from_middle > 40) { return speeds[2] } else { if(percantage_from_middle > 20) { return speeds[1] } else { return 0; } } } } } public function mouseLeave(e:Event):void{ Mouse.show(); clearInterval(image_move_interval); } public function mouseEnter(e:Event):void{ Mouse.hide(); image_move_interval = setInterval(moveImage,1); } public function mouseMove(e:Event):void { percentage_the_mouse_is_across_the_screen = Math.round(((middle_of_the_flash-stage.mouseX)/middle_of_the_flash)*100); speed = get_speed(Math.abs(percentage_the_mouse_is_across_the_screen)); airplane_icon.x = stage.mouseX; airplane_icon.y = stage.mouseY; } public function stageMouseMove(e:Event):void{ Mouse.show(); } public function moveImage():void { if(percentage_the_mouse_is_across_the_screen > 0) { moving_image.x+=speed; airplane_icon.scaleX = -1; } else { moving_image.x-=speed; airplane_icon.scaleX = 1; } } } } Nothing too fancy, im just scrolling an image left of right at a speed which is generated by how far you are from the middle of the stage, and making an airplane moveclip follow the mouse. The events: stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); All fire and work correctly when in the browser, seem a little buggy when running a test through flash, was expecting this as ive experienced it before. The deactivate call even runs when testing and cmd+tabbing but shows no mouse. Any help on the matter is appreciated Thanks, Dickie

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  • Deploying play! 2.0 application on an apache server with a reverse proxy

    - by locrizak
    I'm trying to deploy my play! 2.0 application on an Ubuntu 11.10 server and I have been running into error after error and hope someone can help me here. I am try to deploy my Play! application using a reverse proxy on Apache 2. I have enabled the apache proxy modules and configured the proxy.conf file in mods_enabled. The vhost for my domain looks like this: <Directory /var/www/stage.domain.com AllowOverride None Order Deny,Allow Deny from all </Directory <VirtualHost *:80 DocumentRoot /var/www/stage.domain.com/web ServerName stage.domain.com ServerAdmin [email protected] # ProxyRequests Off # ProxyPreserveHost On <Proxy * Order allow,deny Allow from all </Proxy # ProxyVia On # ProxyPass /play/ http://localhost:9000/ # ProxyPassReverse /play/ http://localhost:9000/ ErrorLog /var/log/ispconfig/httpd/stage.domain.com/error.log ErrorDocument 400 /error/400.html ErrorDocument 401 /error/401.html ErrorDocument 403 /error/403.html ErrorDocument 404 /error/404.html ErrorDocument 405 /error/405.html ErrorDocument 500 /error/500.html ErrorDocument 502 /error/502.html ErrorDocument 503 /error/503.html <IfModule mod_ssl.c </IfModule <Directory /var/www/stage.domain.com/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory <Directory /var/www/clients/client2/web7/web Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory # Clear PHP settings of this website <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch # mod_php enabled AddType application/x-httpd-php .php .php3 .php4 .php5 php_admin_value sendmail_path "/usr/sbin/sendmail -t -i [email protected]" php_admin_value upload_tmp_dir /var/www/clients/client2/web7/tmp php_admin_value session.save_path /var/www/clients/client2/web7/tmp # PHPIniDir /var/www/conf/web7 php_admin_value open_basedir /var/www/clients/client2/web7/:/var/www/clients/client2/web7/web:/va$ # add support for apache mpm_itk <IfModule mpm_itk_module AssignUserId web7 client2 </IfModule <IfModule mod_dav_fs.c # Do not execute PHP files in webdav directory <Directory /var/www/clients/client2/web7/webdav <FilesMatch "\.ph(p3?|tml)$" SetHandler None </FilesMatch </Directory # DO NOT REMOVE THE COMMENTS! # IF YOU REMOVE THEM, WEBDAV WILL NOT WORK ANYMORE! # WEBDAV BEGIN # WEBDAV END </IfModule # <Location /play/ # ProxyPass http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 # </Location ProxyRequests Off ProxyPass /play/ http://localhost:9000/ ProxyPassReverse /play/ localhost:9000/ ProxyPass /play http://localhost:9000/ ProxyPassReverse /play http://localhost:9000/ # SetEnv force-proxy-request-1.0 1 # SetEnv proxy-nokeepalive 1 </VirtualHost This vhost file was generated by ispconfig and I have not touched anything that was there before just added onto. As you can see by the commented out parts I have tried a lot of different things based on random tutorials I have found but all of them have ended up in Internal Server Error, 503 and most often a '502 Bad Gateway`. I can start play and it does connect successfully to my database. I can get a page to show up when there is an error and the play! stack trace error pages comes up but where everything is fine I get one of the errors above. My application.conf file looks like this: db info ....... application.mode=PROD logger.root=ERROR # Logger used by the framework: logger.play=INFO # Logger provided to your application: logger.application=DEBUG http.path="/play/" XForwardedSupport="127.0.0.1" And my hosts file looks like this (I have never changed or added anything to the host file): 127.0.0.1 localhost 127.0.1.1 matrix # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters Any insights onto what I might be doing wrong or if theres anything I can try please let me know! Thanks!! Edit Again the reverse proxy will work (I checked with sending to to google.com). Its when there is a successful connection to Netty. It's like Netty refuses the connection to the page. Edit 2 output from apachectl -S _default_:8081 127.0.0.1 (/etc/apache2/sites-enabled/000-apps.vhost:10) *:8090 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) port 8090 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-ispconfig.vhost:10) *:80 is a NameVirtualHost default server 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost 127.0.0.1 (/etc/apache2/sites-enabled/000-default:1) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7) port 80 namevhost stage.domain.com (/etc/apache2/sites-enabled/100-stage.domain.com.vhost:7) port 80 namevhost domain.com (/etc/apache2/sites-enabled/100-domain.com.vhost:7)

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • Problem getting GOBI 2000 HS to work

    - by Zypher
    I've been trying to get my integrated GOBI WWAN card to work under 10.10 for a while now. I was able to get the network manager to see the card after installing the gobi-loader package. I was able to setup the connection, but i cannot establish a connection to Verizon. Below is the output from /var/log/daemon.log as i try to connect. Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Quiting due to inactivity Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Shutdown was requested Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) starting connection 'Verizon connection' Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 3 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 6 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 6 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> CDMA connection failed: (32) No service Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 9 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Marking connection 'Verizon connection' invalid. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> Activation (ttyUSB0) failed. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 9 -> 3 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): deactivating device (reason: 0). Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS.

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  • (CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

    - by user2127102
    How can i fix this error TypeError: this._polygon[this._frame] is undefined Heres my code: html: <!DOCTYPE Html> <head> <meta charset="utf-8"> <title>Project</title> <link href="css/style.css" rel="stylesheet"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/canvasengine-1.3.0.all.min.js"></script> <script src="js/extends/Input.js"></script> <script src="main.js"></script> </head> <body> <canvas id="window"></canvas> </body> main.js: var canvas = CE.defines("window"). extend(Input). ready(function() { canvas.Scene.call("Game"); }); canvas.Scene.new({ name: "Game", materials: { images: { player: "img/character.png", Wall: "img/TestWall.png" } }, ready: function(stage) { var _canvas = this.getCanvas(); _canvas.setSize("browser", "strech"); this.Player = Class.new("Entity", [stage]); this.Player.el.drawImage("player"); stage.append(this.Player.el); this.Wall = Class.new("Entity", [stage]); this.Wall.el.drawImage("Wall"); this.Wall.position(300, 0); stage.append(this.Wall.el); }, render: function(stage) { //Controls ====== //Control calculations var self = this; this.Mover_A; this.Mover_D; this.Mover_W; this.Mover_S; canvas.Input.keyDown(Input.A, function(e) { self.Mover_A = true; }); canvas.Input.keyDown(Input.D, function(e) { self.Mover_D = true; }); canvas.Input.keyDown(Input.W, function(e) { self.Mover_W = true; }); canvas.Input.keyDown(Input.S, function(e) { self.Mover_S = true; console.log(self.Mover_S); }); canvas.Input.keyUp(Input.A, function(e) { self.Mover_A = false; }); canvas.Input.keyUp(Input.D, function(e) { self.Mover_D = false; }); canvas.Input.keyUp(Input.W, function(e) { self.Mover_W = false; }); canvas.Input.keyUp(Input.S, function(e) { self.Mover_S = false; }); x = 0; y = 0; if(this.Mover_A)x -= 1.5; //A if(this.Mover_D)x += 1.5;//D if(this.Mover_W)y -= 1.5;//W if(this.Mover_S)y += 1.5; //S this.Player.move(x, y); this.Player.hit("over", [this.Wall], function(state, el) { this.Player.move(x * -1, y * -1); }); //End Controls ===== stage.refresh(); } });

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • What is the right way to scale a Flex application up to fullscreen?

    - by Impirator
    Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size. All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them. But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery? What is the right way to scale a Flex application up to fullscreen? var button:Button = button_fullscreen; try { if(stage.displayState == StageDisplayState.FULL_SCREEN) { Application.application.stage.displayState = StageDisplayState.NORMAL; button.label = "View Fullscreen Mode"; stage.scaleMode = StageScaleMode.NO_SCALE; } else { Application.application.stage.displayState = StageDisplayState.FULL_SCREEN; button.label = "Exit Fullscreen Mode"; stage.scaleMode = StageScaleMode.SHOW_ALL; } invalidateSizes(); // Calls invalidateSize() explicitly on several components. } catch(error:SecurityError) { Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID); } catch(error:Error) { Alert.show(error.message,error.name+" #"+error.errorID); }

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  • C++ thread safety - exchange data between worker and controller

    - by peterchen
    I still feel a bit unsafe about the topic and hope you folks can help me - For passing data (configuration or results) between a worker thread polling something and a controlling thread interested in the most recent data, I've ended up using more or less the following pattern repeatedly: Mutex m; tData * stage; // temporary, accessed concurrently // send data, gives up ownership, receives old stage if any tData * Send(tData * newData) { ScopedLock lock(m); swap(newData, stage); return newData; } // receiving thread fetches latest data here tData * Fetch(tData * prev) { ScopedLock lock(m); if (stage != 0) { // ... release prev prev = stage; stage = 0; } return prev; // now current } Note: This is not supposed to be a full producer-consumer queue, only the msot recent data is relevant. Also, I've skimmed ressource management somewhat here. When necessary I'm using two such stages: one to send config changes to the worker, and for sending back results. Now, my questions assuming that ScopedLock implements a full memory barrier: do stage and/or workerData need to be volatile? is volatile necessary for tData members? can I use smart pointers instead of the raw pointers - say boost::shared_ptr? Anything else that can go wrong? I am basically trying to avoid "volatile infection" spreading into tData, and minimize lock contention (a lock free implementation seems possible, too). However, I'm not sure if this is the easiest solution. ScopedLock acts as a full memory barrier. Since all this is more or less platform dependent, let's say Visual C++ x86 or x64, though differences/notes for other platforms are welcome, too. (a prelimenary "thanks but" for recommending libraries such as Intel TBB - I am trying to understand the platform issues here)

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  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

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  • Linux HA cluster w/Xen, Heartbeat, Pacemaker. domU does not failover to secondary node

    - by Kendall
    I am having the followig problem with an OenSuSE + Heartbeat + Pacemaker + Xen HA cluster: when the node a Xen domU is running on is "dead" the Xen domU running on it is not restarted on the second node. The cluster is setup with two nodes, each running OpenSuSE-11.3, Heartbeat 3.0, and Pacemaker 1.0 in CRM mode. For storage I am using a LUN on an iSCSI SAN device; the LUN is formatted with OCFS2 and managed with LVM. The Xen domU has two logical volumes; one for root and the other for swap. I am using IPMI cards for STONITH devices, and a dedicated ethernet link for heartbeat communications. The ha.cf file is as follows: keepalive 1 deadtime 10 warntime 5 udpport 694 ucast eth1 auto_failback off node dhcp-166 node stage use_logd yes crm yes My resources look as follows: shocrm(live)configure# show node $id="5c1aa924-bba4-4f95-a367-6c9a58ac4a38" dhcp-166 node $id="cebc92eb-af24-4833-aaf0-672adf80b58e" stage primitive Xen-Util ocf:heartbeat:Xen \ meta target-role="Started" \ operations $id="Xen-Util-operations" \ op start interval="0" timeout="60" start-delay="0" \ op stop interval="0" timeout="120" \ params xmfile="/etc/xen/vm/xen-util" primitive my-stonith stonith:external/ipmi \ params hostname="dhcp-166" ipaddr="192.168.3.106" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" primitive my-stonith2 stonith:external/ipmi \ params hostname="stage" ipaddr="192.168.3.105" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" property $id="cib-bootstrap-options" \ dc-version="1.0.9-89bd754939df5150de7cd76835f98fe90851b677" \ cluster-infrastructure="Heartbeat" The Xen domU config file is as follows: name = "xen-util" bootloader = "/usr/lib/xen/boot/domUloader.py" #bootargs = "xvda1:/vmlinuz-xen,/initrd-xen" bootargs = "--entry=xvda1:/boot/vmlinuz-xen,/boot/initrd-xen" memory = 4096 disk = [ 'phy:vg_xen/xen-util-root,xvda1,w', 'phy:vg_xen/xen-util-swap,xvda2,w', ] root = "/dev/xvda1" vif = [ 'mac=00:16:3e:42:42:06' ] #vfb = [ 'type=vnc,vncunused=0,vnclisten=192.168.3.172' ] extra = "" Say domU "Xen-Util" is running on node "stage"; if "stage" goes down, "Xen-Util" does not restart on node "dhcp-166". It seems to want to try as an "xm list" will show it for a few seconds and if you "xm console xen-util" it will give a message like "copying /boot/kernel.gz from xvda1 to /var/lib/xen/tmp/kernel.a53gs for booting". However, it never gets past that, eventually gives up, and no longer appears in "xm list". Now, when node "stage" comes back online after being power cycled, it detects that "Xen-Util" isn't running, and starts it (on stage). I've tried starting "Xen-Util" on node "dhcp-166" without the cluster running, and it works fine. No problems. So, I know it works in that respect. Any ideas? Thanks!

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  • Rails auto_complete "undefined method `auto_complete_for'" problem

    - by Andrew Wize
    rails - 2.3.8 ruby - 1.8.7 After auto_complete plugin installstion i still have "undefined method `auto_complete_for'" problem! Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ ruby script/plugin install http://github.com/rails/auto_complete.git --force svn: '/Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins' is not a working copy Initialized empty Git repository in /Users/wizeflux/Projects/ionasia/eyeonasia.stage/vendor/plugins/auto_complete/.git/ warning: Option "depth" is ignored for github.com/rails/auto_complete.git From github.com/rails/auto_complete * branch HEAD - FETCH_HEAD Andrey-Bezruks-MacBook-Pro:eyeonasia.stage wizeflux$ after restarting server i get an error on line " auto_complete_for :listings, :name " - undefined method `auto_complete_for' for #

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  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • How to port real time video service by FMS from PC to mobile phone(symbian,android,iphone)?

    - by wamp
    Now I've set up the flash application to work in to stage: the uploading stage: uploading the stream from pc A's camera to FMS play stage: watch the real time stream from PC B's browser I want to make stage 2 work on mobile phones too. But currently it's using flash(actionscript) to connect and play the stream, which is not supported out of the box. How to port this kind of application to mobile phones?

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