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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • Another guvcview issue? Core dump!

    - by user290498
    guvcview is core dumping with my Sony Handycam plugged in. It works fine with my standard Logitech Webcam. I deleted the config file so it could re-create it. here is the output: $ guvcview guvcview 1.5.3 Could not open /home/rayj/.guvcviewrc for read, will try to create it write /home/rayj/.guvcviewrc OK ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started video device: /dev/video0 ERROR opening V4L2 interface for /dev/video1 Init. stk1160 (location: usb-0000:00:1d.0-1.5) { pixelformat = 'UYVY', description = '16 bpp YUY2, 4:2:2, packed' } VIDIOC_ENUM_FRAMESIZES - Error enumerating frame sizes: Inappropriate ioctl for device Unable to enumerate frame sizes. : Inappropriate ioctl for device { pixelformat = 'RGB3', description = 'RGB3' } { ?GSPCA? : width = 720, height = 480 } fmtind:2 fsizeind: 1 { pixelformat = 'BGR3', description = 'BGR3' } { ?GSPCA? : width = 720, height = 480 } fmtind:3 fsizeind: 1 { pixelformat = 'YU12', description = 'YU12' } { ?GSPCA? : width = 720, height = 480 } fmtind:4 fsizeind: 1 { pixelformat = 'YV12', description = 'YV12' } { ?GSPCA? : width = 720, height = 480 } fmtind:5 fsizeind: 1 vid:05e1 pid:0408 driver:stk1160 checking format: 1196444237 Format unavailable: 1196444237. Init v4L2 failed !! Init video returned -2 trying minimum setup ... Segmentation fault (core dumped)

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  • Bing Maps WPF Hack

    - by Chris Gardner
    I've spent the past couple of days adding the Bing Maps WFP Control to an application I'm developing. I kept running into a strange thing that was driving me crazy. I have the control in the bottom of a StackPanel, under a Grid. No matter how hard I tried, setting the Height of the Bing control to Auto would cause the ActualHeight to always be 60.93. Now, I still don't know why this is happening. Truth be told, I'm not too sure I care. I did, however, find a reasonable hack around the problem. I do know the size of everything else. As such, I tied into the SizeChanged Event of the StackPanel. Using this, I could set the Height to the correct size based on the new size of the panel. private void ResizeMap( object sender, SizeChangedEventArgs e ) { myMap.Height = ((StackPanel)sender).ActualHeight - 75.0; } The hard-coded number is was because I had a fixed height of controls above my map. If you have dynamic elements, you could easily iterate through them and delete out the portions. So, there you have it. It's not much, but it annoyed the Smurf out of me for a brief period of time. Since I never found an answer, I figured I'd share.

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  • Slick2d Spritesheet showing whole image

    - by BotskoNet
    I'm trying to show a single subimage from a sprite sheet. Using slick2d SpriteSheet class, all it's doing is showing me the entire image, but scaled down to fit the cell dimensions. The image is 96x192 and should have cells of 32x32. The code: SpriteSheet spriteSheet = new SpriteSheet("images/"+file, 32, 32 ); System.out.println("Horiz Count: " + spriteSheet.getHorizontalCount()); System.out.println("Vert Count: " + spriteSheet.getVerticalCount()); System.out.println("Height: " + spriteSheet.getHeight()); System.out.println("Width: " + spriteSheet.getWidth()); System.out.println("Texture Width: " + spriteSheet.getTextureWidth()); System.out.println("Texture Height: " + spriteSheet.getTextureHeight()); Prints: Horiz Count: 3 Vert Count: 6 Height: 192 Width: 96 Texture Width: 0.75 Texture Height: 0.75 Not sure what the texture dimensions refer to, but the rest is entirely accurate. However, when I draw the icon, the entire sprite image shows scaled down to 32x32: Image image = spriteSheet.getSprite(1, 0); // a test image.bind(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(x,y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(x+image.getWidth(),y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(x+image.getWidth(),y+image.getHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(x,y+image.getHeight()); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND);

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Why am I getting a return value of zero from my position computation function?

    - by Hussain Murtaza
    Ok I have a Function int x(), which is used in new Rectangle(x(),a,a,a); in DrawMethod in XNA but when I use it I get x() = 0 as as the answer.Here is my CODE: int x() { int px = (128 * 5); int xx = 0; for (int i = 0; i < 6; i++) { if (Mouse.GetState().X > px) { //xx = Mouse.GetState().X; xx = px; break; } else { px -= 128; } } return xx; } Here is the DrawMethod Code: if (set) { spriteBatch.Draw(texture, new Rectangle(x(), y(), texture.Width, texture.Height), Color.White); textpositionX = x(); textpositionY = y(); set = false; select = false; place = true; } else if(select) { spriteBatch.Draw(texture, new Rectangle(Mouse.GetState().X - texture.Width / 2, Mouse.GetState().Y-texture.Height / 2, texture.Width, texture.Height), Color.White); } else if (place) { spriteBatch.Draw(texture, new Rectangle(textpositionX, textpositionY, texture.Width, texture.Height), Color.White); select = false; set = false; }

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • strange 404 errors

    - by user1400532
    i have this website thinkmovie.in recently i enabled cloudfare along with maxcdn. When i look at my server logs, i see these strange 404 errors for many of the files. for eg: http://thinkmovie.in/img/content/15062012faith/thumbs/model_fai12e8th_latest_photoshoot_10.jpg But the actual url is http://thinkmovie.in/img/content/15062012faith/thumbs/model_faith_latest_photoshoot_10.jpg refer_url: http://www.thinkmovie.in/gallery/ It means the term "model_faith" is replaced by "model_fai12e8th" and one more http://thinkmovie.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg actual url http://thinkmovie.finalytics.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1&image=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg refer_url: http://www.thinkmovie.in/gallery/hotactress/album/pranitha_hot_stills_19012012pranitha/ {&image replaced by %E2%84%91} I'm not able to understand how this is happening. I checked my code server times. And I am not able to replicate this problem from my browser. Please help me.

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  • How should I group these variables?

    - by stariz77
    I have a shape that will be defined by: char s_type; char color; double height; double width; These variables are scanned in from a request string sent to my server and passed into my printing function, which then prints out the shape. Currently they are just local variables sitting in my main(); however, I was wondering if there would be any advantage in creating a struct containing these variables, and then passing the struct to my printing function? or how else might I improve my program's structure/style, would passing a struct by reference have any kind of performance benefit if there were many requests and therefore many printing function calls? printer(char st, char cr, double ht, double wd); int main() { // Other main functionality. char s_type; char color; double height; double width; sscanf (serv_req, "GET /%c/%c/%lf/%lf", &s_type, &color, &height, &width); printer(s_type, color, height, width); // Other main functionality. return 0; } It seemed "neater" if I had a struct or something that didn't leave me with declarations in the middle of everything else going on in main. I'm interested in structure/style as well as performance. EDIT: didn't mean to put printer declaration inside main.

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  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

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  • Getting overflow-y:scroll to work with fixed positioning html & css

    - by Vagabond_King
    I have a Jquery tools scrollable thats set to be fixed to the bottom of the browser window. Ideally i would just like to get a overflow-y:scroll; working for the page as a whole when the browser is < 700px. (so no content gets hidden, as its all fixed place). This feels like it should be simple but its causing me huge headaches. js solutions are fine at this point. Thanks in advance. <body> <div id="background"> <div id="fix_to_floor"> <div class="scrollable"> <div class="frame"> <div class="page" id="page1"> <div class="inner_page"> <h2>About Us</h2> <p>content</p> <div class="floor_items"> <img src="images/chair_n_hole.png" width="950" height="700" alt="Chair N Hole"> </div> </div> </div> <div class="page" id="page2"> <div class="inner_page"> <h2>page 2</h2> <p>content</p> <div class="floor_items"> <img src="images/spachairs.png" width="950" height="700" alt="Spachairs"> </div> </div> </div> <div class="page" id="page3"> <div class="inner_page"> <span class="copy"> <h2>Products</h2> </span> </div> </div> </div> </div> </div> </div> </body> body { width: 100%; bottom:0px; position: fixed; } div#background{ height:948px; width:100%; background: #DDD url('../images/working_bg.jpg') repeat-x fixed bottom center; bottom:0px; overflow: scroll; } div#fix_to_floor{ position: fixed; margin: 0 auto; bottom:0px; height: 700px; width: 1700px; } .content img{ position: absolute; bottom: 0; } #content div.floor_items{ position: absolute; bottom:0; width:1700px; width: 950px; height: 700px; } /* **** specific page backgrounds */ /* page 3 - Products */ #page3 .inner_page{ background: url('../images/display.png') no-repeat scroll bottom center; z-index: 50; } #page3 .copy{ float: left; margin: 100px 300px; } #page1 div.floor_items img{ margin: 0 0 0 0px; } /********* SCROLLABLE *********/ div.scrollable{ bottom: 0; position: relative; /* required*/ overflow:hidden; width:1700px; height: 700px; left:0px; } /* needs to be huge and fixed. holds the content */ div.scrollable div.frame{ width: 20000em; position: absolute; height: 700px; } /* single item , must bve floated for horiz. scrolling*/ div.frame div.page{ float:left; width: 1700px; height: 700px; margin: 0; } div.page div.inner_page{ width:950px; height:700px; margin: 0 370px; /* border: 1px solid red;*/ }

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  • Translate ImageButton from C# to XAML

    - by Bill
    I worked out the C# code to create an ImageButton (below) that has three images (one base-image and two overlays) and three text boxes as the face of the button. I am inheriting from the Button class, which unfortunately includes several components that I didn't realize would surface until after coding and need to remove, namely the bright-blue surrounding border on IsMouseOver, and any visible borders between the buttons, as the buttons will end up in a wrapPanel and the borders need to be seamless. Now that the format has been worked out in C#, I expect that I need to translate to XAML so that I can create a ControlTemplate to get the functionality necessary, however I am not certain as to the process of translating from C# to XAML. Can anyone steer me in the right direction? public class ACover : Button { Image cAImage = null; Image jCImage = null; Image jCImageOverlay = null; TextBlock ATextBlock = null; TextBlock AbTextBlock = null; TextBlock ReleaseDateTextBlock = null; private string _TracksXML = ""; public ACover() { Grid cArtGrid = new Grid(); cArtGrid.Background = new SolidColorBrush(Color.FromRgb(38, 44, 64)); cArtGrid.Margin = new System.Windows.Thickness(5, 10, 5, 10); RowDefinition row1 = new RowDefinition(); row1.Height = new GridLength(225); RowDefinition row2 = new RowDefinition(); row2.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row3 = new RowDefinition(); row3.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row4 = new RowDefinition(); row4.Height = new GridLength(0, GridUnitType.Auto); cArtGrid.RowDefinitions.Add(row1); cArtGrid.RowDefinitions.Add(row2); cArtGrid.RowDefinitions.Add(row3); cArtGrid.RowDefinitions.Add(row4); ColumnDefinition col1 = new ColumnDefinition(); col1.Width = new GridLength(0, GridUnitType.Auto); cArtGrid.ColumnDefinitions.Add(col1); jCImage = new Image(); jCImage.Height = 240; jCImage.Width = 260; jCImage.VerticalAlignment = VerticalAlignment.Top; jCImage.Source = new BitmapImage(new Uri(Properties.Settings.Default.pathToGridImages + "jc.png", UriKind.Absolute)); cArtGrid.Children.Add(jCImage); cArtImage = new Image(); cArtImage.Height = 192; cArtImage.Width = 192; cArtImage.Margin = new System.Windows.Thickness(3, 7, 0, 0); cArtImage.VerticalAlignment = VerticalAlignment.Top; cArtGrid.Children.Add(cArtImage); jCImageOverlay = new Image(); jCImageOverlay.Height = 192; jCImageOverlay.Width = 192; jCImageOverlay.Margin = new System.Windows.Thickness(3, 7, 0, 0); jCImageOverlay.VerticalAlignment = VerticalAlignment.Top; jCImageOverlay.Source = new BitmapImage(new Uri( Properties.Settings.Default.pathToGridImages + "jc-overlay.png", UriKind.Absolute)); coverArtGrid.Children.Add(jCImageOverlay); ATextBlock = new TextBlock(); ATextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); ATextBlock.Margin = new Thickness(10, -10, 0, 0); cArtGrid.Children.Add(ATextBlock); AlTextBlock = new TextBlock(); AlTextBlock.Margin = new Thickness(10, 0, 0, 0); AlTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(AlTextBlock); RDTextBlock = new TextBlock(); RDTextBlock.Margin = new Thickness(10, 0, 0, 0); RDTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(RDTextBlock); Grid.SetColumn(jCImage, 0); Grid.SetRow(jCImage, 0); Grid.SetColumn(jCImageOverlay, 0); Grid.SetRow(jCImageOverlay, 0); Grid.SetColumn(cArtImage, 0); Grid.SetRow(cArtImage, 0); Grid.SetColumn(ATextBlock, 0); Grid.SetRow(ATextBlock, 1); Grid.SetColumn(AlTextBlock, 0); Grid.SetRow(AlTextBlock, 2); Grid.SetColumn(RDTextBlock, 0); Grid.SetRow(RDTextBlock, 3); this.Content = cArtGrid; } public string A { get { if (ATextBlock != null) return ATextBlock.Text; else return String.Empty; } set { if (ATextBlock != null) ATextBlock.Text = value; } } public string Al { get { if (AlTextBlock != null) return AlTextBlock.Text; else return String.Empty; } set { if (AlTextBlock != null) AlTextBlock.Text = value; } } public string RD { get { if (RDTextBlock != null) return RDTextBlock.Text; else return String.Empty; } set { if (RDTextBlock != null) RDTextBlock.Text = value; } } public ImageSource Image { get { if (cArtImage != null) return cArtImage.Source; else return null; } set { if (cArtImage != null) cArtImage.Source = value; } } public string TracksXML { get { return _TracksXML; } set { _TracksXML = value; } } public double ImageWidth { get { if (cArtImage != null) return cArtImage.Width; else return double.NaN; } set { if (cArtImage != null) cArtImage.Width = value; } } public double ImageHeight { get { if (cArtImage != null) return cArtImage.Height; else return double.NaN; } set { if (cArtImage != null) cArtImage.Height = value; } } }

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  • MVVM - implementing 'IsDirty' functionality to a ModelView in order to save data

    - by Brendan
    Hi, Being new to WPF & MVVM I struggling with some basic functionality. Let me first explain what I am after, and then attach some example code... I have a screen showing a list of users, and I display the details of the selected user on the right-hand side with editable textboxes. I then have a Save button which is DataBound, but I would only like this button to display when data has actually changed. ie - I need to check for "dirty data". I have a fully MVVM example in which I have a Model called User: namespace Test.Model { class User { public string UserName { get; set; } public string Surname { get; set; } public string Firstname { get; set; } } } Then, the ViewModel looks like this: using System.Collections.ObjectModel; using System.Collections.Specialized; using System.Windows.Input; using Test.Model; namespace Test.ViewModel { class UserViewModel : ViewModelBase { //Private variables private ObservableCollection<User> _users; RelayCommand _userSave; //Properties public ObservableCollection<User> User { get { if (_users == null) { _users = new ObservableCollection<User>(); //I assume I need this Handler, but I am stuggling to implement it successfully //_users.CollectionChanged += HandleChange; //Populate with users _users.Add(new User {UserName = "Bob", Firstname="Bob", Surname="Smith"}); _users.Add(new User {UserName = "Smob", Firstname="John", Surname="Davy"}); } return _users; } } //Not sure what to do with this?!?! //private void HandleChange(object sender, NotifyCollectionChangedEventArgs e) //{ // if (e.Action == NotifyCollectionChangedAction.Remove) // { // foreach (TestViewModel item in e.NewItems) // { // //Removed items // } // } // else if (e.Action == NotifyCollectionChangedAction.Add) // { // foreach (TestViewModel item in e.NewItems) // { // //Added items // } // } //} //Commands public ICommand UserSave { get { if (_userSave == null) { _userSave = new RelayCommand(param => this.UserSaveExecute(), param => this.UserSaveCanExecute); } return _userSave; } } void UserSaveExecute() { //Here I will call my DataAccess to actually save the data } bool UserSaveCanExecute { get { //This is where I would like to know whether the currently selected item has been edited and is thus "dirty" return false; } } //constructor public UserViewModel() { } } } The "RelayCommand" is just a simple wrapper class, as is the "ViewModelBase". (I'll attach the latter though just for clarity) using System; using System.ComponentModel; namespace Test.ViewModel { public abstract class ViewModelBase : INotifyPropertyChanged, IDisposable { protected ViewModelBase() { } public event PropertyChangedEventHandler PropertyChanged; protected virtual void OnPropertyChanged(string propertyName) { PropertyChangedEventHandler handler = this.PropertyChanged; if (handler != null) { var e = new PropertyChangedEventArgs(propertyName); handler(this, e); } } public void Dispose() { this.OnDispose(); } protected virtual void OnDispose() { } } } Finally - the XAML <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:Test.ViewModel" Title="MainWindow" Height="350" Width="525"> <Window.DataContext> <vm:UserViewModel/> </Window.DataContext> <Grid> <ListBox Height="238" HorizontalAlignment="Left" Margin="12,12,0,0" Name="listBox1" VerticalAlignment="Top" Width="197" ItemsSource="{Binding Path=User}" IsSynchronizedWithCurrentItem="True"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <TextBlock Text="{Binding Path=Firstname}"/> <TextBlock Text="{Binding Path=Surname}"/> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> <Label Content="Username" Height="28" HorizontalAlignment="Left" Margin="232,16,0,0" Name="label1" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,21,0,0" Name="textBox1" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/UserName}" /> <Label Content="Surname" Height="28" HorizontalAlignment="Left" Margin="232,50,0,0" Name="label2" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,52,0,0" Name="textBox2" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Surname}" /> <Label Content="Firstname" Height="28" HorizontalAlignment="Left" Margin="232,84,0,0" Name="label3" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,86,0,0" Name="textBox3" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Firstname}" /> <Button Content="Button" Height="23" HorizontalAlignment="Left" Margin="368,159,0,0" Name="button1" VerticalAlignment="Top" Width="75" Command="{Binding Path=UserSave}" /> </Grid> </Window> So basically, when I edit a surname, the Save button should be enabled; and if I undo my edit - well then it should be Disabled again as nothing has changed. I have seen this in many examples, but have not yet found out how to do it. Any help would be much appreciated! Brendan

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  • Jquery Live Function

    - by marharépa
    Hi! I want to make this script to work as LIVE() function. Please help me! $(".img img").each(function() { $(this).cjObjectScaler({ destElem: $(this).parent(), method: "fit" }); }); the cjObjectScaler script (called in the html header) is this: (thanks for Doug Jones) (function ($) { jQuery.fn.imagesLoaded = function (callback) { var elems = this.filter('img'), len = elems.length; elems.bind('load', function () { if (--len <= 0) { callback.call(elems, this); } }).each(function () { // cached images don't fire load sometimes, so we reset src. if (this.complete || this.complete === undefined) { var src = this.src; // webkit hack from http://groups.google.com/group/jquery-dev/browse_thread/thread/eee6ab7b2da50e1f this.src = '#'; this.src = src; } }); }; })(jQuery); /* CJ Object Scaler */ (function ($) { jQuery.fn.cjObjectScaler = function (options) { /* user variables (settings) ***************************************/ var settings = { // must be a jQuery object method: "fill", // the parent object to scale our object into destElem: null, // fit|fill fade: 0 // if positive value, do hide/fadeIn }; /* system variables ***************************************/ var sys = { // function parameters version: '2.1.1', elem: null }; /* scale the image ***************************************/ function scaleObj(obj) { // declare some local variables var destW = jQuery(settings.destElem).width(), destH = jQuery(settings.destElem).height(), ratioX, ratioY, scale, newWidth, newHeight, borderW = parseInt(jQuery(obj).css("borderLeftWidth"), 10) + parseInt(jQuery(obj).css("borderRightWidth"), 10), borderH = parseInt(jQuery(obj).css("borderTopWidth"), 10) + parseInt(jQuery(obj).css("borderBottomWidth"), 10), objW = jQuery(obj).width(), objH = jQuery(obj).height(); // check for valid border values. IE takes in account border size when calculating width/height so just set to 0 borderW = isNaN(borderW) ? 0 : borderW; borderH = isNaN(borderH) ? 0 : borderH; // calculate scale ratios ratioX = destW / jQuery(obj).width(); ratioY = destH / jQuery(obj).height(); // Determine which algorithm to use if (!jQuery(obj).hasClass("cf_image_scaler_fill") && (jQuery(obj).hasClass("cf_image_scaler_fit") || settings.method === "fit")) { scale = ratioX < ratioY ? ratioX : ratioY; } else if (!jQuery(obj).hasClass("cf_image_scaler_fit") && (jQuery(obj).hasClass("cf_image_scaler_fill") || settings.method === "fill")) { scale = ratioX < ratioY ? ratioX : ratioY; } // calculate our new image dimensions newWidth = parseInt(jQuery(obj).width() * scale, 10) - borderW; newHeight = parseInt(jQuery(obj).height() * scale, 10) - borderH; // Set new dimensions & offset jQuery(obj).css({ "width": newWidth + "px", "height": newHeight + "px"//, // "position": "absolute", // "top": (parseInt((destH - newHeight) / 2, 10) - parseInt(borderH / 2, 10)) + "px", // "left": (parseInt((destW - newWidth) / 2, 10) - parseInt(borderW / 2, 10)) + "px" }).attr({ "width": newWidth, "height": newHeight }); // do our fancy fade in, if user supplied a fade amount if (settings.fade > 0) { jQuery(obj).fadeIn(settings.fade); } } /* set up any user passed variables ***************************************/ if (options) { jQuery.extend(settings, options); } /* main ***************************************/ return this.each(function () { sys.elem = this; // if they don't provide a destObject, use parent if (settings.destElem === null) { settings.destElem = jQuery(sys.elem).parent(); } // need to make sure the user set the parent's position. Things go bonker's if not set. // valid values: absolute|relative|fixed if (jQuery(settings.destElem).css("position") === "static") { jQuery(settings.destElem).css({ "position": "relative" }); } // if our object to scale is an image, we need to make sure it's loaded before we continue. if (typeof sys.elem === "object" && typeof settings.destElem === "object" && typeof settings.method === "string") { // if the user supplied a fade amount, hide our image if (settings.fade > 0) { jQuery(sys.elem).hide(); } if (sys.elem.nodeName === "IMG") { // to fix the weird width/height caching issue we set the image dimensions to be auto; jQuery(sys.elem).width("auto"); jQuery(sys.elem).height("auto"); // wait until the image is loaded before scaling jQuery(sys.elem).imagesLoaded(function () { scaleObj(this); }); } else { scaleObj(jQuery(sys.elem)); } } else { console.debug("CJ Object Scaler could not initialize."); return; } }); }; })(jQuery);

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  • Extended with advice: Moving block wont work in Javascript

    - by Mack
    Hello Note: this is an extension of a question I just asked, i have made the edits & taken the advice but still no luck I am trying to make a webpage where when you click a link, the link moves diagonally every 100 milliseconds. So I have my Javascript, but right now when I click the link nothing happens. I have run my code through JSLint (therefore changed comaprisions to === not ==, thats weird in JS?). I get this error from JSLink though: Error: Implied global: self 15,38, document 31 What do you think I am doing wrong? <script LANGUAGE="JavaScript" type = "text/javascript"> <!-- var block = null; var clockStep = null; var index = 0; var maxIndex = 6; var x = 0; var y = 0; var timerInterval = 100; // milliseconds var xPos = null; var yPos = null; function moveBlock() { if ( index < 0 || index >= maxIndex || block === null || clockStep === null ) { self.clearInterval( clockStep ); return; } block.style.left = xPos[index] + "px"; block.style.top = yPos[index] + "px"; index++; } function onBlockClick( blockID ) { if ( clockStep !== null ) { return; } block = document.getElementById( blockID ); index = 0; x = number(block.style.left); // parseInt( block.style.left, 10 ); y = number(block.style.top); // parseInt( block.style.top, 10 ); xPos = new Array( x+10, x+20, x+30, x+40, x+50, x+60 ); yPos = new Array( y-10, y-20, y-30, y-40, y-50, y-60 ); clockStep = self.SetInterval( moveBlock(), timerInterval ); } --> </script> <style type="text/css" media="all"> <!-- @import url("styles.css"); #blockMenu { z-index: 0; width: 650px; height: 600px; background-color: blue; padding: 0; } #block1 { z-index: 30; position: relative; top: 10px; left: 10px; background-color: red; width: 200px; height: 200px; margin: 0; padding: 0; /* background-image: url("images/block1.png"); */ } #block2 { z-index: 30; position: relative; top: 50px; left: 220px; background-color: red; width: 200px; height: 200px; margin: 0; padding: 0; /* background-image: url("images/block1.png"); */ } #block3 { z-index: 30; position: relative; top: 50px; left: 440px; background-color: red; width: 200px; height: 200px; margin: 0; padding: 0; /* background-image: url("images/block1.png"); */ } #block4 { z-index: 30; position: relative; top: 0px; left: 600px; background-color: red; width: 200px; height: 200px; margin: 0; padding: 0; /* background-image: url("images/block1.png"); */ } #block1 a { display: block; width: 100%; height: 100%; } #block2 a { display: block; width: 100%; height: 100%; } #block3 a { display: block; width: 100%; height: 100%; } #block4 a { display: block; width: 100%; height: 100%; } #block1 a:hover { background-color: green; } #block2 a:hover { background-color: green; } #block3 a:hover { background-color: green; } #block4 a:hover { background-color: green; } #block1 a:active { background-color: yellow; } #block2 a:active { background-color: yellow; } #block3 a:active { background-color: yellow; } #block4 a:active { background-color: yellow; } --> </style>

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  • Scrollbar still is painted after it should be removed

    - by Walter Williams
    I have the following custom control and can place on a form (with AutoScroll set to true and the control anchored left, top and right). If the form is too short for the control, the form correctly resizes the control (to make room for the scroll) and displays the scroll bar. When the control is closed using the close glyph, the control is resized and the scroll bar is removed, but occasionally the scroll bar appears to remain painted. If the form is minimized or moved off-screen, the leftover paint is removed. I've tried Parent.Invalidate and have toyed with it in many ways but to no avail. Any suggestions? (Using VS 2008 Standard) using System; using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; using System.Windows.Forms; namespace GroupPanelTest { public class GroupPanel : GroupBox { #region Members private const Int32 iHeaderHeight = 20; private Int32 iFullHeight = 200; private Boolean bClosed = false; private Rectangle rectCloseGlyphBounds = Rectangle.Empty; private Boolean bIsMoveOverCloseGlyph = false; #endregion #region Properties [DefaultValue(false)] public Boolean Closed { get { return (this.bClosed); } set { if (this.bClosed != value) { this.bClosed = value; if (this.bClosed) { this.iFullHeight = base.Height; base.Height = GroupPanel.iHeaderHeight; } else { base.Height = this.iFullHeight; } foreach (Control con in base.Controls) con.Visible = !this.bClosed; this.Invalidate(); } } } public new Int32 Height { get { return (base.Height); } set { if (value != base.Height) { if (this.Closed) { this.iFullHeight = value; } else { Int32 iOldHeight = base.Height; base.Height = value; } } } } [DefaultValue(typeof(Size), "350,200")] public new Size Size { get { return (base.Size); } set { if (base.Size != value) { base.Size = value; if (!this.Closed) this.iFullHeight = value.Height; } } } [DefaultValue(typeof(Padding), "0,7,0,0")] public new Padding Padding { get { return (base.Padding); } set { base.Padding = value; } } #endregion #region Construction public GroupPanel () { SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.ResizeRedraw, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); SetStyle(ControlStyles.Selectable, true); this.Size = new Size(350, 200); this.Padding = new Padding(0, 7, 0, 0); // the groupbox will add to that this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); } #endregion #region Overrides protected override void OnSizeChanged (EventArgs e) { this.rectCloseGlyphBounds = new Rectangle(base.ClientSize.Width - 24, 2, 16, 16); base.OnSizeChanged(e); } protected override void OnPaint (PaintEventArgs e) { base.OnPaint(e); // we want all the delegates to receive the events, but we do this first so we can paint over it Graphics g = e.Graphics; g.FillRectangle(SystemBrushes.Window, this.ClientRectangle); Rectangle rectTitle = new Rectangle(0, 0, this.ClientRectangle.Width, GroupPanel.iHeaderHeight); g.FillRectangle(SystemBrushes.Control, rectTitle); g.DrawString(this.Text, this.Font, SystemBrushes.ControlText, new PointF(5.0f, 3.0f)); if (this.bIsMoveOverCloseGlyph) { g.FillRectangle(SystemBrushes.ButtonHighlight, this.rectCloseGlyphBounds); Rectangle rectBorder = this.rectCloseGlyphBounds; rectBorder.Inflate(-1, -1); g.DrawRectangle(SystemPens.Highlight, rectBorder); } using (Pen pen = new Pen(SystemColors.ControlText, 1.6f)) { if (this.Closed) { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 3, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 8); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 7, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 12); } else { g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 8, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 3); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 3, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); g.DrawLine(pen, this.rectCloseGlyphBounds.Left + 13, this.rectCloseGlyphBounds.Top + 12, this.rectCloseGlyphBounds.Left + 8, this.rectCloseGlyphBounds.Top + 7); } } } protected override void OnMouseDown (MouseEventArgs e) { if (e.Button == MouseButtons.Left && this.rectCloseGlyphBounds.Contains(e.Location)) this.Closed = !this.Closed; // close will call invalidate base.OnMouseDown(e); } protected override void OnMouseMove (MouseEventArgs e) { this.bIsMoveOverCloseGlyph = this.rectCloseGlyphBounds.Contains(e.Location); this.Invalidate(this.rectCloseGlyphBounds); base.OnMouseMove(e); } #endregion } }

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  • WordPress not resizing images with Nginx + php-fpm and other issues

    - by Julian Fernandes
    Recently i setup a Ubuntu 12.04 VPS with 512mb/1ghz CPU, Nginx + php-fpm + Varnish + APC + Percona's MySQL server + CloudFlare Pro for our Ubuntu LoCo Team's WordPress blog. The blog get about 3~4k daily hits, use about 180MB and 8~20% CPU. Everything seems to be working insanely fast... page load is really good and is about 16x faster than any of our competitors... but there is one problem. When we upload a image, WordPress don't resize it, so all we can do it insert the full image in the post. If the imagem have, let's say, 30kb, it resize fine... but if the image have 100kb+, it won't... In nginx error logs i see this: upstream timed out (110: Connection timed out) while reading response header from upstream, client: 150.162.216.64, server: www.ubuntubrsc.com, request: "POST /wp-admin/async-upload.php HTTP/1.1", upstream: "fastcgi://unix:/var/run/php5-fpm.sock:", host: "www.ubuntubrsc.com", referrer: "http://www.ubuntubrsc.com/wp-admin/media-upload.php?post_id=2668&" It seems to be related with the issue, but i dunno. When that timeout happens, i started to get it when i'm trying to view a post too: upstream timed out (110: Connection timed out) while reading response header from upstream, client: 150.162.216.64, server: www.ubuntubrsc.com, request: "GET /tutoriais-gimp-6-adicionando-aplicando-novos-pinceis.html HTTP/1.1", upstream: "fastcgi://unix:/var/run/php5-fpm.sock:", host: "www.ubuntubrsc.com", referrer: "http://www.ubuntubrsc.com/" And only a restart of php5-fpm fix it. I tryed increasing some timeouts and stuffs but it did not worked, so i guess it's some kind of limitation i did not figured yet. Could someone help me with it, please? /etc/nginx/nginx.conf: user www-data; worker_processes 1; pid /var/run/nginx.pid; events { worker_connections 1024; use epoll; multi_accept on; } http { ## # Basic Settings ## sendfile on; tcp_nopush on; tcp_nodelay off; keepalive_timeout 15; keepalive_requests 2000; types_hash_max_size 2048; server_tokens off; server_name_in_redirect off; open_file_cache max=1000 inactive=300s; open_file_cache_valid 360s; open_file_cache_min_uses 2; open_file_cache_errors off; server_names_hash_bucket_size 64; # server_name_in_redirect off; client_body_buffer_size 128K; client_header_buffer_size 1k; client_max_body_size 2m; large_client_header_buffers 4 8k; client_body_timeout 10m; client_header_timeout 10m; send_timeout 10m; include /etc/nginx/mime.types; default_type application/octet-stream; ## # Logging Settings ## error_log /var/log/nginx/error.log; access_log off; ## # CloudFlare's IPs (uncomment when site goes live) ## set_real_ip_from 204.93.240.0/24; set_real_ip_from 204.93.177.0/24; set_real_ip_from 199.27.128.0/21; set_real_ip_from 173.245.48.0/20; set_real_ip_from 103.22.200.0/22; set_real_ip_from 141.101.64.0/18; set_real_ip_from 108.162.192.0/18; set_real_ip_from 190.93.240.0/20; real_ip_header CF-Connecting-IP; set_real_ip_from 127.0.0.1/32; ## # Gzip Settings ## gzip on; gzip_disable "msie6"; gzip_vary on; gzip_proxied any; gzip_comp_level 9; gzip_min_length 1000; gzip_proxied expired no-cache no-store private auth; gzip_buffers 32 8k; # gzip_http_version 1.1; gzip_types text/plain text/css application/json application/x-javascript text/xml application/xml application/xml+rss text/javascript; ## # nginx-naxsi config ## # Uncomment it if you installed nginx-naxsi ## #include /etc/nginx/naxsi_core.rules; ## # nginx-passenger config ## # Uncomment it if you installed nginx-passenger ## #passenger_root /usr; #passenger_ruby /usr/bin/ruby; ## # Virtual Host Configs ## include /etc/nginx/conf.d/*.conf; include /etc/nginx/sites-enabled/*; } /etc/nginx/fastcgi_params: fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SCRIPT_FILENAME $request_filename; fastcgi_param SCRIPT_NAME $fastcgi_script_name; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT $document_root; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx/$nginx_version; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; fastcgi_param HTTPS $https; fastcgi_send_timeout 180; fastcgi_read_timeout 180; fastcgi_buffer_size 128k; fastcgi_buffers 256 4k; # PHP only, required if PHP was built with --enable-force-cgi-redirect fastcgi_param REDIRECT_STATUS 200; /etc/nginx/sites-avaiable/default: ## # DEFAULT HANDLER # ubuntubrsc.com ## server { listen 8080; # Make site available from main domain server_name www.ubuntubrsc.com; # Root directory root /var/www; index index.php index.html index.htm; include /var/www/nginx.conf; access_log off; location / { try_files $uri $uri/ /index.php?q=$uri&$args; } location = /favicon.ico { log_not_found off; access_log off; } location = /robots.txt { allow all; log_not_found off; access_log off; } location ~ /\. { deny all; access_log off; log_not_found off; } location ~* ^/wp-content/uploads/.*.php$ { deny all; access_log off; log_not_found off; } rewrite /wp-admin$ $scheme://$host$uri/ permanent; error_page 404 = @wordpress; log_not_found off; location @wordpress { include /etc/nginx/fastcgi_params; fastcgi_pass unix:/var/run/php5-fpm.sock; fastcgi_param SCRIPT_NAME /index.php; fastcgi_param SCRIPT_FILENAME $document_root/index.php; } location ~ \.php$ { try_files $uri =404; include /etc/nginx/fastcgi_params; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; if (-f $request_filename) { fastcgi_pass unix:/var/run/php5-fpm.sock; } } } server { listen 8080; server_name ubuntubrsc.* www.ubuntubrsc.net www.ubuntubrsc.org www.ubuntubrsc.com.br www.ubuntubrsc.info www.ubuntubrsc.in; return 301 $scheme://www.ubuntubrsc.com$request_uri; } /var/www/nginx.conf: # BEGIN W3TC Minify cache location ~ /wp-content/w3tc/min.*\.js$ { types {} default_type application/x-javascript; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; } location ~ /wp-content/w3tc/min.*\.css$ { types {} default_type text/css; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; } location ~ /wp-content/w3tc/min.*js\.gzip$ { gzip off; types {} default_type application/x-javascript; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header Content-Encoding gzip; } location ~ /wp-content/w3tc/min.*css\.gzip$ { gzip off; types {} default_type text/css; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header Content-Encoding gzip; } # END W3TC Minify cache # BEGIN W3TC Browser Cache gzip on; gzip_types text/css application/x-javascript text/x-component text/richtext image/svg+xml text/plain text/xsd text/xsl text/xml image/x-icon; location ~ \.(css|js|htc)$ { expires 31536000s; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; } location ~ \.(html|htm|rtf|rtx|svg|svgz|txt|xsd|xsl|xml)$ { expires 3600s; add_header Pragma "public"; add_header Cache-Control "max-age=3600, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; try_files $uri $uri/ $uri.html /index.php?$args; } location ~ \.(asf|asx|wax|wmv|wmx|avi|bmp|class|divx|doc|docx|eot|exe|gif|gz|gzip|ico|jpg|jpeg|jpe|mdb|mid|midi|mov|qt|mp3|m4a|mp4|m4v|mpeg|mpg|mpe|mpp|otf|odb|odc|odf|odg|odp|ods|odt|ogg|pdf|png|pot|pps|ppt|pptx|ra|ram|svg|svgz|swf|tar|tif|tiff|ttf|ttc|wav|wma|wri|xla|xls|xlsx|xlt|xlw|zip)$ { expires 31536000s; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; } # END W3TC Browser Cache # BEGIN W3TC Minify core rewrite ^/wp-content/w3tc/min/w3tc_rewrite_test$ /wp-content/w3tc/min/index.php?w3tc_rewrite_test=1 last; set $w3tc_enc ""; if ($http_accept_encoding ~ gzip) { set $w3tc_enc .gzip; } if (-f $request_filename$w3tc_enc) { rewrite (.*) $1$w3tc_enc break; } rewrite ^/wp-content/w3tc/min/(.+\.(css|js))$ /wp-content/w3tc/min/index.php?file=$1 last; # END W3TC Minify core # BEGIN W3TC Skip 404 error handling by WordPress for static files if (-f $request_filename) { break; } if (-d $request_filename) { break; } if ($request_uri ~ "(robots\.txt|sitemap(_index)?\.xml(\.gz)?|[a-z0-9_\-]+-sitemap([0-9]+)?\.xml(\.gz)?)") { break; } if ($request_uri ~* \.(css|js|htc|htm|rtf|rtx|svg|svgz|txt|xsd|xsl|xml|asf|asx|wax|wmv|wmx|avi|bmp|class|divx|doc|docx|eot|exe|gif|gz|gzip|ico|jpg|jpeg|jpe|mdb|mid|midi|mov|qt|mp3|m4a|mp4|m4v|mpeg|mpg|mpe|mpp|otf|odb|odc|odf|odg|odp|ods|odt|ogg|pdf|png|pot|pps|ppt|pptx|ra|ram|svg|svgz|swf|tar|tif|tiff|ttf|ttc|wav|wma|wri|xla|xls|xlsx|xlt|xlw|zip)$) { return 404; } # END W3TC Skip 404 error handling by WordPress for static files # BEGIN Better WP Security location ~ /\.ht { deny all; } location ~ wp-config.php { deny all; } location ~ readme.html { deny all; } location ~ readme.txt { deny all; } location ~ /install.php { deny all; } set $susquery 0; set $rule_2 0; set $rule_3 0; rewrite ^wp-includes/(.*).php /not_found last; rewrite ^/wp-admin/includes(.*)$ /not_found last; if ($request_method ~* "^(TRACE|DELETE|TRACK)"){ return 403; } set $rule_0 0; if ($request_method ~ "POST"){ set $rule_0 1; } if ($uri ~ "^(.*)wp-comments-post.php*"){ set $rule_0 2$rule_0; } if ($http_user_agent ~ "^$"){ set $rule_0 4$rule_0; } if ($rule_0 = "421"){ return 403; } if ($args ~* "\.\./") { set $susquery 1; } if ($args ~* "boot.ini") { set $susquery 1; } if ($args ~* "tag=") { set $susquery 1; } if ($args ~* "ftp:") { set $susquery 1; } if ($args ~* "http:") { set $susquery 1; } if ($args ~* "https:") { set $susquery 1; } if ($args ~* "(<|%3C).*script.*(>|%3E)") { set $susquery 1; } if ($args ~* "mosConfig_[a-zA-Z_]{1,21}(=|%3D)") { set $susquery 1; } if ($args ~* "base64_encode") { set $susquery 1; } if ($args ~* "(%24&x)") { set $susquery 1; } if ($args ~* "(\[|\]|\(|\)|<|>|ê|\"|;|\?|\*|=$)"){ set $susquery 1; } if ($args ~* "(&#x22;|&#x27;|&#x3C;|&#x3E;|&#x5C;|&#x7B;|&#x7C;|%24&x)"){ set $susquery 1; } if ($args ~* "(%0|%A|%B|%C|%D|%E|%F|127.0)") { set $susquery 1; } if ($args ~* "(globals|encode|localhost|loopback)") { set $susquery 1; } if ($args ~* "(request|select|insert|concat|union|declare)") { set $susquery 1; } if ($http_cookie !~* "wordpress_logged_in_" ) { set $susquery "${susquery}2"; set $rule_2 1; set $rule_3 1; } if ($susquery = 12) { return 403; } # END Better WP Security /etc/php5/fpm/php-fpm.conf: pid = /var/run/php5-fpm.pid error_log = /var/log/php5-fpm.log emergency_restart_threshold = 3 emergency_restart_interval = 1m process_control_timeout = 10s events.mechanism = epoll /etc/php5/fpm/php.ini (only options i changed): open_basedir ="/var/www/" disable_functions = pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,dl,system,shell_exec,fsockopen,parse_ini_file,passthru,popen,proc_open,proc_close,shell_exec,show_source,symlink,proc_close,proc_get_status,proc_nice,proc_open,proc_terminate,shell_exec ,highlight_file,escapeshellcmd,define_syslog_variables,posix_uname,posix_getpwuid,apache_child_terminate,posix_kill,posix_mkfifo,posix_setpgid,posix_setsid,posix_setuid,escapeshellarg,posix_uname,ftp_exec,ftp_connect,ftp_login,ftp_get,ftp_put,ftp_nb_fput,ftp_raw,ftp_rawlist,ini_alter,ini_restore,inject_code,syslog,openlog,define_syslog_variables,apache_setenv,mysql_pconnect,eval,phpAds_XmlRpc,phpA ds_remoteInfo,phpAds_xmlrpcEncode,phpAds_xmlrpcDecode,xmlrpc_entity_decode,fp,fput,virtual,show_source,pclose,readfile,wget expose_php = off max_execution_time = 30 max_input_time = 60 memory_limit = 128M display_errors = Off post_max_size = 2M allow_url_fopen = off default_socket_timeout = 60 APC settings: [APC] apc.enabled = 1 apc.shm_segments = 1 apc.shm_size = 64M apc.optimization = 0 apc.num_files_hint = 4096 apc.ttl = 60 apc.user_ttl = 7200 apc.gc_ttl = 0 apc.cache_by_default = 1 apc.filters = "" apc.mmap_file_mask = "/tmp/apc.XXXXXX" apc.slam_defense = 0 apc.file_update_protection = 2 apc.enable_cli = 0 apc.max_file_size = 10M apc.stat = 1 apc.write_lock = 1 apc.report_autofilter = 0 apc.include_once_override = 0 apc.localcache = 0 apc.localcache.size = 512 apc.coredump_unmap = 0 apc.stat_ctime = 0 /etc/php5/fpm/pool.d/www.conf user = www-data group = www-data listen = /var/run/php5-fpm.sock listen.owner = www-data listen.group = www-data listen.mode = 0666 pm = ondemand pm.max_children = 5 pm.process_idle_timeout = 3s; pm.max_requests = 50 I also started to get 404 errors in front page if i use W3 Total Cache's Page Cache (Disk Enhanced). It worked fine untill somedays ago, and then, out of nowhere, it started to happen. Tonight i will disable my mobile plugin and activate only W3 Total Cache to see if it's a conflict with them... And to finish all this, i have been getting this error: PHP Warning: apc_store(): Unable to allocate memory for pool. in /var/www/wp-content/plugins/w3-total-cache/lib/W3/Cache/Apc.php on line 41 I already modifed my APC settings, but no sucess. So... could anyone help me with those issuees, please? Ooohh... if it helps, i instaled PHP like this: sudo apt-get install php5-fpm php5-suhosin php-apc php5-gd php5-imagick php5-curl And Nginx from the official PPA. Sorry for my bad english and thanks for your time people! (:

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