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  • When to call glEnable(GL_FRAMEBUFFER_SRGB)?

    - by Steven Lu
    I have a rendering system where I draw to an FBO with a multisampled renderbuffer, then blit it to another FBO with a texture in order to resolve the samples in order to read off the texture to perform post-processing shading while drawing to the backbuffer (FBO index 0). Now I'd like to get some correct sRGB output... The problem is the behavior of the program is rather inconsistent between when I run it on OS X and Windows and this also changes depending on the machine: On Windows with the Intel HD 3000 it will not apply the sRGB nonlinearity but on my other machine with a Nvidia GTX 670 it does. On the Intel HD 3000 in OS X it will also apply it. So this probably means that I'm not setting my GL_FRAMEBUFFER_SRGB enable state at the right points in the program. However I can't seem to find any tutorials that actually tell me when I ought to enable it, they only ever mention that it's dead easy and comes at no performance cost. I am currently not loading in any textures so I haven't had a need to deal with linearizing their colors yet. To force the program to not simply spit back out the linear color values, what I have tried is simply comment out my glDisable(GL_FRAMEBUFFER_SRGB) line, which effectively means this setting is enabled for the entire pipeline, and I actually redundantly force it back on every frame. I don't know if this is correct or not. It certainly does apply a nonlinearization to the colors but I can't tell if this is getting applied twice (which would be bad). It could apply the gamma as I render to my first FBO. It could do it when I blit the first FBO to the second FBO. Why not? I've gone so far as to take screen shots of my final frame and compare raw pixel color values to the colors I set them to in the program: I set the input color to RGB(1,2,3) and the output is RGB(13,22,28). That seems like quite a lot of color compression at the low end and leads me to question if the gamma is getting applied multiple times. I have just now gone through the sRGB equation and I can verify that the conversion seems to be only applied once as linear 1/255, 2/255, and 3/255 do indeed map to sRGB 13/255, 22/255, and 28/255 using the equation 1.055*C^(1/2.4)+0.055. Given that the expansion is so large for these low color values it really should be obvious if the sRGB color transform is getting applied more than once. So, I still haven't determined what the right thing to do is. does glEnable(GL_FRAMEBUFFER_SRGB) only apply to the final framebuffer values, in which case I can just set this during my GL init routine and forget about it hereafter?

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  • css coding on Myspace - Problem

    - by Frederik Wessberg
    Hey Folks. I've read what I could, and I'm certainly no master, but I'm fixing up a colleagues profile on myspace.com, and im working with 2 divs in each side of the screen, and I want them to align so that they are next to each other. I've tried float: left; and float: right;, and I've tried margin: right; on div 1 and such. Could you help? Here's the site: http://www.myspace.com/jonasjohansen This is info for div1: <div class="textBox" align="left" style="width: 290px; word-wrap:break-word"> <span class="orangetext15"> BANDS </span> <b>MOVE</b><br /> Fredrik ....balbalbalbla </div> <style> .textBox { position: relative; left:-320px; top:0px; width: 290px; height: 350px; overflow-y: visible; overflow-x: visible; top: YYYpx; z-index: 3; background-color: transparent; border:none; } </style> This is info for div2: <style>.i {display:none;}{!-eliminate bio header!-}table table td.text table td.text {display:none;}{!-recover in shows and friends-!}table table td.text div table td.text,table table td.text table.friendSpace td.text {display:inline;}{! move up our custom section. You may change px value !}div.myDivR {position:relative; top:0px; margin-bottom:-300px; }{! you can apply style to the custom div !}div.myDivR {background-color:white; border:2px solid; border-color:darkgreen; float: right;}</style></td></tr></table></td></tr></table><span class="off">Re-Open Bio Table give it our own Class </span><table class="myBio" style="width:435px;"><tr><i class="i"></i><td class="myBioHead" valign="center" align="left" width="auto" bgcolor="ffcc99" height="17"> &nbsp;&nbsp;<span class="orangetext15"> ABOUT JONAS JOHANSEN</span> </td></tr><tr><td><table class="myBioI"><tr><td><span class="off"></span> blalbalbalbalbla <span class="off">END Bio Content </span>

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  • I want to get the value from one class (SearchTableViewController.m) to another class (HistoryTableV

    - by ahmet732
    #import <UIKit/UIKit.h> @class SearchDetailViewController; @interface SearchTableViewController : UITableViewController <UISearchBarDelegate, UITableViewDelegate, UITableViewDataSource>{ IBOutlet UITableView *myTableView; NSMutableArray *tableData;//will be storing data that will be displayed in table. //Search array den buna aktarma yapcaz ilerde görceksin. NSMutableArray *searchedData;//will be storing data matching with the search string UISearchBar *sBar;//search bar NSMutableArray *searchArray; // It holds the medicines that are shown in tableview SearchDetailViewController * searchDetailViewController; NSMutableArray *deneme; } @property(nonatomic,retain)UISearchBar *sBar; @property(nonatomic,retain)IBOutlet UITableView *myTableView; @property(nonatomic,retain)NSMutableArray *tableData; @property(nonatomic,retain)NSMutableArray *searchedData; @property (nonatomic, retain) NSMutableArray *searchArray; @property (nonatomic, retain) SearchDetailViewController *searchDetailViewController; @property (nonatomic, copy) NSMutableArray *deneme; @end SearchTableViewController.m - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here. Create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; // [self.navigationController pushViewController:anotherViewController]; // [anotherViewController release]; **deneme= [[NSMutableArray alloc]init]; deneme=[tableData objectAtIndex:indexPath.row];** ****NSLog(@"my row = %@", deneme);**// I holded one of the selected cells here** HistoryTableViewController.m - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here. Create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; // [self.navigationController pushViewController:anotherViewController]; // [anotherViewController release]; **SearchTableViewController *obj= [[SearchTableViewController alloc]init];** **NSLog(@"my 2nd row= %@", [obj deneme]); //it prints nil** } My project is TabBar. There are two buttons on it- Search and History. I want to display selected items in a table in History tab. But i can not bring the selected item from SearchTableViewController.m to the class (HistoryTableViewController.m) The problem is : I can hold one of the selected items in an array (named deneme)from table in SearchTableViewController.m but i can not take it to HistoryTableViewController.m. It prints nil in console screen.... If I can make it visible in History class, I display those selected items on table. Please help me !!!

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  • Java How to get exact tile location in random tile engine

    - by SYNYST3R1
    I am using the slick2d library. I want to know how to get the exact tile location so when I click on a tile it only changes that tile and not every tile on the screen. My tile generation class public Image[] tiles = new Image[3]; public int width, height; public int[][] index; public Image grass, dirt, selection; boolean selected; int mouseX, mouseY; public void init() throws SlickException { grass = new Image("assets/tiles/grass.png"); dirt = new Image("assets/tiles/dirt.png"); selection = new Image("assets/tiles/selection.png"); tiles[0] = grass; tiles[1] = dirt; width = 50; height = 50; index = new int[width][height]; Random rand = new Random(); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { index[x][y] = rand.nextInt(2); } } } public void update(GameContainer gc) { Input input = gc.getInput(); mouseX = input.getMouseX(); mouseY = input.getMouseY(); if(input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) { selected = true; } else{ selected = false; } } public void render() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { tiles[index[x][y]].draw(x * 64, y *64); if(IsMouseInsideTile(x, y)) selection.draw(x * 64, y * 64); } } } public boolean IsMouseInsideTile(int x, int y) { return (mouseX >= x * 64 && mouseX <= (x + 1) * 64 && mouseY >= y * 64 && mouseY <= (y + 1) * 64); } I have tried a couple different ways to change the tile I am clicking on, but I don't understand how to do it.

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  • Rails Tutorial Chapter 4 2nd Ed. Title Helper not being called with out argument.

    - by SuddenlyAwakened
    I am running through the Rails Tutorial by Michael Hartl (Screen Cast). Ran into the and issue in chapter 4 on the title helper. I have been putting my own twist on the code as I go to make sure I understand it all. However on this one I it is very similar and I am not quite sure why it is acting the way it is. Here is the code: Application.html.erb <!DOCTYPE html> <html> <head> <%- Rails.logger.info("Testing: #{yield(:title)}") %> <title><%= full_title(yield(:title)) %></title> <%= stylesheet_link_tag "application", :media => "all" %> <%= javascript_include_tag "application" %> <%= csrf_meta_tags %> </head> <body> <%= yield %> </body> </html> Application_helper.rb module ApplicationHelper def full_title(page_title) full_title = "Ruby on Rails Tutorial App" full_title += " | #{page_title}" unless page_title.blank? end end Home.html.erb <h1><%= t(:sample_app) %></h1> <p> This is the home page for the <a href="http://railstutorial.org/">Ruby on Rails Tutorial</a> sample application </p> about.html.erb <% provide(:title, t(:about_us)) %> <h1><%= t(:about_us) %></h1> <p> The <a href="http://railstutorial.org/">Ruby on Rails Tutorial</a> is a project to make a book and screencast to teach web development with <a href="http://railstutorial.org/">Ruby on Rails</a>. This is the sample application for the tutorial. </p> What Happens: The code works fine when I set the provide method like on the about page. However when I do not it does not seem to even call the helper. I am assuming that because no title is passed back. Any ideas on what I am doing wrong? Thank you all for your help.

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  • .Net Remote Log Querying

    - by jlafay
    I have a Win Service that I'm working on that consists of the service, WF Service (using WorkflowServiceHost), a Workflow (WorkflowApplication) that queries/processes data from a SQL Server DB, and a Comm Marshall class that handles data flow between the service and the WF. The WF does a lot of heavy data processing and the original app (early VB6) logged all the processing and displayed the results on the screen of the host machine. Critical events will be committed to eventlog because I strongly believe that should be common practice because admins naturally will look there and because it already has support for remote viewing. The workflow will also need to write logging events as it processes and iterates according to our business logic. Such as: records queried, records returned, processed records, etc. The data is very critical and we need to log actions as they occur. The logs are currently kept as text files on disk and I think that is ok. Ideally I would like to record log events in XML so it's easier to query and because it is less costly than a DB, especially since our DB servers do a lot of heavy processing anyways. Since we are replacing essentially a VB6 application with a robust windows service (taking advantage of WF 4.0), it has been requested that a remote client also be created. It receives callbacks from the service after subscribing to it and being added to a collection of subscribers. Basic statistics and summaries are updated client side after receiving basic monitoring data of what is going on with the service. We would like to also provide a way to provide details when we need to examine what is going on further because this is a long running data processing service and issues need to be addressed immediately. What is the best way to implement some type of query from the client that is sent to the service and returned to the client? Would it be efficient to implement another method to expose on the service and then have that pass that off to some querying class/object to examine the XML files by whichever specification and then return it to the client? That's the main concern. I don't want the service to processing to bottleneck much while this occurs. It seems that WF already auto-magically threads well for the most part but I want to make sure this is the right way to go about it. Any suggestions/recommendations on how to architect and implement a small log querying framework for a remote service would be awesome.

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  • Using Core Data Concurrently and Reliably

    - by John Topley
    I'm building my first iOS app, which in theory should be pretty straightforward but I'm having difficulty making it sufficiently bulletproof for me to feel confident submitting it to the App Store. Briefly, the main screen has a table view, upon selecting a row it segues to another table view that displays information relevant for the selected row in a master-detail fashion. The underlying data is retrieved as JSON data from a web service once a day and then cached in a Core Data store. The data previous to that day is deleted to stop the SQLite database file from growing indefinitely. All data persistence operations are performed using Core Data, with an NSFetchedResultsController underpinning the detail table view. The problem I am seeing is that if you switch quickly between the master and detail screens several times whilst fresh data is being retrieved, parsed and saved, the app freezes or crashes completely. There seems to be some sort of race condition, maybe due to Core Data importing data in the background whilst the main thread is trying to perform a fetch, but I'm speculating. I've had trouble capturing any meaningful crash information, usually it's a SIGSEGV deep in the Core Data stack. The table below shows the actual order of events that happen when the detail table view controller is loaded: Main Thread Background Thread viewDidLoad Get JSON data (using AFNetworking) Create child NSManagedObjectContext (MOC) Parse JSON data Insert managed objects in child MOC Save child MOC Post import completion notification Receive import completion notification Save parent MOC Perform fetch and reload table view Delete old managed objects in child MOC Save child MOC Post deletion completion notification Receive deletion completion notification Save parent MOC Once the AFNetworking completion block is triggered when the JSON data has arrived, a nested NSManagedObjectContext is created and passed to an "importer" object that parses the JSON data and saves the objects to the Core Data store. The importer executes using the new performBlock method introduced in iOS 5: NSManagedObjectContext *child = [[NSManagedObjectContext alloc] initWithConcurrencyType:NSPrivateQueueConcurrencyType]; [child setParentContext:self.managedObjectContext]; [child performBlock:^{ // Create importer instance, passing it the child MOC... }]; The importer object observes its own MOC's NSManagedObjectContextDidSaveNotification and then posts its own notification which is observed by the detail table view controller. When this notification is posted the table view controller performs a save on its own (parent) MOC. I use the same basic pattern with a "deleter" object for deleting the old data after the new data for the day has been imported. This occurs asynchronously after the new data has been fetched by the fetched results controller and the detail table view has been reloaded. One thing I am not doing is observing any merge notifications or locking any of the managed object contexts or the persistent store coordinator. Is this something I should be doing? I'm a bit unsure how to architect this all correctly so would appreciate any advice.

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  • C++ - Breaking code implementation into different parts

    - by Kotti
    Hi! The question plot (a bit abstract, but answering this question will help me in my real app): So, I have some abstract superclass for objects that can be rendered on the screen. Let's call it IRenderable. struct IRenderable { // (...) virtual void Render(RenderingInterface& ri) = 0; virtual ~IRenderable() { } }; And suppose I also have some other objects that derive from IRenderable, e.g. Cat and Dog. So far so good. I add some Cat and Dog specific methods, like SeekForWhiskas(...) and Bark(...). After that I add specific Render(...) method for them, so my code looks this way: class Cat : public IRenderable { public: void SeekForWhiskas(...) { // Implementation could be here or moved // to a source file (depends on me wanting // to inline it or not) } virtual void Render(...) { // Here comes the rendering routine, that // is specific for cats SomehowDrawAppropriateCat(...); } }; class Dog : public IRenderable { public: void Bark(...) { // Same as for 'SeekForWhiskas(...)' } virtual void Render(...) { // Here comes the rendering routine, that // is specific for dogs DrawMadDog(...); } }; And then somewhere else I can do drawing the way that an appropriate rendering routine is called: IRenderable* dog = new Dog(); dog->Render(...); My question is about logical wrapping of such kind of code. I want to break apart the code, that corresponds to rendering of the current object and it's own methods (Render and Bark in this example), so that my class implementation doesn't turn into a mess (imagine that I have 10 methods like Bark and of course my Render method doesn't fit in their company and would be hard to find). Two ways of making what I want to (as far as I know) are: Making appropriate routines that look like RenderCat(Cat& cat, RenderInterface* ri), joining them to render namespace and then the functions inside a class would look like virtual void Render(...) { RenderCat(*this, ...); }, but this is plain stupid, because I'll lose access to Cat's private members and friending these functions looks like a total design disaster. Using visitor pattern, but this would also mean I have to rebuild my app's design and looks like an inadequate way to make my code complicated from the very beginning. Any brilliant ideas? :)

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  • JButton Image Ignoring GridBagConstraints

    - by daemor
    I am working on an application and have a screen that needs to have elements (namely some custom JButtons) appear and disappear based on a user selection. However for some reason, when I add these buttons to their pane, the buttton image goes to the top corner, and leaves the text in the center, completely ignoring GridBagConstraints. I am completely stumped on this one as I have done this same exact thing dozens of times earlier in the program without any issues. Here is an image of the problem: The problem is in this method here, and occurs down towards the bottom. public void init(){ contentPane.removeAll(); // Setup jlabels JLabel countyLabel = new JLabel("County"); countyLabel.setFont(new Font("Times New Roman", Font.PLAIN, 18)); JLabel measureByLabel = new JLabel("Measure By: "); measureByLabel.setFont(new Font("Times New Roman", Font.PLAIN, 18)); String[] countyChoices = {"Washtenaw", "Oakland", "Livingston"}; // setup components JComboBox<String> countyCombo = new JComboBox<String>(countyChoices); // place baseComponents c.weightx = 0.5; c.weighty = 0.5; c.gridx = 0; c.gridy = 0; c.anchor = GridBagConstraints.NORTH; contentPane.add(countyLabel, c); c.gridx = 2; contentPane.add(countyCombo, c); c.gridy = 1; c.gridx = 0; contentPane.add(trenchButton, c); c.gridx = 2; contentPane.add(bedButton, c); c.gridy = 2; c.gridx = 1; contentPane.add(systemSelection, c); c.gridy = 3; c.gridx = 0; contentPane.add(lengthButton, c); c.fill = GridBagConstraints.BOTH; c.gridwidth = 4; c.gridy = 4; c.gridx = 0; contentPane.add(choicePane, c); GridBagConstraints con = new GridBagConstraints(); con.weightx = 0.5; con.weighty = 0.5; con.gridx = 0; con.gridy = 0; choicePane.add(lengthButton, c); // revalidate and repaint choicePane.revalidate(); choicePane.repaint(); contentPane.revalidate(); contentPane.repaint(); } I have tried doing this in separate methods, the button looks fine when added to the contentPane, the pane is for sure set to gridbagconstraints as I used the expression JPanel choicePane = new JPanel(new GridBagLayout()) to initialize it.

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  • Why can't I put a jquery-ui progressbar inside a div with fixed position?

    - by Matthew
    I started the source from this progressbar example, and it works fine. My only change was to set the width of the progressbar to "20%". <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="progressbar"></div> </body> </html> I then put the progressbar inside another div, and used css to fix that div in the upper-right-hand corner. <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <style type="text/css"> #testContainer { position : fixed; top : 6; right : 6; } </style> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="testContainer"> <div id="progressbar"></div> </div> </body> </html> The progressbar becomes a slim vertical line on the left side of the screen. What am I doing wrong? I'm new to web development in general, and jquery in particular, so please forgive me if this is a stupid question.

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  • Javascript - Canvas image never appears on first function run

    - by Matt
    I'm getting a bit of a weird issue, the image never shows the first time you run the game in your browser, after that you see it every time. If you close your browser and re open it and run the game again, the same issue occurs - you don't see the image the first time you run it. Here's the issue in action, just hit a wall and there's no image the first time on the end game screen. Any help would be appreciated. Regards, Matt function showGameOver() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "black"; ctx.font = "16px sans-serif"; ctx.fillText("Game Over!", ((canvas.width / 2) - (ctx.measureText("Game Over!").width / 2)), 50); ctx.font = "12px sans-serif"; ctx.fillText("Your Score Was: " + score, ((canvas.width / 2) - (ctx.measureText("Your Score Was: " + score).width / 2)), 70); myimage = new Image(); myimage.src = "xcLDp.gif"; var size = [119, 26], //set up size coord = [443, 200]; ctx.font = "12px sans-serif"; ctx.fillText("Restart", ((canvas.width / 2) - (ctx.measureText("Restart").width / 2)), 197); ctx.drawImage( //draw it on canvas myimage, coord[0], coord[1], size[0], size[1] ); $("canvas").click(function(e) { //when click.. if ( testIfOver(this, e, size, coord) ) { startGame(); //reload } }); $("canvas").mousemove(function(e) { //when mouse moving if ( testIfOver(this, e, size, coord) ) { $(this).css("cursor", "pointer"); //change the cursor } else { $(this).css("cursor", "default"); //change it back } }); function testIfOver(ele,ev,size,coord){ if ( ev.pageX > coord[0] + ele.offsetLeft && ev.pageX < coord[0] + size[0] + ele.offsetLeft && ev.pageY > coord[1] + ele.offsetTop && ev.pageY < coord[1] + size[1] + ele.offsetTop ) { return true; } return false; } }

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  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

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  • c++ i need help with this program. everytime i try to run it, i got a problem

    - by FOXMULDERIZE
    1-the program must read numeric data from a file. 2-only one line per number 3-half way between those numbers is a negative number. 4-the program must sum those who are above the negative number in a acumulator an those below the negative number in another acumulator. 5-the black screen shall print both results and determined who is grater or equal. include include using namespace std; void showvalues(int,int,int[]); void showvalues2(int,int); void sumtotal(int,int); int main() { int total1=0; int total2=0; const int SIZE_A= 9; int arreglo[SIZE_A]; int suma,total,a,b,c,d,e,f; ifstream archivo_de_entrada; archivo_de_entrada.open("numeros.txt"); //lee/// for(int count =0 ;count < SIZE_A;count++) archivo_de_entrada>>arreglo[count] ; archivo_de_entrada.close(); showvalues(0,3,arreglo); showvalues2(5,8); sumtotal(total1,total2); system("pause"); return 0; } void showvalues(int a,int b,int arreglos) { int total1=0; //muestra//////////////////////// cout<< "los num son "; for(int count = a ;count <= b;count++) total1 += arreglos[count]; cout < } void showvalues2(int c,int d) { ////////////////////////////// int total2=0; cout<< "los num 2 son "; for(count =5 ;count <=8;count++) total2 = total2 + arreglo[count]; cout < void sumtotal(int e,int f) { ///////////////////////////////// cout<<"la suma de t1 y t2 es "; total= total1 + total2; cout< }

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  • Weirdest occurrence ever, UIButton @selector detecting right button, doing wrong 'else_if'?

    - by Scott
    So I dynamically create 3 UIButtons (for now), with this loop: NSMutableArray *sites = [[NSMutableArray alloc] init]; NSString *one = @"Constution Center"; NSString *two = @"Franklin Court"; NSString *three = @"Presidents House"; [sites addObject: one]; [one release]; [sites addObject: two]; [two release]; [sites addObject: three]; [three release]; NSString *element; int j = 0; for (element in sites) { UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; //setframe (where on screen) //separation is 15px past the width (45-30) button.frame = CGRectMake(a, b + (j*45), c, d); [button setTitle:element forState:UIControlStateNormal]; button.backgroundColor = [SiteOneController myColor1]; [button addTarget:self action:@selector(showCCView:) forControlEvents:UIControlEventTouchUpInside]; [button setTag:j]; [self.view addSubview: button]; j++; } The @Selector method is here: - (void) showCCView:(id) sender { UIButton *button = (UIButton *)sender; int whichButton = button.tag; NSString* myNewString = [NSString stringWithFormat:@"%d", whichButton]; self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; self.view.backgroundColor = [UIColor whiteColor]; UINavigationBar *cc = [SiteOneController myNavBar1:@"Constitution Center Content"]; UINavigationBar *fc = [SiteOneController myNavBar1:@"Franklin Court Content"]; UINavigationBar *ph = [SiteOneController myNavBar1:@"Presidents House Content"]; if (whichButton = 0) { NSLog(myNewString); [self.view addSubview:cc]; } else if (whichButton = 1) { NSLog(myNewString); [self.view addSubview:fc]; } else if (whichButton = 2) { NSLog(myNewString); [self.view addSubview:ph]; } } Now, it is printing the correct button tag to NSLog, as shown in the method, however EVERY SINGLE BUTTON is displaying a navigation bar with "Franklin Court" as the title, EVERY SINGLE ONE, even though when I click button 0, it says "Button 0 clicked" in the console, but still performs the else if (whichButton = 1) code. Am I missing something here?

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  • Why does VerticalScrollBarVisibility not work in a style in Silverlight?

    - by Edward Tanguay
    VerticalScrollBarVisibility works when I define it inline like this: <UserControl x:Class="TestScrollBar.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"> <UserControl.Resources> <Style TargetType="TextBox" x:Key="EditListContainerContentMultiLineTwoColumn"> <Setter Property="AcceptsReturn" Value="True"/> <Setter Property="Width" Value="400"/> <Setter Property="Height" Value="300"/> <Setter Property="IsReadOnly" Value="False"/> <Setter Property="Margin" Value="0 0 0 20"/> <Setter Property="HorizontalAlignment" Value="Left"/> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </UserControl.Resources> <Grid x:Name="LayoutRoot" Background="White" Margin="10"> <StackPanel HorizontalAlignment="Left"> <TextBox Text="this is a test" Style="{StaticResource EditListContainerContentMultiLineTwoColumn}" VerticalScrollBarVisibility="Auto" /> </StackPanel> </Grid> </UserControl> But when I put VerticalScrollBarVisibility in a style, it shows me a blank screen: <UserControl x:Class="TestScrollBar.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"> <UserControl.Resources> <Style TargetType="TextBox" x:Key="EditListContainerContentMultiLineTwoColumn"> <Setter Property="VerticalScrollBarVisibility" Value="Auto"/> <Setter Property="AcceptsReturn" Value="True"/> <Setter Property="Width" Value="400"/> <Setter Property="Height" Value="300"/> <Setter Property="IsReadOnly" Value="False"/> <Setter Property="Margin" Value="0 0 0 20"/> <Setter Property="HorizontalAlignment" Value="Left"/> <Setter Property="TextWrapping" Value="Wrap" /> </Style> </UserControl.Resources> <Grid x:Name="LayoutRoot" Background="White" Margin="10"> <StackPanel HorizontalAlignment="Left"> <TextBox Text="this is a test" Style="{StaticResource EditListContainerContentMultiLineTwoColumn}" /> </StackPanel> </Grid> </UserControl> In WPF it works works fine. How can I get VerticalScrollBarVisibility to work in a style?

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  • due at midnight - program compiles but has logic error(s)

    - by Leslie Laraia
    not sure why this program isn't working. it compiles, but doesn't provide the expected output. the input file is basically just this: Smith 80000 Jones 100000 Scott 75000 Washington 110000 Duffy 125000 Jacobs 67000 Here is the program: import java.io.File; import java.io.FileNotFoundException; import java.util.Scanner; /** * * @author Leslie */ public class Election { /** * @param args the command line arguments */ public static void main(String[] args) throws FileNotFoundException { // TODO code application logic here File inputFile = new File("C:\\Users\\Leslie\\Desktop\\votes.txt"); Scanner in = new Scanner(inputFile); int x = 0; String line = ""; Scanner lineScanner = new Scanner(line); line = in.nextLine(); while (in.hasNextLine()) { line = in.nextLine(); x++; } String[] senatorName = new String[x]; int[] votenumber = new int[x]; double[] votepercent = new double[x]; System.out.printf("%44s", "Election Results for State Senator"); System.out.println(); System.out.printf("%-22s", "Candidate"); //Prints the column headings to the screen System.out.printf("%22s", "Votes Received"); System.out.printf("%22s", "%of Total Votes"); int i; for(i=0; i<x; i++) { while(in.hasNextLine()) { line = in.nextLine(); String candidateName = lineScanner.next(); String candidate = candidateName.trim(); senatorName[i] = candidate; int votevalue = lineScanner.nextInt(); votenumber[i] = votevalue; } } votepercent = percentages(votenumber, x); for (i = 0; i < x; i++) { System.out.println(); System.out.printf("%-22s", senatorName[i]); System.out.printf("%22d", votenumber[i]); System.out.printf("%22.2f", votepercent[i]); System.out.println(); } } public static double [] percentages(int[] votenumber, int z) { double [] percentage = new double [z]; double total = 0; for (double element : votenumber) { total = total + element; } for(int i=0; i < votenumber.length; i++) { int y = votenumber[i]; percentage[i] = (y/total) * 100; } return percentage; } }

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  • How to properly preload images, js and css files?

    - by Kenny Bones
    Hi, I'm creating a website from scratch and I was really into this in the late 90's but the web has changed alot since then! And I'm more of a designer so when I started putting this site together, I basically did a system of php includes to make the site more "dynamic" When you first visit the site, you'll be presented to a logon screen, if you're not already logged on (cookies). If you're not logged on, a page called access.php is introdused. I thought I'd preload the most heavy images at this point. So that when the user is done logging on, the images are already cached. And this is working as I want. But I still notice that the biggest image still isn't rendered immediatly anyway. So it's seems kinda pointless. All of this has made me rethink how the site is structured and how scripts and css files are loaded. Using FireBug and YSlow with Firefox I see a few pointers like expires headers and reducing the size of each script. But is this really the culprit? For example, would this be really really stupid in the main index.php? The entire site is basically structured like this <?php require("dbconnect.php"); ?> <?php include ("head.php"); ?> And below this is basically just the body and the content of the site. Head.php however consists of the doctype, head portions, linking of two css style sheets, jQuery library, jQuery validation engine, Cufon and Cufon font file, and then the small Cufon.Replace snippet. The rest of the body comes with the index.php file, but at the bottom of this again is an include of a file called "footer.php" which basically consists of loading of a couple of jsLoader scripts and a slidepanel and then a js function. All of this makes the end page source look like a typical complete webpage, but I'm wondering if any of you can see immediatly that "this is really really stupid" and "don't do that, do this instead" etc. :) Are includes a bad way to go? This site is also pretty image intensive and I can probably do a little more optimization. But I don't think that's its the primary culprit. YSlow gives me a report of what takes up the most space: doc(1) - 5.8K js(5) - 198.7K css(2) - 5.6K cssimage(8) - 634.7K image(6) - 110.8K I know it looks like it's cssimage(8) that weighs the most, but I've already preloaded these images from before and it doesn't really affect the rendering.

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  • iPhone: Create a single UIView from multiple clicks

    - by Cuzog
    I'm making a partial overlay modal in my app with the code from “Semi-Modal (Transparent) Dialogs on the iPhone” at ramin.firoozye.com. In doing so, the button that calls the modal is still visible and clickable. I will hide this button when the modal spawns, but I want to be sure if the user clicks very quickly twice, a new modal doesn't come up for each click. What is the best way to check that the modal doesn't already exist when calling it from the button click? You can download the test project here. For those that don't have xcode, the relevant functions are below: I call forth the modal on button click with this: - (IBAction)displayModal:(id)sender { ModalViewController *modalController = [[ModalViewController alloc] initWithNibName:@"ModalViewController" bundle:nil]; modalController.view.frame = CGRectOffset(modalController.view.frame, 0, 230); [self showModal:modalController.view]; } Then use this function to animate the custom modal over the current view: - (void)showModal:(UIView*) modalView { UIWindow* mainWindow = (((TestAppDelegate*) [UIApplication sharedApplication].delegate).window); CGPoint middleCenter = modalView.center; CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); modalView.center = offScreenCenter; // we start off-screen [mainWindow addSubview:modalView]; // Show it with a transition effect [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; // animation duration in seconds modalView.center = middleCenter; [UIView commitAnimations]; } Then I dismiss the modal on button click with this: - (IBAction)dismissModal:(id)sender { [self hideModal:self.view]; } And then use these functions to animate the modal offscreen and clean itself up: - (void)hideModal:(UIView*) modalView { CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); [UIView beginAnimations:nil context:modalView]; [UIView setAnimationDuration:0.7]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(hideModalEnded:finished:context:)]; modalView.center = offScreenCenter; [UIView commitAnimations]; } - (void)hideModalEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { UIView* modalView = (UIView *)context; [modalView removeFromSuperview]; [self release]; } Any help is greatly appreciated!

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  • using AsyncTask class for parallel operationand displaying a progress bar

    - by Kumar
    I am displaying a progress bar using Async task class and simulatneously in parallel operation , i want to retrieve a string array from a function of another class that takes some time to return the string array. The problem is that when i place the function call in doing backgroung function of AsyncTask class , it gives an error in Doing Background and gives the message as cant change the UI in doing Background .. Therefore , i placed the function call in post Execute method of Asynctask class . It doesnot give an error but after the progress bar has reached 100% , then the screen goes black and takes some time to start the new activity. How can i display the progress bar and make the function call simultaneously.??plz help , m in distress here is the code package com.integrated.mpr; import android.app.Activity; import android.app.ProgressDialog; import android.content.Intent; import android.os.AsyncTask; import android.os.Bundle; import android.os.Handler; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; public class Progess extends Activity implements OnClickListener{ static String[] display = new String[Choose.n]; Button bprogress; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.progress); bprogress = (Button) findViewById(R.id.bProgress); bprogress.setOnClickListener(this); } @Override public void onClick(View v) { // TODO Auto-generated method stub switch(v.getId()){ case R.id.bProgress: String x ="abc"; new loadSomeStuff().execute(x); break; } } public class loadSomeStuff extends AsyncTask<String , Integer , String>{ ProgressDialog dialog; protected void onPreExecute(){ dialog = new ProgressDialog(Progess.this); dialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); dialog.setMax(100); dialog.show(); } @Override protected String doInBackground(String... arg0) { // TODO Auto-generated method stub for(int i = 0 ;i<40;i++){ publishProgress(5); try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } dialog.dismiss(); String y ="abc"; return y; } protected void onProgressUpdate(Integer...progress){ dialog.incrementProgressBy(progress[0]); } protected void onPostExecute(String result){ display = new Logic().finaldata(); Intent openList = new Intent("com.integrated.mpr.SENSITIVELIST"); startActivity(openList); } } }

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  • Flash: How to preload upcoming SWF while current one plays

    - by pthesis
    I have a Flash slideshow that plays SWFs listed in an XML file. I would like to have the upcoming SWF load while the current one displays. I've tried all sorts of combinations of LoadMovie and LoadMovieNum, including creating an empty movie clip, but there's something I'm just not getting. Right now, after making the first round through all the files, it transitions smoothly from slide to slide, but I'd like for it to preload so that it transitions without the "Loading..." screen the first time around. It can be viewed here: slideshow Where should I put the LoadMovie line to load the next file (image[p+1]), and how should it look? function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = []; description = []; total = xmlNode.childNodes.length; for (i=0; i<total; i++) { image[i] = xmlNode.childNodes[i].childNodes[0].firstChild.nodeValue; description[i] = xmlNode.childNodes[i].childNodes[1].firstChild.nodeValue; } firstImage(); } else { content = "file not loaded!"; } } xmlData = new XML(); xmlData.ignoreWhite = true; xmlData.onLoad = loadXML; xmlData.load("xmlfile.xml"); ///////////////////////////////////// back_btn.onRelease = function () { backImage(); }; next_btn.onRelease = function () { nextImage(); }; p = 0; function nextImage() { if (p<(total-1)) { p++; trace(this); _root.mc_loadfile.loadMovie (image[p]); _root.movie_name.text = image[p]; next_btn._visible = true; back_btn._visible = true; if (getBytesLoaded() == getBytesTotal()) slideshow(); } else if (p == (total-1)) { p = 0; firstImage(); } } function backImage() { clearInterval(myInterval); if (p>0) { --p; _root.mc_loadfile.loadMovie (image[p]); _root.movie_name.text = image[p]; next_btn._visible = true; if (p != 0) { back_btn._visible = true; } else { back_btn._visible = false; } slideshow(); } } I'd appreciate any help.

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  • OpenGL, how to set a monocrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :) Thank's

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  • Basic drawing with Quartz 2D on iPhone

    - by wwrob
    My goal is to make a program that will draw points whenever the screen is touched. This is what I have so far: The header file: #import <UIKit/UIKit.h> @interface ElSimView : UIView { CGPoint firstTouch; CGPoint lastTouch; UIColor *pointColor; CGRect *points; int npoints; } @property CGPoint firstTouch; @property CGPoint lastTouch; @property (nonatomic, retain) UIColor *pointColor; @property CGRect *points; @property int npoints; @end The implementation file: //@synths etc. - (id)initWithFrame:(CGRect)frame { return self; } - (id)initWithCoder:(NSCoder *)coder { if(self = [super initWithCoder:coder]) { self.npoints = 0; } return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self]; lastTouch = [touch locationInView:self]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; points = (CGRect *)malloc(sizeof(CGRect) * ++npoints); points[npoints-1] = CGRectMake(lastTouch.x-15, lastTouch.y-15,30,30); [self setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; lastTouch = [touch locationInView:self]; [self setNeedsDisplay]; } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextSetFillColorWithColor(context, pointColor.CGColor); for(int i=0; i<npoints; i++) CGContextAddEllipseInRect(context, points[i]); CGContextDrawPath(context, kCGPathFillStroke); } - (void)dealloc { free(points); [super dealloc]; } @end When I load this and click some points, it draws the first points normally, then then next points are drawn along with random ellipses (not even circles). Also I have another question: When is exactly drawRect executed?

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  • Returning currently displayed index of an array Javascript...

    - by Jeff Kindred
    I have a simple array with x number of items. I am displaying them individually via a link click... I want to update a number that say 1 of 10. when the next one is displayed i want it to display 2 of 10 etc... I have looked all around and my brain is fried right now... I know its simple I just cant get it out. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <title>Page Title</title> <link rel="stylesheet" href="style.css" type="text/css" media="screen" charset="utf-8"/> <script type="text/javascript"> var quotations = new Array() quotations[0]= "1" quotations[1]= "2" quotations[2]= "3" quotations[3]= "4" quotations[4]= "5" quotations[5]= "6" quotations[6]= "7" numQuotes = quotations.length; curQuote = 1; function move( xflip ) { curQuote = curQuote + xflip; if (curQuote > numQuotes) { curQuote = 1 ; } if (curQuote == 0) { curQuote = numQuotes ; } document.getElementById('quotation').innerHTML=quotations[curQuote - 1]; } var curPage = //this is where the current index should go </script> </head> <body> <div id="quotation"> <script type="text/javascript">document.write(quotations[0]);</script> </div> <div> <p><a href="javascript();" onclick="move(-1)">GO back</a> <script type="text/javascript">document.write(curPage + " of " + numQuotes)</script> <a href="javascript();" onclick="move(1)">GO FORTH</a></p> </div> </body> </html>

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  • fancybox image sometimes renders outside box

    - by Colleen
    I have the following django template: <script type="text/javascript" src="{{ STATIC_URL }}js/ jquery.fancybox-1.3.4.pack.js"></script> <link rel="stylesheet" href="{{ STATIC_URL }}css/ jquery.fancybox-1.3.4.css" type="text/css" media="screen" /> {% include "submission-form.html" with section="photos" %} <div class="commentables"> {% load thumbnail %} {% for story in objects %} <div class="image {% if forloop.counter|add:"-1"| divisibleby:picsinrow %}left{% else %}{% if forloop.counter| divisibleby:picsinrow %}right{% else %}middle{% endif %}{% endif %}"> {% if story.image %} {% thumbnail story.image size crop="center" as full_im %} <a rel="gallery" href="{% url post slug=story.slug %}"> <img class="preview" {% if story.title %} alt="{{ story.title }}" {% endif %} src="{{ full_im.url }}" full- image="{% if story.image_url %}{{ story.image_url }}{% else %} {{ story.image.url }}{% endif %}"> </a> {% endthumbnail %} {% else %} {% if story.image_url %} {% thumbnail story.image_url size crop="center" as full_im %} <a rel="gallery" href="{% url post slug=story.slug %}"> <img class="preview" {% if story.title %} alt="{{ story.title }}" {% endif %} src="{{ full_im.url }}" full- image="{{ story.image_url }}"> </a> {% endthumbnail %} {% endif %} {% endif %} </div> {% endfor %} {% if rowid != "last" %} <br style="clear: both" /> {% endif %} {% if not no_more_button %} <p style="text-align: right;" class="more-results"><a href="{% url images school_slug tag_slug %}">more...</a></p> {% endif %} </div> <script> $(document).ready(function(){ function changeattr(e){ var f = $(e.clone()); $(f.children()[0]).attr('src', $(f.children() [0]).attr("full-image")); $(f.children()[0]).attr('height', '500px'); return f[0].outerHTML; } $('.image a').each(function(idx, elem) { var e = $(elem); e.fancybox({ title: $(e.children()[0]).attr('alt'), content: changeattr(e) }); }); }); </script> and I'm occasionally getting weird display errors where the box will either not render anything at all (so it will show up as just a thin white bar, basically) or it will render only about 30 px wide, and position itself halfway down the page. In both cases, if I inspect element, I can see the "shadow" of the full picture, at the right size, with the right url. Image source doesnt' seem to make a difference, I'm getting no errors, and this is happening in both chrome and firefox. Does anyone have any ideas?

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  • Errors in Layout Cant figure it out!!

    - by Wahid
    Please Help. I'm trying to create a menu that pops up if an android user clicks "menu" on his phone. and i want on the screen a button so when the user clicks it a sound starts playing for a second or two. && this error keeps popping up in my java class in the part where it says " public boolean onCreateTutorial(Menu menu) {" heres my code. package com.Tutorial; import com.Tutorial.R; import android.app.Activity; import android.os.Bundle; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.View; import android.view.View.OnClickListener; import android.widget.Button; import android.widget.Toast; public class Tutorial extends Activity { private SoundManager mSoundManager; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mSoundManager = new SoundManager(); mSoundManager.initSounds(getBaseContext()); mSoundManager.addSound(1, R.raw.sound); Button SoundButton = (Button)findViewById(R.id.Button); SoundButton.setOnClickListener(new OnClickListener() { public void onClick(View v) { mSoundManager.playSound(1); @Override public boolean onCreateTutorial(Menu menu) { MenuInflater inflater = getMenuInflater(); inflater.inflate(R.menu.menu, menu); return true; } } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case R.id.icon: Toast.makeText(this, "Rate this app on Android Market!", Toast.LENGTH_LONG).show(); break; case R.id.text: Toast.makeText(this, "Name: Wahid", Toast.LENGTH_LONG).show(); break; case R.id.icontext: Toast.makeText(this, "MeSoundFx Pro on the Android Market! (Coming Soon)", Toast.LENGTH_LONG).show(); break; } return true; } }); } }

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