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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Failing Screen Resize Method

    - by StrongJoshua
    So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer and then resize that buffer to the appropriate size when drawing it to the actual display. However, my method does not work, it just results in a black screen with the top right quarter of the screen white.Intermediary is the FBO, interMatrix is a Matrix4 object, and camera is an OrthographicCamera. @Override public void render() { // update actors currentStage.act(); //render to intermediary buffer batch.setProjectionMatrix(interMatrix); intermediary.begin(); batch.begin(); currentStage.draw(); batch.flush(); intermediary.end(); //resize to actual width and height Sprite s = new Sprite(intermediary.getColorBufferTexture()); s.flip(true, false); batch.setProjectionMatrix(camera.combined); batch.draw(s.getTexture(), 0, 0, width, height); batch.end(); } These are the constructors for the above mentioned objects (GAME_WIDTH and HEIGHT are the "optimal" settings, width and height are the actual sizes, which are the same when running on desktop). intermediary = new FrameBuffer(Format.RGBA8888, GAME_WIDTH, GAME_HEIGHT, false); interMatrix = new Matrix4(); camera = new OrthographicCamera(width, height); interMatrix.setToOrtho2D(0, 0, GAME_WIDTH, GAME_HEIGHT); Is there a better way of doing this or can is this a viable option and how do I fix what I have?

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

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  • Silverlight 4 Twitter Client &ndash; Part 5

    - by Max
    In this post, we will look at implementing the following in our twitter client - displaying the profile picture in the home page after logging in. So to accomplish this, we will need to do the following steps. 1) First of all, let us create another field in our Global variable static class to hold the profile image url. So just create a static string field in that. public static string profileImage { get; set; } 2) In the Login.xaml.cs file, before the line where we redirect to the Home page if the login was successful. Create another WebClient request to fetch details from this url - .xml">http://api.twitter.com/1/users/show/<TwitterUsername>.xml I am interested only in the “profile_image_url” node in this xml string returned. You can choose what ever field you need – the reference to the Twitter API Documentation is here. 3) This particular url does not require any authentication so no need of network credentials for this and also the useDefaultCredentials will be true. So this code would look like. WebRequest.RegisterPrefix("http://", System.Net.Browser.WebRequestCreator.ClientHttp); WebClient myService = new WebClient(); myService.AllowReadStreamBuffering = myService.UseDefaultCredentials = true; myService.DownloadStringCompleted += new DownloadStringCompletedEventHandler(TimelineRequestCompleted_User);) myService.DownloadStringAsync(new Uri("http://api.twitter.com/1/users/show/" + TwitterUsername.Text + ".xml")); 4) To parse the xml file returned by this and get the value of the “profile_image_url” node, the LINQ code will look something like XDocument xdoc; xdoc = XDocument.Parse(e.Result); var answer = (from status in xdoc.Descendants("user") select status.Element("profile_image_url").Value); GlobalVariable.profileImage = answer.First().ToString(); 5) After this, we can then redirect to Home page completing our login formalities. 6) In the home page, add a image tag and give it a name, something like <Image Name="image1" Stretch="Fill" Margin="29,29,0,0" Height="73" VerticalAlignment="Top" HorizontalAlignment="Left" Width="73" /> 7) In the OnNavigated to event in home page, we can set the image source url as below image1.Source = new BitmapImage(new Uri(GlobalVariable.profileImage, UriKind.Absolute)); Hope this helps. If you have any queries / suggestions, please feel free to comment below or contact me. Technorati Tags: Silverlight,LINQ,Twitter API,Twitter

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  • PHP/GD - Cropping and Resizing Images

    - by Alix Axel
    I've coded a function that crops an image to a given aspect ratio and finally then resizes it and outputs it as JPG: <?php function Image($image, $crop = null, $size = null) { $image = ImageCreateFromString(file_get_contents($image)); if (is_resource($image) === true) { $x = 0; $y = 0; $width = imagesx($image); $height = imagesy($image); /* CROP (Aspect Ratio) Section */ if (is_null($crop) === true) { $crop = array($width, $height); } else { $crop = array_filter(explode(':', $crop)); if (empty($crop) === true) { $crop = array($width, $height); } else { if ((empty($crop[0]) === true) || (is_numeric($crop[0]) === false)) { $crop[0] = $crop[1]; } else if ((empty($crop[1]) === true) || (is_numeric($crop[1]) === false)) { $crop[1] = $crop[0]; } } $ratio = array ( 0 => $width / $height, 1 => $crop[0] / $crop[1], ); if ($ratio[0] > $ratio[1]) { $width = $height * $ratio[1]; $x = (imagesx($image) - $width) / 2; } else if ($ratio[0] < $ratio[1]) { $height = $width / $ratio[1]; $y = (imagesy($image) - $height) / 2; } /* How can I skip (join) this operation with the one in the Resize Section? */ $result = ImageCreateTrueColor($width, $height); if (is_resource($result) === true) { ImageSaveAlpha($result, true); ImageAlphaBlending($result, false); ImageFill($result, 0, 0, ImageColorAllocateAlpha($result, 255, 255, 255, 127)); ImageCopyResampled($result, $image, 0, 0, $x, $y, $width, $height, $width, $height); $image = $result; } } /* Resize Section */ if (is_null($size) === true) { $size = array(imagesx($image), imagesy($image)); } else { $size = array_filter(explode('x', $size)); if (empty($size) === true) { $size = array(imagesx($image), imagesy($image)); } else { if ((empty($size[0]) === true) || (is_numeric($size[0]) === false)) { $size[0] = round($size[1] * imagesx($image) / imagesy($image)); } else if ((empty($size[1]) === true) || (is_numeric($size[1]) === false)) { $size[1] = round($size[0] * imagesy($image) / imagesx($image)); } } } $result = ImageCreateTrueColor($size[0], $size[1]); if (is_resource($result) === true) { ImageSaveAlpha($result, true); ImageAlphaBlending($result, true); ImageFill($result, 0, 0, ImageColorAllocate($result, 255, 255, 255)); ImageCopyResampled($result, $image, 0, 0, 0, 0, $size[0], $size[1], imagesx($image), imagesy($image)); header('Content-Type: image/jpeg'); ImageInterlace($result, true); ImageJPEG($result, null, 90); } } return false; } ?> The function works as expected but I'm creating a non-required GD image resource, how can I fix it? I've tried joining both calls but I must be doing some miscalculations. <?php /* Usage Examples */ Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '1:1', '600x'); Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '2:1', '600x'); Image('http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png', '2:', '250x300'); ?> Any help is greatly appreciated, thanks.

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  • Silverlight DataGrid not stretching to accommodate all items in data source?

    - by bplus
    I'm having problems getting a Silverlight DataGrid to stretch to accommodate all the items in it's dataSource. I've got a Grid that contains two DataGrids. I've tried setting height=Auto on the Grid and the DataGrids. I've tried setting HorizontalContentAlignment="Stretch" on the Grid and the DataGrids. The object tag has height="100%" I've set the Height="*" on the RowDefinitions for the Grid Any help would be very much appreciated! Here's the code listing: <UserControl x:Class="TimeSheet.SilverLight.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" xmlns:local="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Data" mc:Ignorable="d"> <Grid x:Name="LayoutRoot" Height="Auto" ShowGridLines="True" HorizontalAlignment="Stretch" > <Grid.RowDefinitions> <RowDefinition Height="*"/> <RowDefinition Height="*"/> <RowDefinition Height="*"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <local:DataGrid BorderThickness="5" HorizontalContentAlignment="Stretch" AutoGenerateColumns="False" VerticalAlignment="Top" x:Name="NonProjectGrid" Grid.Row="0"> <local:DataGrid.Columns> <local:DataGridTextColumn Header="Activity" Binding="{Binding TaskName}" /> <local:DataGridTextColumn Header="Monday" Binding="{Binding Monday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Tuesday" Binding="{Binding Tuesday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Wednesday" Binding="{Binding Wednesday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Thursday" Binding="{Binding Thursday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Friday" Binding="{Binding Friday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Saturday" Binding="{Binding Saturday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Sunday" Binding="{Binding Sunday, Mode=TwoWay}" /> </local:DataGrid.Columns> </local:DataGrid> <local:DataGrid BorderThickness="5" HorizontalContentAlignment="Stretch" AutoGenerateColumns="False" VerticalAlignment="Top" x:Name="ProjectGrid" Grid.Row="2"> <local:DataGrid.Columns> <local:DataGridTextColumn Header="Bug Number" Binding="{Binding BugNo}" /> <local:DataGridTextColumn Header="Activity" Binding="{Binding TaskName}" /> <local:DataGridTextColumn Header="Monday" Binding="{Binding Monday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Tuesday" Binding="{Binding Tuesday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Wednesday" Binding="{Binding Wednesday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Thursday" Binding="{Binding Thursday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Friday" Binding="{Binding Friday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Saturday" Binding="{Binding Saturday, Mode=TwoWay}" /> <local:DataGridTextColumn Header="Sunday" Binding="{Binding Sunday, Mode=TwoWay}" /> </local:DataGrid.Columns> </local:DataGrid> <Button Name="AddBugBtn" Width="125" Height="25" Content="Add From Bugzilla" Click="AddBug_Click" Grid.Row="3" HorizontalAlignment="Right"></Button> <Button Name="SaveBtn" Width="125" Height="25" Content="Save" Click="Save_Click" Grid.Row="3" HorizontalAlignment="Left"></Button> </Grid>

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  • FreeType2 Bitmap to System::Drawing::Bitmap.

    - by Dennis Roche
    Hi, I'm trying to convert a FreeType2 bitmap to a System::Drawing::Bitmap in C++/CLI. FT_Bitmap has a unsigned char* buffer that contains the data to write. I have got somewhat working save it disk as a *.tga, but when saving as *.bmp it renders incorrectly. I believe that the size of byte[] is incorrect and that my data is truncated. Any hints/tips/ideas on what is going on here would be greatly appreciated. Links to articles explaining byte layout and pixel formats etc. would be helpful. Thanks!! C++/CLI code. FT_Bitmap *bitmap = &face->glyph->bitmap; int width = (face->bitmap->metrics.width / 64); int height = (face->bitmap->metrics.height / 64); // must be aligned on a 32 bit boundary or 4 bytes int depth = 8; int stride = ((width * depth + 31) & ~31) >> 3; int bytes = (int)(stride * height); // as *.tga void *buffer = bytes ? malloc(bytes) : NULL; if (buffer) { memset(buffer, 0, bytes); for (int i = 0; i < glyph->rows; ++i) memcpy((char *)buffer + (i * width), glyph->buffer + (i * glyph->pitch), glyph->pitch); WriteTGA("Test.tga", buffer, width, height); } array<Byte>^ values = gcnew array<Byte>(bytes); Marshal::Copy((IntPtr)glyph->buffer, values, 0, bytes); // as *.bmp Bitmap^ systemBitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb); // create bitmap data, lock pixels to be written. BitmapData^ bitmapData = systemBitmap->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, bitmap->PixelFormat); Marshal::Copy(values, 0, bitmapData->Scan0, bytes); systemBitmap->UnlockBits(bitmapData); systemBitmap->Save("Test.bmp"); Reference, FT_Bitmap typedef struct FT_Bitmap_ { int rows; int width; int pitch; unsigned char* buffer; short num_grays; char pixel_mode; char palette_mode; void* palette; } FT_Bitmap; Reference, WriteTGA bool WriteTGA(const char *filename, void *pxl, uint16 width, uint16 height) { FILE *fp = NULL; fopen_s(&fp, filename, "wb"); if (fp) { TGAHeader header; memset(&header, 0, sizeof(TGAHeader)); header.imageType = 3; header.width = width; header.height = height; header.depth = 8; header.descriptor = 0x20; fwrite(&header, sizeof(header), 1, fp); fwrite(pxl, sizeof(uint8) * width * height, 1, fp); fclose(fp); return true; } return false; }

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  • JQuery/JavaScript confusion with Previous and Next buttons.

    - by Anders H
    I've got some inherited JQuery code that isn't working as I'd think and I'm just not even sure what to research or look up next. The Problem: I've got a few DIVs within the HTML: a container, a "frame" and the content. If the content is longer than the frame, it's cut off using overflow:hidden and a Next - button appears. The next button works correctly. However, there's also a previous button with similar code, but it does not work as expected and just displays whenever the next button does. Whenever either button is hidden, it will not reappear again when navigating back through the "pages". When the I may be overlooking something in the code, but here it is in full. The HTML: <div id="draggable" class="ui-widget-content"> <div id="draggable-title" class="cufon">about</div> <a id="draggable-close" href="javascript:void(0);"><div class="close-img icon"></div></a> <div class="clear"></div> <div id="draggable-frame"> <div id="draggable-content"> </div> </div> <a id="prevContent" href="javascript:void(0);">&laquo; previous</a><a id="nextContent" href="javascript:void(0);">next &raquo;</a> </div> The JavaScript: $(function() { $("#draggable").draggable(); }); $(document).ready(function(){ $("#draggable-frame").scrollTop(0); $("#prevContent").click(function(){ $("#draggable-content").fadeOut("medium"); setTimeout("showPrev()", 250); if($("#draggable-frame").scrollTop()+$("#draggable-frame").height() >= $("#draggable-content").height()) { $("#prevContent").hide(); } $("#draggable-content").fadeIn("medium"); }); $("#nextContent").click(function(){ $("#draggable-content").fadeOut("medium"); setTimeout("showNext()", 250); if($("#draggable-frame").scrollTop()+$("#draggable-frame").height() >= $("#draggable-content").height()) { $("#nextContent").hide(); } $("#draggable-content").fadeIn("medium"); }); $("#draggable-close").click(function(){ $("#draggable").fadeOut("medium"); }); $("#prevContent").hide(); $("#nextContent").hide(); showContent("about"); $(".opener").click(function(){ $("#draggable-frame").scrollTop(0); $("#draggable").fadeIn("medium"); showContent($(this).attr("title")); }); }); // function showPrev() { $("#draggable-frame").scrollTop($("#draggable-frame").scrollTop() - $("#draggable-frame").height()); } // function showNext() { $("#draggable-frame").scrollTop($("#draggable-frame").scrollTop() + $("#draggable-frame").height()); } function showContent(title) { $("#draggable-title").html(title); $("#draggable-content").html($("#"+title).html()); Cufon.replace('.cufon', { fontFamily: 'cav', hover: true }); $("#nextContent").hide(); $("#prevContent").hide(); if($("#draggable-content").height() > $("#draggable-frame").height()) { $("#nextContent").show(); } if($("#draggable-content").height() > $("#draggable-frame").height()) { $("#prevContent").show(); } } Even just point me in the right direction to research would be a big help right now. Thank you.

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  • UIPageControl bug: showing one bullet first and then showing everything

    - by user313551
    I have some strange behavior using a UIPageControl: First it appears showing only one bullet, then when I move the scroll view all the bullets appear correctly. Is there something I'm missing before I add it as a subview? Here is my code imageScrollView.h : @interface ImageScrollView : UIView <UIScrollViewDelegate> { NSMutableDictionary *photos; BOOL *pageControlIsChangingPage; UIPageControl *pageControl; } @property (nonatomic, copy) NSMutableDictionary *photos; @property (nonatomic, copy) UIPageControl *pageControl; @end Here is the code for imageScrollView.m: #import "ImageScrollView.h" @implementation ImageScrollView @synthesize photos, pageControl; - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { // Initialization code NSLog(@"%@",pageControl); } return self; } - (void) drawRect:(CGRect)rect { [self removeAllSubviews]; UIScrollView *scroller = [[UIScrollView alloc] initWithFrame:CGRectMake(0,0,self.frame.size.width,self.frame.size.height)]; [scroller setDelegate:self]; [scroller setBackgroundColor:[UIColor grayColor]]; [scroller setShowsHorizontalScrollIndicator:NO]; [scroller setPagingEnabled:YES]; NSUInteger nimages = 0; CGFloat cx= 0; for (NSDictionary *myDictionaryObject in photos) { if (![myDictionaryObject isKindOfClass:[NSNull class]]) { NSString *photo =[NSString stringWithFormat:@"http://www.techbase.com.mx/blog/%@", [myDictionaryObject objectForKey:@"filepath"]]; NSDictionary *data = [myDictionaryObject objectForKey:@"data"]; UIView *imageContainer = [[UIView alloc] initWithFrame:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height - 30)]; TTImageView *imageView = [[TTImageView alloc] initWithFrame:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height - 30)]; imageView.urlPath=photo; [imageContainer addSubview:imageView]; UILabel *caption = [[UILabel alloc] initWithFrame:CGRectMake(0,imageView.frame.size.height,imageView.frame.size.width,10)]; [caption setText:[NSString stringWithFormat:@"%@",[data objectForKey:@"description"]]]; [caption setBackgroundColor:[UIColor grayColor]]; [caption setTextColor:[UIColor whiteColor]]; [caption setLineBreakMode:UILineBreakModeWordWrap]; [caption setNumberOfLines:0]; [caption sizeToFit]; [caption setFont:[UIFont fontWithName:@"Georgia" size:10.0]]; [imageContainer addSubview:caption]; CGRect rect = imageContainer.frame; rect.size.height = imageContainer.size.height; rect.size.width = imageContainer.size.width; rect.origin.x = ((scroller.frame.size.width - scroller.size.width) / 2) + cx; rect.origin.y = ((scroller.frame.size.height - scroller.size.height) / 2); imageContainer.frame=rect; [scroller addSubview:imageContainer]; [imageView release]; [imageContainer release]; [caption release]; nimages++; cx +=scroller.frame.size.width; } } [scroller setContentSize:CGSizeMake(nimages * self.frame.size.width, self.frame.size.height)]; [self addSubview:scroller]; pageControl = [[UIPageControl alloc] initWithFrame:CGRectMake(self.frame.size.width/2, self.frame.size.height -20, (self.frame.size.width/nimages)/2, 20)]; pageControl.numberOfPages=nimages; [self addSubview:pageControl]; [scroller release]; } -(void)dealloc { [pageControl release]; [super dealloc]; } -(void)scrollViewDidScroll:(UIScrollView *)_scrollView{ if(pageControlIsChangingPage){ return; } CGFloat pageWidth = _scrollView.frame.size.width; int page = floor((_scrollView.contentOffset.x - pageWidth /2) / pageWidth) + 1; pageControl.currentPage = page; } -(void)scrollViewDidEndDecelerating:(UIScrollView *)_scrollView{ pageControlIsChangingPage = NO; } @end

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  • Problem when trying to use simple Shaders + VBOs

    - by Mr.Gando
    Hello I'm trying to convert the following functions to a VBO based function for learning purposes, it displays a static texture on screen. I'm using OpenGL ES 2.0 with shaders on the iPhone (should be almost the same than regular OpenGL in this case), this is what I got working: //Works! - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat vertices[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; glBindTexture(GL_TEXTURE_2D, _name); //Attrib position and attrib_tex coord are handles for the shader attributes glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } I tried to do this to convert to a VBO however I don't see anything displaying on-screen with this version: //Doesn't display anything - (void) drawAtPoint:(CGPoint)point depth:(CGFloat)depth { GLfloat width = (GLfloat)_width * _maxS, height = (GLfloat)_height * _maxT; GLfloat position[] = { -width / 2 + point.x, -height / 2 + point.y, width / 2 + point.x, -height / 2 + point.y, -width / 2 + point.x, height / 2 + point.y, width / 2 + point.x, height / 2 + point.y, }; //Texture on-screen position ( each vertex is x,y in on-screen coords ) GLfloat coordinates[] = { 0, 1, 1, 1, 0, 0, 1, 0 }; // Texture coords from 0 to 1 glBindVertexArrayOES(vao); glGenVertexArraysOES(1, &vao); glGenBuffers(2, vbo); //Buffer 1 glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), position, GL_STATIC_DRAW); glEnableVertexAttribArray(ATTRIB_POSITION); glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, position); //Buffer 2 glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), coordinates, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coordinates); //Draw glBindVertexArrayOES(vao); glBindTexture(GL_TEXTURE_2D, _name); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } In both cases I'm using this simple Vertex Shader //Vertex Shader attribute vec2 position;//Bound to ATTRIB_POSITION attribute vec4 color; attribute vec2 texcoord;//Bound to ATTRIB_TEXCOORD varying vec2 texcoordVarying; uniform mat4 mvp; void main() { //You CAN'T use transpose before in glUniformMatrix4fv so... here it goes. gl_Position = mvp * vec4(position.x, position.y, 0.0, 1.0); texcoordVarying = texcoord; } The gl_Position is equal to product of mvp * vec4 because I'm simulating glOrthof in 2D with that mvp And this Fragment Shader //Fragment Shader uniform sampler2D sampler; varying mediump vec2 texcoordVarying; void main() { gl_FragColor = texture2D(sampler, texcoordVarying); } I really need help with this, maybe my shaders are wrong for the second case ? thanks in advance.

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  • Selenium: Can i test if a page loaded a flash app (ie a swf) properly?

    - by Max Williams
    hi all. I'm writing some selenium tests (in rspec for a rails app). One of my pages loads a swf and while i don't want to test the functionality of this flash app i do want to test that it loaded up ok. Is this possible? In case it helps, the html to load the swf is: <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" width="800" height="600"> <PARAM NAME=movie VALUE="http://localhost:3000/assets/players/millionaire/millionaire.swf"> <PARAM NAME=quality VALUE="high"> <PARAM NAME=FlashVars VALUE="quizXML=http://localhost:3000/quizzes/371.xml?online=true&myURL=http://localhost:3000/assets/players/millionaire/&online=true"> <param name=width value="800"> <param name=height value="600"> <EMBED src="http://localhost:3000/assets/players/millionaire/millionaire.swf" FlashVars="quizXML=http://localhost:3000/quizzes/371.xml?online=true&myURL=http://localhost:3000/assets/players/millionaire/&online=true" width="800" height="600" quality=high TYPE="application/x-shockwave-flash" PLUGINSPAGE="http://www.macromedia.com/go/getflashplayer"> </EMBED> </OBJECT> thanks - max

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  • -Java- Swing GUI - Moving around components specifically with layouts

    - by Xemiru Scarlet Sanzenin
    I'm making a little test GUI for something I'm making. However, problems occur with the positioning of the panels. public winInit() { super("Chatterbox - Login"); try { UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); } catch(ClassNotFoundException e) { } catch (InstantiationException e) { } catch (IllegalAccessException e) { } catch (UnsupportedLookAndFeelException e) { } setSize(300,135); pn1 = new JPanel(); pn2 = new JPanel(); pn3 = new JPanel(); l1 = new JLabel("Username"); l2 = new JLabel("Password"); l3 = new JLabel("Random text here"); l4 = new JLabel("Server Address"); l5 = new JLabel("No address set."); i1 = new JTextField(10); p1 = new JPasswordField(10); b1 = new JButton("Connect"); b2 = new JButton("Register"); b3 = new JButton("Set IP"); l4.setBounds(10, 12, getDim(l4).width, getDim(l4).height); l1.setBounds(10, 35, getDim(l1).width, getDim(l1).height); l2.setBounds(10, 60, getDim(l2).width, getDim(l2).height); l3.setBounds(10, 85, getDim(l3).width, getDim(l3).height); l5.setBounds(l4.getBounds().width + 14, 12, l5.getPreferredSize().width, l5.getPreferredSize().height); l5.setForeground(Color.gray); i1.setBounds(getDim(l1).width + 15, 35, getDim(i1).width, getDim(i1).height); p1.setBounds(getDim(l1).width + 15, 60, getDim(p1).width, getDim(p1).height); b1.setBounds(getDim(l1).width + getDim(i1).width + 23, 34, getDim(b2).width, getDim(b1).height - 5); b2.setBounds(getDim(l1).width + getDim(i1).width + 23, 60, getDim(b2).width, getDim(b2).height - 5); b3.setBounds(getDim(l1).width + getDim(i1).width + 23, 10, etDim(b2).width, getDim(b3).height - 5); b1.addActionListener(clickButton); b2.addActionListener(clickButton); b3.addActionListener(clickButton); pn1.setLayout(new FlowLayout(FlowLayout.RIGHT)); pn2.setLayout(new FlowLayout(FlowLayout.RIGHT)); pn1.add(l1); pn1.add(i1); pn1.add(b1); pn2.add(l2); pn2.add(p1); pn2.add(b2); add(pn1); add(pn2); } I am attempting to use FlowLayout to position the panels in the way desired. I'd use BorderLayout while adding, but the vertical spacing is too far away when I just use directions closest to one another. The output of this code is to create a window, 300,150, place whatever's in the two panels in the exact same spaces. Yes, I realize there's useless code there with setBounds(), but that was just me screwing around with Absolute Positioning, which wasn't working out for me either.

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  • jQuery code not working in Google Chrome...

    - by Jonathan
    Hi, I have writen a simple jQuery code to control ajax tabs navigation.. Its working in good on FireFox but in Chrome it working in one page but not in the home page I don't know why... Its really simple code just a lot of animations and callbacks and stuff like that.. here's the code: jQuery.fn.tabs = function({movieID, movieTitle}) { var tabsWrap = '#movie_details_wrap'; var tabsContent = '#tab_content'; var firstTab = '#tab_detalles'; var postPHP = 'index.php?controlador=pelicula'; //When page loads... first tab actions $('ul.tabs_nav a:first').addClass('active'); //Activate first tab nav $.get(postPHP, {"activeTab": firstTab, "movieID": movieID}, function(response){ $(tabsContent).html(response); // insert response into the faded out div $(tabsWrap).animate({ // animate the wrap div using the new container div height height: $(tabsContent).height() + "px" }, function() { $(tabsContent).fadeIn(); // fade in the div with all the info }); }); //On Click Event $('ul.tabs_nav li').click(function() { $('ul.tabs_nav a').removeClass('active'); //Remove any 'active' class $(this).find('a').addClass('active'); //Add 'active' class to selected tab var activeTab = $(this).find('a').attr('href'); //Find the href attribute value to identify the active tab + content var orgHeight = $(tabsContent).height() + 'px'; // get original height $(tabsWrap).css('height', orgHeight); // set height with css to freeze the wrap div when we hide the inner div $(tabsContent).fadeOut(200, function() { // fade out the inner div // send data by ajax (post) $.get(postPHP, {"activeTab": activeTab, "movieID": movieID , "movieTitle": movieTitle}, function(response){ $(tabsContent).html(response); // insert response into the faded out div $(tabsWrap).animate({ // animate the wrap div using the new container div height height: $(tabsContent).height() + "px" }, function() { $(tabsContent).fadeIn(); // fade in the div with all the info }); }); }); return false; }); }; Here's the HTML: <script type="text/javascript"> $(document).ready(function(){ $('.tabs_nav').tabs({movieID:'135353', movieTitle: 'Some Title'}); }); </script> <!--Navigation--> <ul id="details_nav" class="tabs_nav"> <li><a href="#tab_detalles">Detalles</a></li> <li><a href="#tab_criticas">Criticas</a></li> <li><a href="#tab_posters">Posters</a></li> <li><a href="#tab_trailers">Trailers</a></li> </ul> <div class="border_wrap"> <div id="movie_details_wrap"> <div id="tab_content"> <!--Tabs content here--> </div> </div> </div>

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  • strange output in ubuntu terminal when running a lex program

    - by Max
    Hi. I'm running a lexical analyzer using lex, and I've got it mostly correct, but my terminal gives strange output once I take out an ECHO statement I was using to help debug the code. With that statement, my output looks like this: max@Max-Ubuntu:~/Desktop/Compiler Project/project2$ ./a.out <../cmmFiles/expression.cmm VOIDID(){ INTID,ID,ID; BOOLID,ID,ID; ID(ID); ID(ID); ID(ID); ID(ID); ID=-ID-NUM+ID/NUM*(-NUM+ID*IDNUM); ID(ID); ID=ID>ID||ID>=ID; IF(ID)ID(NUM);ELSEID(NUM); ID=ID<ID&&ID<=ID; IF(ID==TRUE)ID(NUM);ELSEID(NUM); ID=ID&&!ID||!ID&&ID; IF(ID!=FALSE)ID(NUM);ELSEID(NUM); } While hard to read, that output is correct. Once I take out the ECHO statement, I instead get this: max@Max-Ubuntu:~/Desktop/Compiler Project/project2$ ./a.out <../cmmFiles/expression.cmm }F(ID!=FALSE)ID(NUM);ELSEID(NUM);; It looks like it's only outputting the final line, except with an extraneous } near the beginning, what looks like half an IF token immediately after, and an extraneous ; at the end. Is this some quirk of my terminal, or does removing that ECHO cause my lexer to screw up that badly? I'm hesitant to keep working until I know for sure what's going on here. Thanks for any answers. Here's my lexer: %{ /* definitions of manifest constants -reserved words- BOOL, ELSE, IF, TRUE, WHILE, DO, FALSE, INT, VOID -Punctuation and operators- LPAREN, RPAREN, LBRACK, RBRACK, LBRACE, RBRACE, SEMI, COMMA, PLUS, MINUS, TIMES, DIV, MOD, AND, OR, NOT, IS, ADDR, EQ, NE, LT, GT, LE, GE -Other tokens- NUMBER, ID, PUNCT, OP */ #include <stdio.h> #include <stdlib.h> //#include "y.tab.h" //int line = 1, numAttr; //char *strAttr; %} /* regular definitions */ delim [ \t] ws {delim}+ start "/*" one [^*] two "*" three [^*/] end "/" comment {start}({one}*{two}+{three})*{one}*{two}+{end} letter [A-Za-z] digit [0-9] id ({letter}|_)({letter}|{digit}|_)* number {digit}+ %% {ws} { /*no action and no return */} {comment} { /*no action and no return */} [\n] {ECHO; /*no action */} // <-- this is the ECHO in question. bool { printf("BOOL");} else { printf("ELSE");} if { printf("IF");} true { printf("TRUE");} while { printf("WHILE");} do { printf("DO");} false { printf("FALSE");} int { printf("INT");} void { printf("VOID");} {id} { printf("ID");} {number} { printf("NUM");} "(" { printf("(");} ")" { printf(")");} "[" { printf("[");} "]" { printf("]");} "{" { printf("{");} "}" { printf("}");} ";" { printf(";");} "," { printf(",");} "+" { printf("+");} "-" { printf("-");} "*" { printf("*");} "/" { printf("/");} "%" { printf("%");} "&" { printf("&");} "&&" { printf("&&");} "||" { printf("||");} "!" { printf("!");} "!=" { printf("!=");} "=" { printf("=");} "==" { printf("==");} "<" { printf("<");} "<=" { printf("<=");} ">" { printf(">");} ">=" { printf(">=");} %% int main() { yylex(); printf("\n"); } int yywrap(void) { return 1; } here's the file it's analyzing: /* this program * illustrates evaluation of * arithmetic and boolean * expressions */ void main( ) { int m,n,p; bool a,b,c; scan(m); print(m); scan(n); print(n); p=-m-3+n/2*(-5+m*n%4); print(p); a=m>n || n>=p; if (a) print(1); else print(0); b=m<n && n<=p; if (b==true) print(1); else print(0); c=a && !b || !a && b; if (c!=false) print(1); else print(0); }

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  • Having problem with C++ file handling

    - by caramel1991
    Our lecturer has given us a task,I've attempted it and try every single effort I can,but I still struggle with one of the problem in it,here goes the question: The company you work at receives a monthly report in a text format. The report contains the following information. • Department Name • Head of Department Name • Month • Minimum spending of the month • Maximum spending of the month Your program is to obtain the name of the input file from the user. Implement a structure to represent the data: Once the file has been read into your program, print out the following statistics for the user: • List which department has the minimum spending per month by month • List which department has the minimum spending by month by month Write the information into a file called “MaxMin.txt” Then do a processing so that the Department Name, Head of Department Name, Minimum spending and Maximum spending are written to separate files based on the month, eg Jan, Feb, March and so on. and of course our lecturer does send us a text file with the content: Engineering Bill Jan 2000 15000 IT Jack Jan 300 20000 HR Jill Jan 1500 10000 Engineering Bill Feb 5000 45000 IT Jack Feb 4500 7000 HR Jill Feb 5600 60000 Engineering Bill Mar 5000 45000 IT Jack Mar 4500 7000 HR Jill Mar 5600 60000 Engineering Bill Apr 5000 45000 IT Jack Apr 4500 7000 HR Jill Apr 5600 60000 Engineering Bill May 2000 15000 IT Jack May 300 20000 HR Jill May 1500 10000 Engineering Bill Jun 2000 15000 IT Jack Jun 300 20000 HR Jill Jun 1500 10000 and here's the c++ code I've written ue#include include include using namespace std; struct Record { string depName; string head; string month; float max; float min; string name; }myRecord[19]; int main () { string line; ofstream minmax,jan,feb,mar,apr,may,jun; char a[50]; char b[50]; int i = 0,j,k; float temp; //float maxjan=myRecord[0].max,maxfeb=myRecord[0].max,maxmar=myRecord[0].max,maxapr=myRecord[0].max,maxmay=myRecord[0].max,maxjune=myRecord[0].max; float minjan=myRecord[1].min,minfeb=myRecord[1].min,minmar=myRecord[1].min,minapr=myRecord[1].min,minmay=myRecord[1].min,minjune=myRecord[1].min; float maxjan=0,maxfeb=0,maxmar=0,maxapr=0,maxmay=0,maxjune=0; //float minjan=0,minfeb=0,minmar=0,minapr=0,minmay=0,minjune=0; string maxjanDep,maxfebDep,maxmarDep,maxaprDep,maxmayDep,maxjunDep; string minjanDep,minfebDep,minmarDep,minaprDep,minmayDep,minjunDep; cout<<"Enter file name: "; cina; ifstream myfile (a); //minmax.open ("MaxMin.txt"); if (myfile.is_open()){ while (! myfile.eof()){ myfilemyRecord[i].depNamemyRecord[i].headmyRecord[i].monthmyRecord[i].minmyRecord[i].max; cout << myRecord[i].depName<<"\t"< cout<<"Enter file name: "; cinb; ifstream myfile1 (b); minmax.open ("MaxMin.txt"); jan.open ("Jan.txt"); feb.open ("Feb.txt"); mar.open ("March.txt"); apr.open ("April.txt"); may.open ("May.txt"); jun.open ("Jun.txt"); if (myfile1.is_open()){ while (! myfile1.eof()){ myfile1myRecord[i].depNamemyRecord[i].headmyRecord[i].monthmyRecord[i].minmyRecord[i].max; if (myRecord[i].month == "Jan"){ jan<< myRecord[i].depName<<"\t"< if (maxjan< myRecord[i].max){ maxjan=myRecord[i].max; maxjanDep=myRecord[i].depName;} //if (minjan myRecord[i].min){ // minjan=myRecord[i].min; //minjanDep=myRecord[i].depName; //} for (k=1;k<=3;k++){ for (j=0;j<2;j++){ if (myRecord[j].minmyRecord[j+1].min){ temp=myRecord[j].min; myRecord[j].min=myRecord[j+1].min; myRecord[j+1].min=temp; minjanDep=myRecord[j].depName; }}} } if (myRecord[i].month == "Feb"){ feb<< myRecord[i].depName<<"\t"< //if (minfebmyRecord[i].min){ //minfeb=myRecord[i].min; //minfebDep=myRecord[i].depName; //} for (k=1;k<=3;k++){ for (j=0;j<2;j++){ if (myRecord[j].minmyRecord[j+1].min){ temp=myRecord[j].min; myRecord[j].min=myRecord[j+1].min; myRecord[j+1].min=temp; minfebDep=myRecord[j+1].depName; }}} } if (myRecord[i].month == "Mar"){ mar<< myRecord[i].depName<<"\t"< if (myRecord[i].month == "Apr"){ apr<< myRecord[i].depName<<"\t"< if (minaprmyRecord[i].min){ minapr=myRecord[i].min; minaprDep=myRecord[i].min;} } if (myRecord[i].month == "May"){ may< if (minmaymyRecord[i].min){ minmay=myRecord[i].min; minmayDep=myRecord[i].depName;} } if (myRecord[i].month == "Jun"){ jun<< myRecord[i].depName<<"\t"< if (minjunemyRecord[i].min){ minjune=myRecord[i].min; minjunDep=myRecord[i].depName;} } i++; myfile.close(); } minmax<<"department that has maximum spending at jan "< else{ cout << "Unable to open file"< } sorry inside that code ue#include should has iostream along with another two #include fstream and string,but at here it was treated as html tag,so i can't type it. my problem here is,I can't seems to get the minimum spending,I've try all I can but I'm still lingering on it,any idea??THANK YOU!

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  • Limiting Number of Characters in a ContentEditable div

    - by Bill Dami
    Hi guys, I am using contenteditable div elements in my web application and I am trying to come up with a solution to limit the amount of characters allowed in the area, and once the limit is hit, attempting to enter characters simply does nothing. This is what I have so far: var content_id = 'editable_div'; //binding keyup/down events on the contenteditable div $('#'+content_id).keyup(function(){ check_charcount(content_id, max); }); $('#'+content_id).keydown(function(){ check_charcount(content_id, max); }); function check_charcount(content_id, max) { if($('#'+content_id).text().length > max) { $('#'+content_id).text($('#'+content_id).text().substring(0, max)); } } This DOES limit the number of characters to the number specified by 'max', however once the area's text is set by the jquery .text() function the cursor resets itself to the beginning of the area. So if the user keeps on typing, the newly entered characters will be inserted at the beginning of the text and the last character of the text will be removed. So really, I just need some way to keep the cursor at the end of the contenteditable area's text.

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  • How to fix a Sticky Footer that works, but after a browser window is resized, the footer overlaps.

    - by UXdesigner
    Good day, I've been trying to build a perfect footer who sticks at the bottom of the browser window after it's content. And I got help here @ Stack Overflow previously. But after a while, and doing a few tests, found out that after the browser window is resized, and then I scroll down , the footer overlaps...it is causing me a big headache right now and I'd like to fix this so I can move on. I'm going to post the display.css right here: @charset "utf-8"; body, html { margin: 0; padding: 0; text-align: center; position: relative; min-height:100%; /* needed for footer positioning*/ height:100%; /* needed for footer positioning*/ } .spacer { clear: both; height: 0; margin: 0; padding: 0; font-size: 0.1em; } .spacer_left { clear: left; margin: 0 0 10px 0; padding: 0; font-size: 0.1em; } hr { height: 1px; margin: 20px 0 20px 0; border: 0; color: #ccc; background: #ccc; } #container { position:relative; /* needed for footer positioning*/ min-height: 100%;/* needed for footer positioning*/ height: auto !important;/* needed for footer positioning*/ height: 100%;/* needed for footer positioning*/ margin: 0 auto -30px;/* needed for footer positioning*/ width: 1160px; padding: 0; border: 1px solid #333; text-align: left; } #header { margin: 0; padding: 5px; height:70px; } #login { font-family: Arial; font-size: 15px; color:#FFF; text-align: right; width: 440px; margin: 2px; } #login .theInput { font-family: Arial; font-size: 14px; width: 110px; margin-right: 5px; } #login .theSubmit { font-family: Arial; font-size: 10px; background-color: #333333; color: #FFFFFF; margin-right: 5px; } h1#lineainvisible { width:1160px; height:4px; position:relative; margin-top:4px; visibility: inherit; font-family:Arial, Helvetica, sans-serif; font-size:12px; } ul#nav { width:100%; height:36px; display:block; background-color:#000; background-repeat:repeat-x; } #wrapthatbanner { display:block; float:left; width:100%; height:524px; margin-bottom:20px; } #content { margin: 0px 20px 30px 20px; /* needed for footer positioning*/ } .panelsreadmore { margin-right: 10px; text-align:right; } div#content.columns { margin-left: 100px; } #content abbr, #content acronym { cursor: help; border-bottom: 1px dotted; } #content ul { list-style-type: square; margin-left: 75px; } #content ul li, #content ol li { margin: 0 0 0.4em 0; padding: 0; } #content blockquote { width: 75%; margin: 0 auto; padding: 20px; } #contentLeft { float: left; width:580px; } #contentRight { float: right; width:580px; } .sitenote { display:block; padding:6px; border:1px solid #bae2f0; background:#e3f4f9; line-height:130%; font-size:13px; margin-top: 0; margin-right: 0; margin-bottom: 0.5em; margin-left: 0; } #footer, .push /* needed for footer positioning*/ { padding: 5px; clear: both; position:absolute;/* needed for footer positioning*/ bottom:0;/* needed for footer positioning*/ height: -30px;/* needed for footer positioning*/ width:1150px; } And this is the HTML Template File. <!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"> <head> <!-- TemplateBeginEditable name="doctitle" --> <title>Title of Page</title> <!-- TemplateEndEditable --> <!-- TemplateParam name="categoria" type="text" value="home" --> <!-- Meta Tags --> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- Meta Tags - Close --> <!-- CSS Loader - StartsS --> <link href="../css/main-client.css" rel="stylesheet" type="text/css" media="all" /> <!-- CSS Loader - Ends --> <!-- Drop Down Menu --> <link href="../css/dropdown.css" media="screen" rel="stylesheet" type="text/css" /> <link href="../css/default.advanced.css" media="screen" rel="stylesheet" type="text/css" /> <!-- Drop Down Menu - Ends --> <!-- Font Replacement Starts --> <script src="../cufon-yui.js" type="text/javascript"></script> <script src="../AFB_400.font.js" type="text/javascript"></script> <script type="text/javascript"> Cufon.replace('h2'); </script> <script type="text/javascript"> Cufon.replace('h3'); </script> <script type="text/javascript"> Cufon.replace('h4'); </script> <!-- Font Replacement = END --> <!-- Start VisualLightBox.com HEAD section --> <link rel="stylesheet" href="engine/css/vlightbox.css" type="text/css" /> <style type="text/css">#vlightbox a#vlb{display:none}</style> <link rel="stylesheet" href="engine/css/visuallightbox.css" type="text/css" media="screen" /> <script src="engine/js/jquery.min.js" type="text/javascript"></script> <!-- End VisualLightBox.com HEAD section --> <!-- TemplateBeginEditable name="head" --> <!-- TemplateEndEditable --> </head> <body id="@@(categoria)@@"> <div id="container"> <div id="header"> <table width="100%" border="0"> <tr> <td width="67%" height="77px;"><a href="index.html"><img src="../images/Titulos/5.png" alt="" width="257" hspace="10" vspace="10" border="0" id="screen_logo" title=""/></a></td> <td width="33%" valign="top"><form id="login">Log in: <input type="text" class="theInput" name="user" /> <input type="submit" name="Submit" value="Submit" /> </form> </td> </tr> </table> </div> <!-- Aqui es donde empieza fisicamente el menu drop down --> <ul id="nav" class="dropdown dropdown-horizontal"> <li><a href="../index.html">Home</a></li> <li><a href="#" class="dir">Service 1</a></li> <li><a href="#" class="dir">Service 2</a></li> <li><a href="#" class="dir">Service 3</a></li> <li><a href="#" class="dir">Service 4</a></li> <li><a href="#" class="dir">Service 5</a></li> <li><a href="#" class="dir">Service 6</a></li> </ul> <!-- Aqui termina el menu CSS--> <!-- Reset --> <div id="wmfg"> </div> <!-- Reset --> <!-- TemplateBeginEditable name="banner-grande" --> <!-- TemplateEndEditable --> <div id="content"><!-- TemplateBeginEditable name="content" --> <p>&nbsp;</p> <!-- TemplateEndEditable --></div> <div id="footer"><a href="../terms.html">Terms and Conditions</a> |<a href="privacy.html"> Privacy Policy</a><br/> Copyright 2010. .</div> </div> </div> </body> </html> Can somebody take a look at this, and tell me what am I doing wrong ? Thanks in advance.

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  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

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  • Silverlight: stretching to remaining space in StackPanel

    - by crimson13
    I have a vertical StackPanel with two elements: a Button and a ListBox. How can I have the ListBox stretch to the remaining page height? <StackPanel Height="Auto" Width="Auto"> <Button Height="30" Width="100" Content="Get Content" x:Name="GetContent"/> <ListBox Height="Auto" Width="Auto" VerticalAlignment="Stretch" HorizontalAlignment="Stretch"/> </StackPanel> Note that I got this to work using a Grid: <Grid> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="*"/> </Grid.ColumnDefinitions> <Button Width="100" Height="30" Content="Get Content" Click="OnGetContent" Grid.Row="0" Grid.Column="0"/> <data:DataGrid x:Name="MyContent" Margin="0,5" Grid.Row="1" Grid.Column="0"/> </Grid>

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