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  • Remove margin between rows of overflowing inline elements

    - by Ian
    I'm creating a tile-based game and am using block rendering to update a large list of tiles. I'm attempting to do this in the most simple manner, so I've been trying to work with HTML's default layouts. Right now I'm creating 'inline-blocks', omitting whitespace between the elements to avoid horizontal spaces in between them but when the blocks overflow and create a new line there is some vertical margining in which I do not know how to remove. Example to make this a bit clearer: http://jsfiddle.net/mLa93/13/ (Pretty much I just need to remove the spacing between the block rows while retaining the simple markup.)

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  • Ruby on rails edit form for has_one relation

    - by user2900873
    I have a clan.rb and clan_options.rb clan.rb class Clan < ActiveRecord::Base has_one :options, :class_name => "ClanOptions", :foreign_key => "clan_id", dependent: :destroy end clan_options.rb class ClanOptions < ActiveRecord::Base belongs_to :clan end To create an edit form for clan.rb I use the following: <%= form_for @clan, :html => {:class => 'form-horizontal'} do |clan| %> <fieldset> <!-- form stuff --> </fieldset> <% end %> It works how I want. But now I want to create an edit form for the clan_options.rb, I have no idea how to do this. If anymore information is needed to solve this, ask me.

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  • Positioning child panels using FlowLayout

    - by extro
    I have two panels: main_panel child_panel The main_panel layout is set using: main_panel.setLayout(flowlayout) I then added child_panel to main_panel: main_panel.add(child_panel) The child_panel gets added to main_panel but its position is at the cross-section of horizontal midpoint and top vertical section of screen. I want child_panel to be at the top left corner, something I could have done by using child_panel.setlocation(a,b) method, if I have set the layout of main_panel as null. I have used FlowLayout here because I want components in the JPanel to keep adjusting with the size of JFrame. So can I add child_panel to main_panel at the exact location I want, even if I set the Layout of main_panel as not null?

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  • GWT: how to have different styles for splitters in different SplitLayoutPanels?

    - by user26270
    I know you can change the styles of the splitters with the defaults styles listed in the docs: .gwt-SplitLayoutPanel .gwt-SplitLayoutPanel-HDragger { horizontal dragger } .gwt-SplitLayoutPanel .gwt-SplitLayoutPanel-VDragger { vertical dragger } and we've done that in earlier development. However, now I'm developing new stuff and would like to use a different style for the splitters in a new SplitLayoutPanel. Unfortunately, we haven't or can't split the app into different modules, which might make this easier. I tried creating a new style and applying it to my new SplitLayoutPanel, but it didn't appear to have any effect on the splitters. I thought there might be a method to get a handle on the splitters in order to apply the new style to only them, but I didn't find any such method.

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  • I am getting duplicates in UITableView, cellForRowAtIndexPath

    - by Martol1ni
    I am getting duplicates of my array, and wrongly displayed cells in this method: Here I am initializing the array, and adding it to the tableView: NSArray *sectionsArray = [NSArray arrayWithObjects: @"Location", @"Front Post", @"Front Fixing", @"Front Footplate", @"Rear Post", @"Read Fixing", @"Rear Footplate", @"Horizontal Bracing", @"Diagonal Bracing", @"Front Beam", @"Front Lock", @"Rear Beam", @"Rear Lock", @"Guard", @"Accessories", @"Comments", @"Off load ref", @"Loc Empty", @"Loc Affected", nil]; [_tableArray setObject:sectionsArray atIndexedSubscript:2]; [_tableView reloadData]; For some weird reason there are always the 4th object that is messed up, and is either duplicated, or do not have the views from IB. Here is the cellForRowAtIndexPath: method: - (UITableViewCell *) tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { UITableViewCell *cell; if (indexPath.section == 2) { cell = [tableView dequeueReusableCellWithIdentifier:@"EntryCell"]; cell.tag = indexPath.row; UILabel *label = (UILabel *)[cell viewWithTag:3]; [label setText:[[_tableArray objectAtIndex:2] objectAtIndex:indexPath.row]]; } return cell; } I have logged the string [[_tableArray objectAtIndex:2] objectAtIndex:indexPath.row], and it logs the right string.

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  • jQuery can't get if statement to work

    - by jstacks
    I'm looking help with an If Statement. I'm trying to finalize this horizontal scrolling I have and the last bit is to not just disable scrolling when the end is reached, but to also disable (well, change color) the scroll buttons at that point as well. And change back when they are scrollable again. http://jsfiddle.net/stfzy/83/ EDIT* I've updated the JQuery and have everything working except just one if statement: $('div#arrowL').click(function(){ if(index < 0 ){ //can't scroll $('div#arrowL').addClass('active'); } }); I need to add this class back when you can't scroll left anymore. And I think the issue is with the "index < 0" portion but I don't see what I need to change it to to get it to work. Any help is appreciated.

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  • Elegant ways of displaying a GridView with lots of columns (ASP.NET)

    - by Chris
    Hi, just a general design question that I'd like to hear some of your opinions on. I am designing a system for a client, and I'm using GridView' a lot. They need a lot of columns to be displayed in some of these, and I've had to resort to using a panel with a horizontal scrollbar. This presents some issues - keeping track of which row is which is difficult, even with alternating row colours, and it's generally pretty ugly. How have you dealt with these issues before? Are there any sort of AJAX controls that could help, so some data could be only displayed on hover or such? Or any other general ideas.

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  • How to display a border-bottom only if table cells are not empty (CSS)

    - by Polarpro
    Hey there, I've got a Filemaker calculation that generates an HTML page with several tables. If the calculation results in values for certain fields the result would be <table> <tr><td>Example value 1</td></tr> <tr><td>Example value 2</td></tr> ... </table> If the calculation finds no values to be displayed, the result would simply be <table> </table> In the first case, I want to the table to display a border at the bottom (or any other horizontal line); in the second case, I don't want to display a border at the bottom. I cannot find a way to get this done using a CSS... Thanks in adavance :-)

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  • Possible to make jqGrid stretch to 100%?

    - by Earlz
    Is it possible to make it so that a jqGrid will have a width set to 100%? I understand that column widths must be an absolute pixel size, but I've yet to find anything for setting the width of the actual grid to a relative size. For instance, I want to set the width to 100%. Instead of 100% it seems to use an odd size of 450px. There is more horizontal room on the page, but with the columns width and such, it will make the container(of only the grid) horizontally scroll. Is there some way around this?

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • Rounded Corners and Shadows &ndash; Dialogs with CSS

    - by Rick Strahl
    Well, it looks like we’ve finally arrived at a place where at least all of the latest versions of main stream browsers support rounded corners and box shadows. The two CSS properties that make this possible are box-shadow and box-radius. Both of these CSS Properties now supported in all the major browsers as shown in this chart from QuirksMode: In it’s simplest form you can use box-shadow and border radius like this: .boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } box-shadow: horizontal-shadow-pixels vertical-shadow-pixels blur-distance shadow-color box-shadow attributes specify the the horizontal and vertical offset of the shadow, the blur distance (to give the shadow a smooth soft look) and a shadow color. The spec also supports multiple shadows separated by commas using the attributes above but we’re not using that functionality here. box-radius: top-left-radius top-right-radius bottom-right-radius bottom-left-radius border-radius takes a pixel size for the radius for each corner going clockwise. CSS 3 also specifies each of the individual corner elements such as border-top-left-radius, but support for these is much less prevalent so I would recommend not using them for now until support improves. Instead use the single box-radius to specify all corners. Browser specific Support in older Browsers Notice that there are two variations: The actual CSS 3 properties (box-shadow and box-radius) and the browser specific ones (-moz, –webkit prefixes for FireFox and Chrome/Safari respectively) which work in slightly older versions of modern browsers before official CSS 3 support was added. The goal is to spread support as widely as possible and the prefix versions extend the range slightly more to those browsers that provided early support for these features. Notice that box-shadow and border-radius are used after the browser specific versions to ensure that the latter versions get precedence if the browser supports both (last assignment wins). Use the .boxshadow and .roundbox Styles in HTML To use these two styles create a simple rounded box with a shadow you can use HTML like this: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext"> Simple Rounded Corner Box. </div> </div> which looks like this in the browser: This works across browsers and it’s pretty sweet and simple. Watch out for nested Elements! There are a couple of things to be aware of however when using rounded corners. Specifically, you need to be careful when you nest other non-transparent content into the rounded box. For example check out what happens when I change the inside <div> to have a colored background: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> which renders like this:   If you look closely you’ll find that the inside <div>’s corners are not rounded and so ‘poke out’ slightly over the rounded corners. It looks like the rounded corners are ‘broken’ up instead of a solid rounded line around the corner, which his pretty ugly. The bigger the radius the more drastic this effect becomes . To fix this issue the inner <div> also has have rounded corners at the same or slightly smaller radius than the outer <div>. The simple fix for this is to simply also apply the roundbox style to the inner <div> in addition to the boxcontenttext style already applied: <div class="boxcontenttext roundbox" style="background: khaki;"> The fixed display now looks proper: Separate Top and Bottom Elements This gets even a little more tricky if you have an element at the top or bottom only of the rounded box. What if you need to add something like a header or footer <div> that have non-transparent backgrounds which is a pretty common scenario? In those cases you want only the top or bottom corners rounded and not both. To make this work a couple of additional styles to round only the top and bottom corners can be created: .roundbox-top { -moz-border-radius: 4px 4px 0 0; -webkit-border-radius: 4px 4px 0 0; border-radius: 4px 4px 0 0; } .roundbox-bottom { -moz-border-radius: 0 0 4px 4px; -webkit-border-radius: 0 0 4px 4px; border-radius: 0 0 4px 4px; } Notice that radius used for the ‘inside’ rounding is smaller (4px) than the outside radius (6px). This is so the inner radius fills into the outer border – if you use the same size you may have some white space showing between inner and out rounded corners. Experiment with values to see what works – in my experimenting the behavior across browsers here is consistent (thankfully). These styles can be applied in addition to other styles to make only the top or bottom portions of an element rounded. For example imagine I have styles like this: .gridheader, .gridheaderbig, .gridheaderleft, .gridheaderright { padding: 4px 4px 4px 4px; background: #003399 url(images/vertgradient.png) repeat-x; text-align: center; font-weight: bold; text-decoration: none; color: khaki; } .gridheaderleft { text-align: left; } .gridheaderright { text-align: right; } .gridheaderbig { font-size: 135%; } If I just apply say gridheader by itself in HTML like this: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft">Box with a Header</div> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> This results in a pretty funky display – again due to the fact that the inner elements render square rather than rounded corners: If you look close again you can see that both the header and the main content have square edges which jumps out at the eye. To fix this you can now apply the roundbox-top and roundbox-bottom to the header and content respectively: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft roundbox-top">Box with a Header</div> <div class="boxcontenttext roundbox-bottom" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> Which now gives the proper display with rounded corners both on the top and bottom: All of this is sweet to be supported – at least by the newest browser – without having to resort to images and nasty JavaScripts solutions. While this is still not a mainstream feature yet for the majority of actually installed browsers, the majority of browser users are very likely to have this support as most browsers other than IE are actively pushing users to upgrade to newer versions. Since this is a ‘visual display only feature it degrades reasonably well in non-supporting browsers: You get an uninteresting square and non-shadowed browser box, but the display is still overall functional. The main sticking point – as always is Internet Explorer versions 8.0 and down as well as older versions of other browsers. With those browsers you get a functional view that is a little less interesting to look at obviously: but at least it’s still functional. Maybe that’s just one more incentive for people using older browsers to upgrade to a  more modern browser :-) Creating Dialog Related Styles In a lot of my AJAX based applications I use pop up windows which effectively work like dialogs. Using the simple CSS behaviors above, it’s really easy to create some fairly nice looking overlaid windows with nothing but CSS. Here’s what a typical ‘dialog’ I use looks like: The beauty of this is that it’s plain CSS – no plug-ins or images (other than the gradients which are optional) required. Add jQuery-ui draggable (or ww.jquery.js as shown below) and you have a nice simple inline implementation of a dialog represented by a simple <div> tag. Here’s the HTML for this dialog: <div id="divDialog" class="dialog boxshadow" style="width: 450px;"> <div class="dialog-header"> <div class="closebox"></div> User Sign-in </div> <div class="dialog-content"> <label>Username:</label> <input type="text" name="txtUsername" value=" " /> <label>Password</label> <input type="text" name="txtPassword" value=" " /> <hr /> <input type="button" id="btnLogin" value="Login" /> </div> <div class="dialog-statusbar">Ready</div> </div> Most of this behavior is driven by the ‘dialog’ styles which are fairly basic and easy to understand. They do use a few support images for the gradients which are provided in the sample I’ve provided. Here’s what the CSS looks like: .dialog { background: White; overflow: hidden; border: solid 1px steelblue; -moz-border-radius: 6px 6px 4px 4px; -webkit-border-radius: 6px 6px 4px 4px; border-radius: 6px 6px 3px 3px; } .dialog-header { background-image: url(images/dialogheader.png); background-repeat: repeat-x; text-align: left; color: cornsilk; padding: 5px; padding-left: 10px; font-size: 1.02em; font-weight: bold; position: relative; -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-top { -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-bottom { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; } .dialog-content { padding: 15px; } .dialog-statusbar, .dialog-toolbar { background: #eeeeee; background-image: url(images/dialogstrip.png); background-repeat: repeat-x; padding: 5px; padding-left: 10px; border-top: solid 1px silver; border-bottom: solid 1px silver; font-size: 0.8em; } .dialog-statusbar { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; padding-right: 10px; } .closebox { position: absolute; right: 2px; top: 2px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 1; filter: alpha(opacity="100"); } The main style is the dialog class which is the outer box. It has the rounded border that serves as the outline. Note that I didn’t add the box-shadow to this style because in some situations I just want the rounded box in an inline display that doesn’t have a shadow so it’s still applied separately. dialog-header, then has the rounded top corners and displays a typical dialog heading format. dialog-bottom and dialog-top then provide the same functionality as roundbox-top and roundbox-bottom described earlier but are provided mainly in the stylesheet for consistency to match the dialog’s round edges and making it easier to  remember and find in Intellisense as it shows up in the same dialog- group. dialog-statusbar and dialog-toolbar are two elements I use a lot for floating windows – the toolbar serves for buttons and options and filters typically, while the status bar provides information specific to the floating window. Since the the status bar is always on the bottom of the dialog it automatically handles the rounding of the bottom corners. Finally there’s  closebox style which is to be applied to an empty <div> tag in the header typically. What this does is render a close image that is by default low-lighted with a low opacity value, and then highlights when hovered over. All you’d have to do handle the close operation is handle the onclick of the <div>. Note that the <div> right aligns so typically you should specify it before any other content in the header. Speaking of closable – some time ago I created a closable jQuery plug-in that basically automates this process and can be applied against ANY element in a page, automatically removing or closing the element with some simple script code. Using this you can leave out the <div> tag for closable and just do the following: To make the above dialog closable (and draggable) which makes it effectively and overlay window, you’d add jQuery.js and ww.jquery.js to the page: <script type="text/javascript" src="../../scripts/jquery.min.js"></script> <script type="text/javascript" src="../../scripts/ww.jquery.min.js"></script> and then simply call: <script type="text/javascript"> $(document).ready(function () { $("#divDialog") .draggable({ handle: ".dialog-header" }) .closable({ handle: ".dialog-header", closeHandler: function () { alert("Window about to be closed."); return true; // true closes - false leaves open } }); }); </script> * ww.jquery.js emulates base features in jQuery-ui’s draggable. If jQuery-ui is loaded its draggable version will be used instead and voila you have now have a draggable and closable window – here in mid-drag:   The dragging and closable behaviors are of course optional, but it’s the final touch that provides dialog like window behavior. Relief for older Internet Explorer Versions with CSS Pie If you want to get these features to work with older versions of Internet Explorer all the way back to version 6 you can check out CSS Pie. CSS Pie provides an Internet Explorer behavior file that attaches to specific CSS rules and simulates these behavior using script code in IE (mostly by implementing filters). You can simply add the behavior to each CSS style that uses box-shadow and border-radius like this: .boxshadow {     -moz-box-shadow: 3px 3px 5px #535353;     -webkit-box-shadow: 3px 3px 5px #535353;           box-shadow: 3px 3px 5px #535353;     behavior: url(scripts/PIE.htc);           } .roundbox {      -moz-border-radius: 6px 6px 6px 6px;     -webkit-border-radius: 6px;      border-radius: 6px 6px 6px 6px;     behavior: url(scripts/PIE.htc); } CSS Pie requires the PIE.htc on your server and referenced from each CSS style that needs it. Note that the url() for IE behaviors is NOT CSS file relative as other CSS resources, but rather PAGE relative , so if you have more than one folder you probably need to reference the HTC file with a fixed path like this: behavior: url(/MyApp/scripts/PIE.htc); in the style. Small price to pay, but a royal pain if you have a common CSS file you use in many applications. Once the PIE.htc file has been copied and you have applied the behavior to each style that uses these new features Internet Explorer will render rounded corners and box shadows! Yay! Hurray for box-shadow and border-radius All of this functionality is very welcome natively in the browser. If you think this is all frivolous visual candy, you might be right :-), but if you take a look on the Web and search for rounded corner solutions that predate these CSS attributes you’ll find a boatload of stuff from image files, to custom drawn content to Javascript solutions that play tricks with a few images. It’s sooooo much easier to have this functionality built in and I for one am glad to see that’s it’s finally becoming standard in the box. Still remember that when you use these new CSS features, they are not universal, and are not going to be really soon. Legacy browsers, especially old versions of Internet Explorer that can’t be updated will continue to be around and won’t work with this shiny new stuff. I say screw ‘em: Let them get a decent recent browser or see a degraded and ugly UI. We have the luxury with this functionality in that it doesn’t typically affect usability – it just doesn’t look as nice. Resources Download the Sample The sample includes the styles and images and sample page as well as ww.jquery.js for the draggable/closable example. Online Sample Check out the sample described in this post online. Closable and Draggable Documentation Documentation for the closeable and draggable plug-ins in ww.jquery.js. You can also check out the full documentation for all the plug-ins contained in ww.jquery.js here. © Rick Strahl, West Wind Technologies, 2005-2011Posted in HTML  CSS  

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  • Silverlight Cream for April 02, 2010 -- #828

    - by Dave Campbell
    In this Issue: Phil Middlemiss, Robert Kozak, Kathleen Dollard, Avi Pilosof, Nokola, Jeff Wilcox, David Anson, Timmy Kokke, Tim Greenfield, and Josh Smith. Shoutout: SmartyP has additional info up on his WP7 Pivot app: Preview of My Current Windows Phone 7 Pivot Work From SilverlightCream.com: A Chrome and Glass Theme - Part I Phil Middlemiss is starting a tutorial series on building a new theme for Silverlight, in this first one we define some gradients and color resources... good stuff Phil Intercepting INotifyPropertyChanged This is Robert Kozak's first post on this blog, but it's a good one about INotifyPropertyChanged and MVVM and has a solution in the post with lots of code and discussion. How do I Display Data of Complex Bound Criteria in Horizontal Lists in Silverlight? Kathleen Dollard's latest article in Visual Studio magazine is in answer to a question about displaying a list of complex bound criteria including data, child data, and photos, and displaying them horizontally one at a time. Very nice-looking result, and all the code. Windows Phone: Frame/Page navigation and transitions using the TransitioningContentControl Avi Pilosof discusses the built-in (boring) navigation on WP7, and then shows using the TransitionContentControl from the Toolkit to apply transitions to the navigation. EasyPainter: Cloud Turbulence and Particle Buzz Nokola returns with a couple more effects for EasyPainter: Cloud Turbulence and Particle Buzz ... check out the example screenshots, then go grab the code. Property change notifications for multithreaded Silverlight applications Jeff Wilcox is discussing the need for getting change notifications to always happen on the UI thread in multi-threaded apps... great diagrams to see what's going on. Tip: The default value of a DependencyProperty is shared by all instances of the class that registers it David Anson has a tip up about setting the default value of a DependencyProperty, and the consequence that may have depending upon the type. Building a “real” extension for Expression Blend Timmy Kokke's code is WPF, but the subject is near and dear to us all, Timmy has a real-world Expression Blend extension up... a search for controls in the Objects and Timelines pane ... and even if that doesn't interest you... it's the source to a Blend extension! XPath support in Silverlight 4 + XPathPad Tim Greenfield not only talks about XPath in SL4RC, but he has produced a tool, XPathPad, and provided the source... if you've used XPath, you either are a higher thinker than me(not a big stretch), or you need this :) Using a Service Locator to Work with MessageBoxes in an MVVM Application Josh Smith posted about a question that comes up a lot: showing a messagebox from a ViewModel object. This might not work for custom message boxes or unit testing. This post covers the Unit Testing aspect. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Friday Fun: Factory Balls – Christmas Edition

    - by Asian Angel
    Your weekend is almost here, but until the work day is over we have another fun holiday game for you. This week your job is to correctly decorate/paint the ornaments that go on the Christmas tree. Simple you say? Maybe, but maybe not! Factory Balls – Christmas Edition The object of the game is to correctly decorate/paint each Christmas ornament exactly as shown in the “sample image” provided for each level. What starts off as simple will quickly have you working to figure out the correct combination or sequence to complete each ornament. Are you ready? The first level serves as a tutorial to help you become comfortable with how to decorate/paint the ornaments. To move an ornament to a paint bucket or cover part of it with one of the helper items simply drag the ornament towards that area. The ornament will automatically move back to its’ starting position when the action is complete. First, a nice coat of red paint followed by covering the middle area with a horizontal belt. Once the belt is on move the ornament to the bucket of yellow paint. Next, you will need to remove the belt, so move the ornament back to the belt’s original position. One ornament finished! As soon as you complete decorating/painting an ornament, you move on to the next level and will be shown the next “sample Image” in the upper right corner. Starting with a coat of orange paint sounds good… Pop the little serrated edge cap on top… Add some blue paint… Almost have it… Place the large serrated edge cap on top… Another dip in the orange paint… And the second ornament is finished. Level three looks a little bit tougher…just work out your pattern of helper items & colors and you will definitely get it! Have fun decorating/painting those ornaments! Note: Starting with level four you will need to start using a combination of two helper items combined at times to properly complete the ornaments. Play Factory Balls – Christmas Edition Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation Winter Theme for Windows 7 from Microsoft Score Free In-Flight Wi-Fi Courtesy of Google Chrome

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • Regular Expressions Reference Tables Updated

    - by Jan Goyvaerts
    The regular expressions reference on the Regular-Expressions.info website was completely overhauled with the big update of that site last month. In the past, the reference section consisted of two parts. One part was a summary of the regex features commonly found in Perl-style regex flavors with short descriptions and examples. This part of the reference ignored differences between regex flavors and omitted most features that don’t have wide support. The other part was a regular expression flavor comparison that listed many more regex features along with YES/no indicators for many regex flavors, but without any explanations of the features. When reworking the site, I wanted to make the reference section more detailed, with descriptions and examples of all the syntax supported by the flavors discussed on the site. Doing that resulted in a reference that lists many features that are only supported by a few regex flavors. For such a reference to be usable, it needs to indicate which flavors support each feature. My original design for the new reference table used two rows for each feature. The first row had 4 columns with a label, syntax, description, and example, similar to the old reference tables. The second row had 20 columns indicating which versions of which flavors support these features. While the double-row design allowed all the information to fit within the table without requiring horizontal scrolling, it made it more difficult to quickly scan the tables for the feature you’re looking for. To make the new reference tables easier to read, they now have only a single row for each feature. The first 4 columns are the same as before. The remaining two columns show which versions of two regular expression flavors support the feature. You can use the drop-down lists above the table to choose the flavors the table should indicate. The site uses cookies to allow the flavor choices to persist while you navigate the reference. The result of this latest update is that the new regex tables are now just as easy to read as the ten-year-old tables on the old site were, while still covering all the features big and small of all the flavors discussed on the site.

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  • Silverlight Cream for April 18, 2010 -- #840

    - by Dave Campbell
    In this Issue: CrocusGirl, Giorgetti Alessandro(-2-), smartyP, Pete Brown, David Poll, David Anson, and Bill Reiss. Shoutouts: Yasser Makram has a post up discussing Human Centered ALM with Telerik TeamPulse and Team Foundation Server. I saw this demo'd at DevConnnections and it definitely deserves a look. Shawn Wildermuth posted his materials from DevConnections all on one post: Back from DevConnections with SourceCode Shawn Wildermuth also posted an Updated RIA Services + MVVM Example Laurent Bugnion announced a Small change in MVVM Light Toolkit templates for Blend 4 RC Laurent Bugnion also announced Crowdsourcing MVVM Light Toolkit support The Expression Blend and Design Blog announced Expression Blend 4 Release Candidate Available! Dan Wahlin posted Slides and Code from my Silverlight MVVM Talk at DevConnections From SilverlightCream.com: Windows Phone 7 Design Notes – Part#1: Metro Resources CrocusGirl has blogged about WP7 and the Metro design concept. She has a bunch of resources up and information about Metro and the design methodology. Stay tuned for Part 2. Silverlight, M-V-VM ... and IoC - part 1 Giorgetti Alessandro has part 1 of a multi-parter up on IoC and MVVM for LOB apps in Silverlight ... a pretty quick into to MVVM. Silverlight, M-V-VM … and IoC – part 2 Giorgetti Alessandro also posted part 2 of his series, and this one digs deeper into the code and discusses what goes into the view and the model. Using the Facebook Developer Toolkit With Windows Phone 7 smartyP has a post addressing using the Facebook Developer toolkit with WP7... it took some hacking, and he explains it, and provides it for download. Silverlight and WPF Tip: Fitting items in a ListBox Having trouble fitting items into a Listbox in Silverlight or WPF without getting horizontal scrollbars? Pete Brown has a solution for you in 4 steps. Making printing easier in Silverlight 4 David Poll has a great detailed post up about printing in SL4, taking it to building a higher-level API that allows printing of collections... all demos and source included. Detailed information about the Silverlight Toolkit's new stacked series support David Anson details the improvements to Data Visualization in the Toolkit release from last week. Space Rocks game step 9: the asteroid sprite Bill Reiss has his latest game episode up and this time he's putting asteroid sprites in play. No placement, movement, or collisions yet, but it's a beginning. And, he's updated all his code to Silverlight 4. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Cool Enhancements Everyone Can Enjoy

    - by Ruth
    With Release 17, we have a few visual and functional enhancements that make using CRM On Demand that much better for us all. I'll mention a few here, but to get the full outline of these upgrades, I recommend taking 10 minutes to view the Release 17 Usability Transfer of Information course. First and foremost, I find the ability to customize your theme (or skin) pretty cool, but I've said that before. Take a look at the Selecting Your Theme and the Themes - Create Your CRM Style blog articles for more information. My next favorite is the resizeable user interface (UI). CRM On Demand will dynamically fit the device and screen resolution you're using, which includes the resizing of fields, field editors and pop-ups. If you have a wide screen like me, you should appreciate that one very much. To make it easier to see that resized UI, the detail pages got a little face lift. New horizontal lines and other subtle changes make those pages easier to read. Also, those things you need to know, like error messages and inline help are highlighted with a little icon to show the message type. You may not think every change to the detail pages are particularly exciting, but I'm sure you'll enjoy the new Head Up Display, which saves you scrolling time by adding links to related information sections. I like that the head up display travels with me as I move up and down the page...it's like a little friend that takes me where I want to go as fast as possible. You may also really like the fact that the copy record feature is now available for all record types from both detail pages and lists. Your company administrator can choose which fields get copied, so you can maximize your efficiency when creating new records. Lists also got a face lift. Alternating colors in rows make it easier to see your data. Also, the Favorite Lists icon is now on the list itself, so you can save your most useful lists with one click. If you've ever tried to create a new list with 10 columns or more, you'll be happy to hear that the maximum number of columns in a list has increased from 9 to 20. This is great news, but doesn't mean you should include the kitchen sink in your list...excess columns can slow list performance. So choose your columns wisely. Again, these are just a few of my favorite things. Let us know what you think about the new usability features. What are your favorite things?

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Case Management Patterns with Oracle Unified Business Process Management Suite

    - by Ajay Khanna
    Contributed by Heidi Buelow, Oracle Product Management Case Management was a hot topic all week at Oracle OpenWorld so I was excited to share our current features and upcoming plans at the session Thursday morning on Case Management Patterns with Oracle Unified Business Process Management Suite.  My colleague, Ravi Rangaswamy, the Case Management Development Manager, and I, Heidi Buelow, the Case Management Product Manager, discussed case management use case patterns with an interested audience.  We also talked about the current BPM Suite offering for Case Managment and showed a demo of our upcoming release where Case Management becomes a first class component in a BPM composite application. Case Management use case patterns cover a wide range of horizontal applications such as Accounts Payable, Dispute Resolution, Call Center, Employee OnBoarding, and many vertical applications in domains and industries such as Public Sector services, Insurance claims, and Healthcare.  Really, it is any use case where the resolution of a request may require a knowledge worker making decisions using experienced judgement in the current situation.  This allows for expidited care and customer satisfaction, both being highly valued for consumer loyalty, regulatory compliance, and efficient resolution. Today, BPM Suite provides the tools for creating Case Management applications using BPMN 2.0, Business Rules, and rich BAM and Case Analytics.  The Process Composer provides the agility to change rules and processes by the business users.  The case manager and case workers have the flexibilty they need.  With integrated content management and the concept of a BPM Process Spaces instance (case) space, the current release enables case management use case applications. In the next release, Case Management becomes a first class component. By this, we mean, Case is a separate component in the composite.  We are adding case attributes such as milestones, case events, case stakeholders, and more, providing a rich toolset for the use cases that require a flexible Case Management approach.  Activites become available according to the conditions that you specify and information can be protected by permissions indicated.  In BPM Studio, you design a Case and associate all of the attributes and activities that are needed, yet, at runtime you have the flexibility to add and change these as needed. We enjoyed sharing Case Management and it was well received by the audience.  The presentation is available online and we have viewlets of the demo that will be available at release time.

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Big Data – Buzz Words: What is NewSQL – Day 10 of 21

    - by Pinal Dave
    In yesterday’s blog post we learned the importance of the relational database. In this article we will take a quick look at the what is NewSQL. What is NewSQL? NewSQL stands for new scalable and high performance SQL Database vendors. The products sold by NewSQL vendors are horizontally scalable. NewSQL is not kind of databases but it is about vendors who supports emerging data products with relational database properties (like ACID, Transaction etc.) along with high performance. Products from NewSQL vendors usually follow in memory data for speedy access as well are available immediate scalability. NewSQL term was coined by 451 groups analyst Matthew Aslett in this particular blog post. On the definition of NewSQL, Aslett writes: “NewSQL” is our shorthand for the various new scalable/high performance SQL database vendors. We have previously referred to these products as ‘ScalableSQL‘ to differentiate them from the incumbent relational database products. Since this implies horizontal scalability, which is not necessarily a feature of all the products, we adopted the term ‘NewSQL’ in the new report. And to clarify, like NoSQL, NewSQL is not to be taken too literally: the new thing about the NewSQL vendors is the vendor, not the SQL. In other words - NewSQL incorporates the concepts and principles of Structured Query Language (SQL) and NoSQL languages. It combines reliability of SQL with the speed and performance of NoSQL. Categories of NewSQL There are three major categories of the NewSQL New Architecture – In this framework each node owns a subset of the data and queries are split into smaller query to sent to nodes to process the data. E.g. NuoDB, Clustrix, VoltDB MySQL Engines – Highly Optimized storage engine for SQL with the interface of MySQ Lare the example of such category. E.g. InnoDB, Akiban Transparent Sharding – This system automatically split database across multiple nodes. E.g. Scalearc  Summary In simple words – NewSQL is kind of database following relational database principals and provides scalability like NoSQL. Tomorrow In tomorrow’s blog post we will discuss about the Role of Cloud Computing in Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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