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  • Tweaking Remote Control (In-Kernel LIRC)

    - by Geoff
    I've recently rebuilt my MythTV box using Mythbuntu 12.04, to take advantage of newer hardware (Ivy Bridge). On my previous build I used lirc to manage the remote, i.e. the mapping of key codes - keypresses - application keys; it was quite a journey to learn it all, and I ended up fairly comfortable with how it all worked. What I have: I have a cheap Chinavasion remote and USB dongle, which I've found several articles on; these largely revolve around working with XBMC (interesting, but I don't think directly applicable) and also around getting a Harmony remote to work (it's a Chinavasion CVSB-983 - very useful, since I needed this to get my Harmony 900 working). Mythbuntu 12.04 64-bit MythTV 0.25 (likely irrelevant) How it is right now When I plug this in, it 'just works'. Which is great, except that Ubuntu uses it natively, and prevents some of the button presses from getting through to Myth. For example, I can send a button from the remote that equates to Ctrl-Alt-A (which I assume Ubuntu isn't interested in), and then trap that in Mythfrontend, but the remote's Play button is caught by Ubuntu (which displays a large circle with a line though it, as there's no media player loaded). I understand that this is because lirc is merged into the kernel now, and I like that. What I've done so far: Found the device using lsusb: $ lsusb Bus 001 Device 004: ID 073a:2230 Chaplet Systems, Inc. infrared dongle for remote Found the event device number: $ cat /proc/bus/input/devices I: Bus=0003 Vendor=073a Product=2230 Version=0110 N: Name="HID 073a:2230" P: Phys=usb-0000:00:1a.0-1.2/input0 S: Sysfs=/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.0/input/input5 U: Uniq= H: Handlers=sysrq kbd mouse1 event5 js0 B: PROP=0 B: EV=10001f B: KEY=4c37fff072ff32d bf54445600000000 ffffffffff 30c100b17c007 ffa67bfad951dfff febeffdfffefffff fffffffffffffffe B: REL=343 B: ABS=100030000 B: MSC=10 Tested the input with evtest (I pressed Play): $ sudo evtest /dev/input/event5 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x73a product 0x2230 version 0x110 Input device name: "HID 073a:2230" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 1 (KEY_ESC) Event code 2 (KEY_1) Event code 3 (KEY_2) Event code 4 (KEY_3) Event code 5 (KEY_4) Event code 6 (KEY_5) Event code 7 (KEY_6) <------------snipped lots of 'Event code' lines------------> Testing ... (interrupt to exit) Event: time 1336435683.230656, -------------- SYN_REPORT ------------ Event: time 1336435683.246648, type 4 (EV_MSC), code 4 (MSC_SCAN), value c00cd Event: time 1336435683.246652, type 1 (EV_KEY), code 164 (KEY_PLAYPAUSE), value 0 Event: time 1336435683.246655, -------------- SYN_REPORT ------------ Tested showkey, again for the Play key: $ sudo showkey -s kb mode was RAW [ if you are trying this under X, it might not work since the X server is also reading /dev/console ] press any key (program terminates 10s after last keypress)... 0xe0 0x22 0xe0 0xa2 What I want: I'd like a way to scan the incoming button presses, if the above method isn't correct. I'd like to either remap each button press to something that Ubuntu/Unity will ignore, or even better pass the keypress directly to Myth (I suspect this later is only possible with lirc, but I could be wrong). I would really like to do this with the in-kernel drivers, i.e. without explicitly loading lirc; if that's the way the world is going, I'd rather find a way to map the current behaviour to what I want, rather than forcing the 'old' arrangement of loading lirc outside the kernel. Learning something new is also worthwhile! My guess: I'm assuming that this will require using setkeycodes, but have had trouble finding enough information to configure this. Any help greatly appreciated!

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  • How can I fix my keyboard layout?

    - by Scott Severance
    For a long time, I've had my keyboard configured to use the layout currently known as "English (international AltGr dead keys)." I like this layout because without any modifier keys, it's identical to the US English keyboard, but when I hold Right Alt I can get accented letters and other characters not available on a standard US English keyboard. In Oneiric, however, the layout is messed up. Right Alt+N produces "ñ" as expected. And another method works: Right Alt+`, E produces "è", also as expected. But there's no way to type "é", which is probably the accented letter I type the most. I expect Right Alt+A, E to do the trick. But instead of a dead key for the acute accent, it uses a method for combining characters to create the hybrid "´e". This hybrid looks like the proper "é" in some settings, but it isn't the same character and doesn't always work. (For example, in the text input box as I type this, it looks the same as the proper character, but when displayed on the site for all so see, it looks very wrong--at least on my machine.) Ditto for all other characters with an acute accent, though some are available directly as pre-composed characters: For example, Right Alt+I yields "í". How can I change the acute accent on the A key to a proper dead key? Perhaps the more general version of this is: How can I tweak my keyboard layout? Update I just tested this on my other machine, also running Oneiric, but upgraded from previous versions. I have no problems with the second machine. The problem machine was a fresh install of Oneiric, but I kept my old $HOME when I did the fresh install. Clarification Even if an answer doesn't address my specific examples, I would still accept it if it provided enough detail for me to find the layout and tweak it according to my needs. Major Update After working through the information gained through Jim C's and Chascon's helpful replies, I've learned something new: The problem isn't with the layout itself, but with the fact that the selected layout isn't being applied. When I look at the definition in /usr/share/X11/xkb/symbols/us of the layout I've been running for a long time, I found that the definition doesn't match what I get when I type. In addition, the keyboard layout dialog that's supposed to show the current layout looks different from the way the layout is defined in the file I mentioned, and matches what actually happens when I type. Following Jim C's suggestion, I created a new layout in /usr/share/X11/xkb/symbols/us containing some modifications to the layout I want. I can select my layout from the keyboard properties, and I can use in on the console following Chascon's post, but the layout I get when typing is unchanged. Apparently, there's a different layout defined somewhere that's overriding what I've set. Where is that layout hiding? This problem occurs in Unity (3D and 2D), but I was able to get the correct layout set in Xfce. In case it's relevant, this problem has occurred since I installed Oneiric fresh on this machine (though I preserved my $HOME). I don't recall whether this problem occurred before the reinstall. Also, in case it's relevant, I also run iBus so I can type Korean. I have a few difficulties with iBus, but I doubt they're related.

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Flattening System.Web.UI ControlCollection

    - by evovision
    Hi,   Sometimes one may need to get a list of child controls inside specific container and don't care about the underlying hierarchy.   The result is beautifully achieved using this extension method:   using System;using System.Collections.Generic;using System.Linq;using System.Web;using System.Web.UI;    public static class ControlCollectionExtensionMethods    {        public static IEnumerable<Control> FlattenedList(this ControlCollection controls)        {            foreach (Control ctrl in controls)            {                  // return parent control                   yield return ctrl;                              // and dive into child collection                   foreach (Control child in ctrl.Controls.FlattenedList())                         yield return child;            }        }    }   P.S.: don't forget about namespaces when using it in your code, if above class is wrapped into namespace, for example: Sample, the source code file with calling code must explicitly reference it: using Sample;

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  • Recursion in Ecore-File?!

    - by Dominik
    Hey guys, just tried to convert towards a Ecore-Model from a given UML-Model. After this I am trying to create a Generator Model. Everytime I try to do this I get the Error Message, that there is a "Unhandled event loop exception" with this log: org.eclipse.swt.SWTException: Failed to execute runnable (java.lang.NullPointerException) at org.eclipse.swt.SWT.error(SWT.java:3884) at org.eclipse.swt.SWT.error(SWT.java:3799) at org.eclipse.swt.widgets.Synchronizer.runAsyncMessages(Synchronizer.java:137) at org.eclipse.swt.widgets.Display.runAsyncMessages(Display.java:3885) at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3506) at org.eclipse.jface.window.Window.runEventLoop(Window.java:825) at org.eclipse.jface.window.Window.open(Window.java:801) at org.eclipse.gmf.internal.bridge.ui.dashboard.DashboardMediator$RunWizardAction.run(DashboardMediator.java:316) at org.eclipse.gmf.internal.bridge.ui.dashboard.HyperlinkFigure$1.mousePressed(HyperlinkFigure.java:63) at org.eclipse.draw2d.Figure.handleMousePressed(Figure.java:873) at org.eclipse.draw2d.SWTEventDispatcher.dispatchMousePressed(SWTEventDispatcher.java:214) at org.eclipse.draw2d.LightweightSystem$EventHandler.mouseDown(LightweightSystem.java:513) at org.eclipse.swt.widgets.TypedListener.handleEvent(TypedListener.java:179) at org.eclipse.swt.widgets.EventTable.sendEvent(EventTable.java:84) at org.eclipse.swt.widgets.Widget.sendEvent(Widget.java:1003) at org.eclipse.swt.widgets.Display.runDeferredEvents(Display.java:3910) at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3503) at org.eclipse.ui.internal.Workbench.runEventLoop(Workbench.java:2405) at org.eclipse.ui.internal.Workbench.runUI(Workbench.java:2369) at org.eclipse.ui.internal.Workbench.access$4(Workbench.java:2221) at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:500) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:493) at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:149) at org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:113) at org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:194) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:110) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:79) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:368) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:179) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514) at org.eclipse.equinox.launcher.Main.run(Main.java:1311) Caused by: java.lang.NullPointerException at org.eclipse.emf.converter.util.ConverterUtil.computeRequiredPackages(ConverterUtil.java:374) at org.eclipse.emf.converter.ui.contribution.base.ModelConverterPackagePage.validate(ModelConverterPackagePage.java:965) at org.eclipse.emf.importer.ui.contribution.base.ModelImporterPackagePage.validate(ModelImporterPackagePage.java:101) at org.eclipse.emf.converter.ui.contribution.base.ModelConverterPackagePage$1.run(ModelConverterPackagePage.java:155) at org.eclipse.swt.widgets.RunnableLock.run(RunnableLock.java:35) at org.eclipse.swt.widgets.Synchronizer.runAsyncMessages(Synchronizer.java:134) ... 34 more After this there occurs another exception with this text: "Unable to create editor ID org.eclipse.emf.codegen.ecore.genmodel.presentation.GenModelEditorID:An unexpected exception was thrown." The session data says: eclipse.buildId=unknown java.version=1.6.0_13 java.vendor=Sun Microsystems Inc. BootLoader constants: OS=win32, ARCH=x86, WS=win32, NL=de_DE Framework arguments: -product org.eclipse.epp.package.modeling.product Command-line arguments: -os win32 -ws win32 -arch x86 -product org.eclipse.epp.package.modeling.product -consoleLog With this long log: java.lang.NullPointerException at org.eclipse.emf.ecore.util.EcoreUtil.getURI(EcoreUtil.java:2887) at org.eclipse.emf.codegen.ecore.genmodel.impl.GenModelImpl.diagnose(GenModelImpl.java:2930) at org.eclipse.emf.codegen.ecore.genmodel.presentation.GenModelEditor.validate(GenModelEditor.java:1773) at org.eclipse.emf.codegen.ecore.genmodel.presentation.GenModelEditor.initialize(GenModelEditor.java:596) at org.eclipse.emf.codegen.ecore.genmodel.presentation.GenModelEditor.createPages(GenModelEditor.java:1080) at org.eclipse.ui.part.MultiPageEditorPart.createPartControl(MultiPageEditorPart.java:357) at org.eclipse.ui.internal.EditorReference.createPartHelper(EditorReference.java:662) at org.eclipse.ui.internal.EditorReference.createPart(EditorReference.java:462) at org.eclipse.ui.internal.WorkbenchPartReference.getPart(WorkbenchPartReference.java:595) at org.eclipse.ui.internal.EditorReference.getEditor(EditorReference.java:286) at org.eclipse.ui.internal.WorkbenchPage.busyOpenEditorBatched(WorkbenchPage.java:2857) at org.eclipse.ui.internal.WorkbenchPage.busyOpenEditor(WorkbenchPage.java:2762) at org.eclipse.ui.internal.WorkbenchPage.access$11(WorkbenchPage.java:2754) at org.eclipse.ui.internal.WorkbenchPage$10.run(WorkbenchPage.java:2705) at org.eclipse.swt.custom.BusyIndicator.showWhile(BusyIndicator.java:70) at org.eclipse.ui.internal.WorkbenchPage.openEditor(WorkbenchPage.java:2701) at org.eclipse.ui.internal.WorkbenchPage.openEditor(WorkbenchPage.java:2685) at org.eclipse.ui.internal.WorkbenchPage.openEditor(WorkbenchPage.java:2668) at org.eclipse.emf.converter.ui.contribution.base.ModelConverterWizard.openEditor(ModelConverterWizard.java:318) at org.eclipse.emf.importer.ui.contribution.base.ModelImporterWizard.performFinish(ModelImporterWizard.java:167) at org.eclipse.jface.wizard.WizardDialog.finishPressed(WizardDialog.java:752) at org.eclipse.gmf.internal.bridge.ui.dashboard.DashboardMediator$RunWizardAction$1.finishPressed(DashboardMediator.java:311) at org.eclipse.jface.wizard.WizardDialog.buttonPressed(WizardDialog.java:373) at org.eclipse.jface.dialogs.Dialog$2.widgetSelected(Dialog.java:624) at org.eclipse.swt.widgets.TypedListener.handleEvent(TypedListener.java:228) at org.eclipse.swt.widgets.EventTable.sendEvent(EventTable.java:84) at org.eclipse.swt.widgets.Widget.sendEvent(Widget.java:1003) at org.eclipse.swt.widgets.Display.runDeferredEvents(Display.java:3910) at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3503) at org.eclipse.jface.window.Window.runEventLoop(Window.java:825) at org.eclipse.jface.window.Window.open(Window.java:801) at org.eclipse.gmf.internal.bridge.ui.dashboard.DashboardMediator$RunWizardAction.run(DashboardMediator.java:316) at org.eclipse.gmf.internal.bridge.ui.dashboard.HyperlinkFigure$1.mousePressed(HyperlinkFigure.java:63) at org.eclipse.draw2d.Figure.handleMousePressed(Figure.java:873) at org.eclipse.draw2d.SWTEventDispatcher.dispatchMousePressed(SWTEventDispatcher.java:214) at org.eclipse.draw2d.LightweightSystem$EventHandler.mouseDown(LightweightSystem.java:513) at org.eclipse.swt.widgets.TypedListener.handleEvent(TypedListener.java:179) at org.eclipse.swt.widgets.EventTable.sendEvent(EventTable.java:84) at org.eclipse.swt.widgets.Widget.sendEvent(Widget.java:1003) at org.eclipse.swt.widgets.Display.runDeferredEvents(Display.java:3910) at org.eclipse.swt.widgets.Display.readAndDispatch(Display.java:3503) at org.eclipse.ui.internal.Workbench.runEventLoop(Workbench.java:2405) at org.eclipse.ui.internal.Workbench.runUI(Workbench.java:2369) at org.eclipse.ui.internal.Workbench.access$4(Workbench.java:2221) at org.eclipse.ui.internal.Workbench$5.run(Workbench.java:500) at org.eclipse.core.databinding.observable.Realm.runWithDefault(Realm.java:332) at org.eclipse.ui.internal.Workbench.createAndRunWorkbench(Workbench.java:493) at org.eclipse.ui.PlatformUI.createAndRunWorkbench(PlatformUI.java:149) at org.eclipse.ui.internal.ide.application.IDEApplication.start(IDEApplication.java:113) at org.eclipse.equinox.internal.app.EclipseAppHandle.run(EclipseAppHandle.java:194) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.runApplication(EclipseAppLauncher.java:110) at org.eclipse.core.runtime.internal.adaptor.EclipseAppLauncher.start(EclipseAppLauncher.java:79) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:368) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:179) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514) at org.eclipse.equinox.launcher.Main.run(Main.java:1311) Has anyone an idea what is going wrong? I looked a while at my model but were not able to find something wrong. I just thought there might be a recursion due to the "Unhandled event loop exception" but is this even possible? Thanks in advance, Dominik

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  • How can I make a jQuery UI 'draggable()' div draggable for touchscreen?

    - by artlung
    I have a jQuery UI draggable() that works in Firefox and Chrome. The user interface concept is basically click to create a "post-it" type item. Basically, I click or tap on div#everything (100% high and wide) that listens for clicks, and an input textarea displays. You add text, and then when you're done it saves it. You can drag this element around. That is working on normal browsers, but on an iPad I can test with I can't drag the items around. If I touch to select (it then dims slightly), I can't then drag it. It won't drag left or right at all. I can drag up or down, but I'm not dragging the individual div, I'm dragging the whole webpage. So here's the code I use to capture clicks: $('#everything').bind('click', function(e){ var elem = document.createElement('DIV'); STATE.top = e.pageY; STATE.left = e.pageX; var e = $(elem).css({ top: STATE.top, left: STATE.left }).html('<textarea></textarea>') .addClass('instance') .bind('click', function(event){ return false; }); $(this).append(e); }); And here's the code I use to "save" the note and turn the input div into just a display div: $('textarea').live('mouseleave', function(){ var val = jQuery.trim($(this).val()); STATE.content = val; if (val == '') { $(this).parent().remove(); } else { var div = $(this).parent(); div.text(val).css({ height: '30px' }); STATE.height = 30; if ( div.width() !== div[0].clientWidth || div.height () !== div[0].clientHeight ) { while (div.width() !== div[0].clientWidth || div.height () !== div[0].clientHeight) { var h = div.height() + 10; STATE.height = h; div.css({ height: (h) + 'px' }); // element just got scrollbars } } STATE.guid = uniqueID() div.addClass('savedNote').attr('id', STATE.guid).draggable({ stop: function() { var offset = $(this).offset(); STATE.guid = $(this).attr('id'); STATE.top = offset.top; STATE.left = offset.left; STATE.content = $(this).text(); STATE.height = $(this).height(); STATE.save(); } }); STATE.save(); $(this).remove(); } }); And I have this code when I load the page for saved notes: $('.savedNote').draggable({ stop: function() { STATE.guid = $(this).attr('id'); var offset = $(this).offset(); STATE.top = offset.top; STATE.left = offset.left; STATE.content = $(this).text(); STATE.height = $(this).height(); STATE.save(); } }); My STATE object handles saving the notes. Onload, this is the whole html body: <body> <div id="everything"></div> <div class="instance savedNote" id="iddd1b0969-c634-8876-75a9-b274ff87186b" style="top:134px;left:715px;height:30px;">Whatever dude</div> <div class="instance savedNote" id="id8a129f06-7d0c-3cb3-9212-0f38a8445700" style="top:131px;left:347px;height:30px;">Appointment 11:45am</div> <div class="instance savedNote" id="ide92e3d13-afe8-79d7-bc03-818d4c7a471f" style="top:144px;left:65px;height:80px;">What do you think of a board where you can add writing as much as possible?</div> <div class="instance savedNote" id="idef7fe420-4c19-cfec-36b6-272f1e9b5df5" style="top:301px;left:534px;height:30px;">This was submitted</div> <div class="instance savedNote" id="id93b3b56f-5e23-1bd1-ddc1-9be41f1efb44" style="top:390px;left:217px;height:30px;">Hello world from iPad.</div> </body> So, my question is really: how can I make this work better on iPad? I'm not set on jQuery UI, I'm wondering if this is something I'm doing wrong with jQuery UI, or jQuery, or whether there may be better frameworks for doing cross-platform/backward compatible draggable() elements that will work for touchscreen UIs. More general comments about how to write UI components like this would be welcome as well. Thanks!

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  • How do I set the UI language in vim?

    - by Daren Thomas
    I saw this on reddit, and it reminded me of one of my vim gripes: It shows the UI in German. Damn you, vim! I want English, but since my OS is set up in German (the standard at our office), I guess vim is actually trying to be helpfull. What magic incantations must I perform to get vim to switch the UI language? I have tried googling on various occasions, but can't seem to find an answer (No, Google, you're my friend *pat*, *pat*, but I allready know how to change the syntax highlighting, thank you!)...

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  • jQuery UI sortable issue with helper Y offset value being same as scroll offset on FireFox only

    - by James
    I have a problem with a jQuery UI 1.7.2 sortable list in Firefox, IE7-8 work fine. When I'm scrolled down a bit, the helper element seems to have an offset of the same height that I'm scrolled down from the mouse pointer which makes it impossible to see which item you originally started dragging. How do I fix this or work around the issue? If there is no fix what is a really good alternative drag-able plugin? Here are my initialization parameters for the sortable. $("#sortable").sortable( {placeholder: 'ui-state-highlight' } ); $("#sortable").disableSelection();

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  • clear div clearing the page to the end in jquery ui tabs...

    - by Pradyut Bhattacharya
    I have set up a list using this css... #navlist li { list-style-type: none; padding: 7px; float: left; } I have shown the page using jquery ui with other div containers... the page here the page named friend.jsp?all=true Im using a clearing div... .clear { clear:left; overflow:hidden; height:1px; } Now when i use a clearing div i get the page like this... the clearing div is clearing up to the end of the page... but on the 1st tab, that is on the freinds tab, when i m not using a clearing div i get the tab pane with no height... Any help with setting up a css for ui tabs or with setting up the list without float:left thanks Pradyut

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  • How can I get jQuery UI's Draggable and Sortable functions to work on the iPhone?

    - by Damovisa
    I have a page that uses JQuery UI; in particular the Sortable interaction. The page works fine for desktop web browsers with mice, however I can't get the drag-drop functionality to work on Mobile Safari on the iPhone. Any dragging action simply scrolls the page. The functionality on my page is extremely similar to the Sortable Empty-Lists demo on the JQuery UI site. This page also doesn't work on the iPhone. Is there any way to get the drag-drop functions working on the iPhone?

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  • Jquery UI Autocomplete widget conflict qith jqeury.menu widget - how can I solve it?

    - by JK
    My app already has a completed menu using jquery.menu.js found at http://wiki.jqueryui.com/Menu. I'm now also trying to add the jquery autocomplete widget from jquery ui 1.8.1 - but both of these have a .menu() function that conflicts with each other. If I put jquery-ui-1.8.1.custom.js first in the head, then autocomplete works but the menu does not. If I put jquery-menu.js first in the head, then the menu works but autocomplete doesnt. Is there a way to solve this without editing either plugin? (If I edit, I will probably lose those changes the next time either plugin is upgraded)

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  • Autocomplete in rails format data and display in a beatiful way

    - by alexeyb
    I use rails 3.2.2 and autocomplete, I m selecting customer by name and formating it in a following way format.json { render :json = @customers.map{ |c| "#{c.name}:#{c.phone1}:#{c.email}" } } so, i need to parse json properly an display in a way i want for example I want write name in but make phone smaller and bold ,display it in different color. How i can achive that? <ul class="ui-autocomplete ui-menu ui-widget ui-widget-content ui-corner-all" role="listbox" aria-activedescendant="ui-active-menuitem" style="z-index: 1; top: 416px; left: 0px; display: none; width: 419px;"> <li class="ui-menu-item" role="menuitem"> <a class="ui-corner-all" tabindex="-1">Adele Brekke:1-244-712-4421 x313:[email protected]</a> </li> <li class="ui-menu-item" role="menuitem"> <a class="ui-corner-all" tabindex="-1">Madeline O'Conner Sr.:486-349-1046 x6765:[email protected]</a> </li> </ul> Thanks

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  • jquery buttons icons for dialog

    - by khinester
    I have this code: $(function() { var mainButtons = [ {text: "Invite" , 'class': 'invite-button' , click: function() { // get list of members alert('Invite was clicked...'); } } // end Invite button , {text: "Options" , 'class': 'options-button' , click: function() { alert('Options...'); } } // end Options button ] // end mainButtons , commentButtons = [ {text: "Clear" , 'class': 'clear-button' , click: function() { $('#comment').val('').focus().select(); } } // end Clear button , {text: "Post comment" , 'class': 'post-comment-button' , click: function() { alert('send comment...'); } } // end Post comment ] // end commentButtons $( "#form" ).dialog({ autoOpen: false , height: 465 , width: 700 , modal: true , position: ['center', 35] , buttons: mainButtons }); $( "#user-form" ) .button() .click(function() { $(this).effect("transfer",{ to: $("#form") }, 1500); $( "#form" ).dialog( "open" ); $( ".invite-button" ).button({ icons: {primary:'ui-icon-person',secondary:'ui-icon-triangle-1-s'} }); $( ".options-button" ).button({ icons: {primary:'ui-icon-gear'} }); }); // Add comment... $("#comment, .comment").click(function(){ $('#comment').focus().select(); $("#form").dialog({buttons: commentButtons}); $( ".post-comment-button" ).button({ icons: {primary:'ui-icon-comment'} }); $( ".clear-button" ).button({ icons: {primary:'ui-icon-refresh'} }); }); //Add comment // Bind back the Invite, Options buttons $(".files, .email, .event, .map").click(function(){ $("#form").dialog({buttons: mainButtons}); $( ".invite-button" ).button({ icons: {primary:'ui-icon-person',secondary:'ui-icon-triangle-1-s'} }); $( ".options-button" ).button({ icons: {primary:'ui-icon-gear'} }); }); // Tabs $( "#tabs" ).tabs(); $( ".tabs-bottom .ui-tabs-nav, .ui-tabs-nav > *" ) .removeClass( "ui-widget-header" ) .addClass( "ui-corner-bottom" ); }); ? What is the right way to add the button icons? As in my code I had to add it two times, once: $( "#user-form" ) .button() .click(function() { $(this).effect("transfer",{ to: $("#form") }, 1500); $( "#form" ).dialog( "open" ); ... and $(".files, .email, .event, .map").click(function(){ ... Could this code be improved further? I don't seem to be able to get the "transfer" effect to work correctly in a modal. I added: , close: function() { $(this).effect("transfer",{ to: $("#user-form") }, 1500); } to the $( "#form" ).dialog({ How would you go about in getting the "transfer" to work nicely when you open and close the dialog box?

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  • How to prevent UI from freezing during lengthy process?

    - by OverTheRainbow
    Hello, I need to write a VB.Net 2008 applet to go through all the fixed-drives looking for some files. If I put the code in ButtonClick(), the UI freezes until the code is done: Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click 'TODO Find way to avoid freezing UI while scanning fixed drives Dim drive As DriveInfo Dim filelist As Collections.ObjectModel.ReadOnlyCollection(Of String) Dim filepath As String For Each drive In DriveInfo.GetDrives() If drive.DriveType = DriveType.Fixed Then filelist = My.Computer.FileSystem.GetFiles(drive.ToString, FileIO.SearchOption.SearchAllSubDirectories, "MyFiles.*") For Each filepath In filelist 'Do stuff Next filepath End If Next drive End Sub Google returned information on a BackGroundWorker control: Is this the right/way to solve this issue? If not, what solution would you recommend, possibly with a really simple example? FWIW, I read that Application.DoEvents() is a left-over from VBClassic and should be avoided. Thank you.

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  • Datepicker BeforeShowDay CSS problem with content styling

    - by Darklomba
    I think I'm not the only one having this problem. Whenever I try to apply a BeforeShowDay a new CSS class, the content of the "special date" is not being modified. I tried changing the default theme, adding a new class, but this is affecting only the outside border and not the inside content. Using Firebug I found that the html code being printed is the following: <td class=" ui-state-content ui-state-anulados" onclick="DP_jQuery.datepicker._selectDay('#datepicker',9,2009, this);return false;" title="Paddle"> <a class="ui-state-default" href="#">16</a> </td> So, my class would be ui-state-content ui-state-anulados but I notice that the ui-state-default class is being applied automatically and I suspect that this may be the problem. I really don't know how to solve this. I've been looking inside ui.datepicker.js code and I think I found the line that is giving me this problems. It is line number 1394 and it has the following code. (ui.datepicker.js) (unselectable ? '<span class="ui-state-default">' + printDate.getDate() + '</span>' : '<a class="ui-state-default' + Any clues on how this can be done? Thanks in advance. Manuel.-

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  • jQuery UI Draggable 'stop' event called too many times?

    - by Graham
    I have a feeling I'm either misunderstanding the 'stop' event or not doing it right, but it seems to be called several times while the element is bound to is being dragged. makeAllDragable = function () { $(".test-table").draggable({ start: function (event, ui) { $(this).click(); }, stop: function (event, ui) { foo() } }).click(function () { selectTable($(this)); }); } foo = function () { alert("test"); } In this example foo is called about 30 times, shouldn't is just be when I release the draggable? The jQuery docs don't actually say one where or another though.

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  • How to add jQuery UI Button icons to input buttons?

    - by jrummell
    Is it possible to use jQuery UI Button icons with <input type="submit"> elements? The documentation example uses <button> elements, but it does not explicitly say whether or not icons work with input buttons. I'd like to add icons to ASP.NET Button controls which render as <input type="submit">. This is what I've tried: $("input.add").button({ icons: { primary: "ui-icon-circle-plus" } }); The button is styled correctly except for the missing icon. Am I missing something?

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  • Easily digestible UI tips for developers

    - by David
    What are some key UI design tips that every developer should know? While there are a number of UI resources for developers (for example, Joel Spolsky's User Interface Design for Programmers), I'm interested in more of a bullet list that can be communicated in 1 to 2 pages. I'm interested in more tactical, day-to-day UI tips, as opposed to overarching UI design goals that would be covered in a UI design meeting (presumably attended by at least one person with a good UI sense). A collection of these tips might cover about 80% of the cases that an everyday programmer would come across.

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Creating Entity Framework objects with Unity for Unit of Work/Repository pattern

    - by TobyEvans
    Hi there, I'm trying to implement the Unit of Work/Repository pattern, as described here: http://blogs.msdn.com/adonet/archive/2009/06/16/using-repository-and-unit-of-work-patterns-with-entity-framework-4-0.aspx This requires each Repository to accept an IUnitOfWork implementation, eg an EF datacontext extended with a partial class to add an IUnitOfWork interface. I'm actually using .net 3.5, not 4.0. My basic Data Access constructor looks like this: public DataAccessLayer(IUnitOfWork unitOfWork, IRealtimeRepository realTimeRepository) { this.unitOfWork = unitOfWork; this.realTimeRepository = realTimeRepository; } So far, so good. What I'm trying to do is add Dependency Injection using the Unity Framework. Getting the EF data context to be created with Unity was an adventure, as it had trouble resolving the constructor - what I did in the end was to create another constructor in my partial class with a new overloaded constructor, and marked that with [InjectionConstructor] [InjectionConstructor] public communergyEntities(string connectionString, string containerName) :this() { (I know I need to pass the connection string to the base object, that can wait until once I've got all the objects initialising correctly) So, using this technique, I can happily resolve my entity framework object as an IUnitOfWork instance thus: using (IUnityContainer container = new UnityContainer()) { container.RegisterType<IUnitOfWork, communergyEntities>(); container.Configure<InjectedMembers>() .ConfigureInjectionFor<communergyEntities>( new InjectionConstructor("a", "b")) DataAccessLayer target = container.Resolve<DataAccessLayer>(); Great. What I need to do now is create the reference to the repository object for the DataAccessLayer - the DAL only needs to know the interface, so I'm guessing that I need to instantiate it as part of the Unity Resolve statement, passing it the appropriate IUnitOfWork interface. In the past, I would have just passed the Repository constructor the db connection string, and it would have gone away, created a local Entity Framework object and used that just for the lifetime of the Repository method. This is different, in that I create an Entity Framework instance as an IUnitOfWork implementation during the Unity Resolve statement, and it's that instance I need to pass into the constructor of the Repository - is that possible, and if so, how? I'm wondering if I could make the Repository a property and mark it as a Dependency, but that still wouldn't solve the problem of how to create the Repository with the IUnitOfWork object that the DAL is being Resolved with I'm not sure if I've understood this pattern correctly, and will happily take advice on the best way to implement it - Entity Framework is staying, but Unity can be swapped out if not the best approach. If I've got the whole thing upside down, please tell me thanks

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  • DRM Tallyrand - The New User Interface

    - by russ.bishop
    I received word recently that the Tallyrand (11.1.2.0) build is out of our hands. I'm not sure when it will hit eDelivery, but if it hasn't already it should happen soon. For this post, I want to really quickly show the new user interface. The login screen: When you login, you are browsing versions and hierarchies. Note that Unicode is fully supported: The UI attempts to provide context-sensitive links where possible; notice here that an unloaded version is selected, so the UI shows a link. Clicking the link automatically brings up this Load Version dialog. This same thing applies elsewhere in the UI when you attempt to perform an action with an unloaded version: Here is browsing a hierarchy, with the property grid and context menu displayed (though you can hide the property grid anytime you like to provide more room): Worried about drag and drop? Don't! We support it even though this is a browser app. Also notice the Relationships feature on the right displaying a node's ancestors: Where possible, we try to present the available options, rather than just throwing up an "OK/Cancel" dialog (which most users never read anyway): Context-sensitive shortcuts automatically fill-in the context based on the currently selected node. For example, if you want to run a query using the selected node as the root, you can just click that query in the Shortcuts tab. In this screenshot, clicking Model After would model the selected node: This is just for starters. There is much more to cover, on both the client and server. For example, all communication channels are now configurable (no more DCOM). You can pick the ports, the encoding (binary or XML), and the transport mechanism (TCP, TCP over SSL, or SOAP over HTTP). All the relevant WS-* standards are also supported, eg: WS-Security, etc. Plus new features (besides the web client and unicode support). I hope to cover as much of these things as I can in the coming months. If you have specific requests, comment on this post and I'll try to cover them.

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  • jquery Ui Dialog box opacity / alpha filter broken in IE7/8 when using jquery.effects.fade.js

    - by Ideasman101
    Greetings! Goal: transparant ui dialog box in IE7/8 with fade in/out effect upon open/close. Opacity was set in css and works just fine (safari, chrome, ff ie7/8) using native effects blind / explode etc. But when using efects.fade.js on the dialog box the opacity does not work on ie7/8 We want fade in/out because that looks awesome. Anyway here is my code. Any help much appreciated. Maybe something to do with filter or cleartype. My css .ui-dialog { position: absolute; padding: .2em; width: 300px; overflow: hidden; opacity:0.85;filter:alpha(opacity=85);} My jQuery // Dialog1 $('#dialog1').dialog({ position: [250,120], autoOpen: false, closeOnEscape: true, modal: false, show: { effect: "fade", options: {}, speed: 1500 }, hide: { effect: "fade", options: {}, speed: 1500 }, resizable: false, width: 350, height: 200 }); // Dialog Link 1 $('#dialog_link1').click(function(){ $([1,2,3]).each(function(){ var num = this; $('#dialog'+num).dialog('close'); }); $('#dialog1').dialog('open'); $('body').css("background-image", "url(images/image1.jpg)"); $('body').css("background-repeat", "no-repeat"); $('body').css("background-position", "bottom center"); $('body').css("background-attachment", "fixed"); $('body').css("bottom", "0px"); return false; });

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