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  • Android: SurfaceView and Z-Level Question

    - by JimBadger
    I have a FrameLayout containint first a SurfaceView, and second a RelativeLayout which in turn contians various Buttons and TextViews. Upon the canvas of the SurfaceView I am drawing numerous Bitmaps, and, via Touch and Motion Events am allowing the user to drag them around. These Bitmaps, when dragged around pass underneath the Buttons etc that are inside the RelativeLayout. Now, it's my (possibly mistaken) understanding that the "Z-level" of the SurfaceView, or whatever it has that passes for it, is entirely unrelated to the actual Z-level of the rest of the Layout. Is this the case? If so, how may I get around it, so that dragged Bitmaps are drawn ontop of other Views? Or what other way can I implement a full-screen canvas and yet not have my buttons etc act like the controls of an overlay. I guess what I actually need is an underlay, where touch events can still be picked up by the Buttons etc underneath. But I don't know how to achieve this, as, when redrawing my Canvas, I have to also redraw the background. Can I swap the order of the RelativeLayout and the SurfaceView inside the FrameLayout, and then make the background of the Canvas transparent? If so how? Will touch events still "fall through" to the buttons underneath? Thanks for bearing with me, I know I'm a bit of a waffler.

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  • FragmentActivity cannot be resolve to a type

    - by Pratik
    I am starting learning for android tablet programming and I am able to updated my Eclipse as well as all new sdk for android. I have start testing application from this blog while at extending the FragmentActivity getting this error I have google it but not getting any solution. My project was created with 3.0 version having 11 level, all other packages are successfully used in the code but only this FragmentActivity was not able to resolve. Am I missing any library or any thing? My code public class Testing_newActivity extends FragmentActivity { // here the FragmentActivity getting error package not found for import /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //setContentView(R.layout.main); if (getResources().getConfiguration().orientation == Configuration.ORIENTATION_LANDSCAPE) { // If the screen is now in landscape mode, we can show the // dialog in-line so we don't need this activity. finish(); return; } if (savedInstanceState == null) { // During initial setup, plug in the details fragment. DetailsFragment details = new DetailsFragment(); details.setArguments(getIntent().getExtras()); getSupportFragmentManager().beginTransaction().add( android.R.id.content, details).commit(); } } } android manifest file <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.searce.testingnew" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="11" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:label="@string/app_name" android:name=".Testing_newActivity" > <intent-filter > <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest>

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  • JavaFX MouseEvent continues when I remove the object it happened on

    - by Kyle
    It took me a while to realize what was going on with mouse events going through my blocking dialog boxes when I closed them, but I finally figured out why. I still don't know any good way to fix it. I have a custom dialog box (that blocks the mouse) with a close button. When I click the close button, I remove the dialog box from the scene, but JavaFx is still processing the MouseEvent and now it finds that there is nothing blocking the screen behind where the cancel button was, so that component receives a MouseEvent. How do I make the mouseEvent stop processing when I see that they pressed cancel and remove the dialog box? Or, is there a way to make the removing of the dialog box not happen until after it is done processing the MouseEvent? Example Code for the problem: import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.scene.control.Button; var theScene:Scene; var btn:Button; Stage { title: "Application title" scene: theScene= Scene { width: 500 height: 200 content: [ Rectangle{ width: bind theScene.width height: bind theScene.height onMouseClicked: function(e:MouseEvent):Void{ println("Rectangle");} }, Button{ layoutX: 20 layoutY: 50 blocksMouse: true text: "JustPrint" action:function():Void{ println("JustPrint");} }, btn = Button{ layoutX: 20 layoutY: 20 blocksMouse: true text: "Cancel" action:function():Void{ println("Cancel"); delete btn from theScene.content;} }, ] } } When you press "JustPrint" you get: JustPrint When you press "Cancel" you get: Cancel Rectangle

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  • Android XML Preference issue. Can't make it persistent

    - by Budius
    I have a very simple activity just to show the preference fragment: public class PreferencesActivity extends Activity { Fragment frag = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); FragmentTransaction ft = getFragmentManager().beginTransaction(); if (frag == null) { // If not, instantiate and add it to the activity frag = new PrefsFragment(); ft.add(android.R.id.content, frag, frag.getClass().getName()); } else { // If it exists, simply attach it in order to show it ft.attach(frag); } ft.commit(); } private static class PrefsFragment extends PreferenceFragment { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); addPreferencesFromResource(R.xml.preferences); } } } and preferences.xml with persistent to true: <?xml version="1.0" encoding="utf-8"?> <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android" android:enabled="true" android:persistent="true" android:title="@string/settings" > <EditTextPreference android:dialogTitle="@string/dialog_ip" android:negativeButtonText="@android:string/cancel" android:persistent="true" android:positiveButtonText="@android:string/ok" android:title="@string/ip" /> </PreferenceScreen> if I open the EditTextPreference, write something, close the dialog and open it again. The value is still there. But that's it... if I click the Back button, and enter the again on the preferences screen, I already lost what was written. If you exit the application also doesn't save. Am I missing something here? Running on: Android 4.0.3 Asus TF300

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  • JavaScript Regex: Complicated input validation

    - by ScottSEA
    I'm trying to construct a regex to screen valid part and/or serial numbers in combination, with ranges. A valid part number is a two alpha, three digit pattern or /[A-z]{2}\d{3}/ i.e. aa123 or ZZ443 etc... A valid serial number is a five digit pattern, or /\d{5}/ 13245 or 31234 and so on. That part isn't the problem. I want combinations and ranges to be valid as well: 12345, ab123,ab234-ab245, 12346 - 12349 - the ultimate goal. Ranges and/or series of part and/or serial numbers in any combination. Note that spaces are optional when specifying a range or after a comma in a series. Note that a range of part numbers has the same two letter combination on both sides of the range (i.e. ab123 - ab239) I have been wrestling with this expression for two days now, and haven't come up with anything better than this: /^(?:[A-z]{2}\d{3}[, ]*)|(?:\d{5}[, ]*)|(?:([A-z]{2})\d{3} ?- ?\4\d{3}[, ]*)|(?:\d{5} ?- ?\d{5}[, ]*)$/ ... My Regex-Fu is weak.

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  • Qt moc not error

    - by Robert Parker
    So I'm pretty new to Qt, and I've just inherited a project from someone else who is also new to Qt. He isn't around this week btw. We are using Visual Studio 2008, and have the latest version of Qt installed(4.6.2). The project builds on my coworker's machine fine, and I can get the project from svn and build it directly. But under any other circumstances it refuses to build on my machine, and it doesn't give me much of an explanation why. Even if I just do a 'build clean' and then a 'build' it doesn't work. Any slight modification will make it fail. When I try to build the entire project I get the error message: 1Moc'ing MatrixTypeInterface.h... 1moc: Cannot create .\GeneratedFiles\Debug\moc_MatrixTypeInterface.cpp;.\GeneratedFiles\Debug\moc_matrixtypeinterface.cpp 1Project : error PRJ0019: A tool returned an error code from "Moc'ing MatrixTypeInterface.h..." The moc tool doesn't give any sort of error message as to why it isn't working, and I wasted most of yesterday trying to figure out why. I got the command that VS was using to call moc, and I entered in the command line myself. It didn't write anything to the screen. Any ideas?

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  • How does one make the camera on the iphone appear from the app delegate? Is it possible?

    - by K-RAN
    I'm just playing around with a simple program that opens the camera. That's literally all that I want to do. I'm a beginner and I believe that I have the basics down in terms of UI management for the iPhone so I decided to give this one a whirl. What I'm trying to do right now is... - (BOOL) application:(UIApplication*) application didFinishLaunchingWithOptions:(NSDictionary*) launchOptions { UIImagePickerController * camera = [[UIImagePickerController alloc] init]; camera.delegate = self; camera.sourceType = UIImagePickerControllerSourceTypeCamera; camera.allowsEditing = NO; camera.showsCameraControls = NO; [viewController presentModalViewController:camera animated:NO]; [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES: } So basically, initialize the camera, set some things and show it in the main view. I set the camera's delegate to self because this code is placed in the delegate class (and yes, the delegate class is conforming to UIImagePickerControllerDelegate && UINavigationControllerDelegate). Main problem right now is that nothing is appearing on the screen. I have absolutely no idea what I'm doing wrong, especially since the program is building correctly with no errors or warnings... Any help is appreciated! Thanks a lot :D

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  • How do I update the UI during an event using ASP.NET?

    - by Phil Hale
    I'm a bit stuck with a problem. I feel like the solution should be fairly straight forward but I'm completely out of ideas for some reason. Here's the problem. I've got a user control with a couple of buttons. Think of them as 'On' and 'Off'. When either button is clicked an async method is called. If the method is successful an event is fired. Within the event I want to update the enabled property of the two buttons so that only a single button is clickable at any one time. The problem is that any changes I make to the properties are not shown on screen because the postback is already complete. I tried wrapping the buttons in an UpdatePanel but I get an "Update method can only be called on UpdatePanel with ID 'xxxx' before Render' error. I understand why the problem occurs but I can't think of a solution. Help! Ideally what I'd like to do is simply call a method within the event that will update the UI, but I don't know if that's possible.

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  • Termite colony simulator using java

    - by ashii
    hi everyone, i hve to design a simulator that will maintain an environment, which consists of a collection of patches arranged in a rectangular grid of arbitrary size. Each patch contains zero or more wood chips. A patch may be occupied by one or more termites or predators, which are mobile entities that live within the world and behave according to simple rules. A TERMITE can pick up a wood chip from the patch that it is currently on, or drop a wood chip that it is carrying. Termites travel around the grid by moving randomly from their current patch to a neighbouring patch, in one of four possible directions. New termites may hatch from eggs, and this is simulated by the appearance of a new termite at a random patch within the environment. A PREDATOR moves in a similar way to termites, and if a predator moves onto a patch that is occupied by a termite, then the predator eats the termite. At initialization, the termites, predators, and wood chips are distributed randomly in the environment. Simulation then proceeds in a loop, and the new state of the environment is obtained at each iteration. i have designed the arena using jpanel but im not able to randomnly place wood,termite and predator in that arena. can any one help me out?? my code for the arena is as following: 01 import java.awt.*; 02 import javax.swing.*; 03 04 public class Arena extends JPanel 05 { 06 private static final int Rows = 8; 07 private static final int Cols = 8; 08 public void paint(Graphics g) 09 { 10 Dimension d = this.getSize(); 11 // don't draw both sets of squares, when you can draw one 12 // fill in the entire thing with one color 13 g.setColor(Color.WHITE); 14 // make the background 15 g.fillRect(0,0,d.width,d.height); 16 // draw only black 17 g.setColor(Color.BLACK); 18 // pick a square size based on the smallest dimension 19 int sqsize = ((d.width<d.height) ? d.width/Cols : d.height/Rows); 20 // loop for rows 21 for (int row=0; row<Rows; row++) 22 { 23 int y = row*sqsize; // y stays same for entire row, set here 24 int x = (row%2)*sqsize; // x starts at 0 or one square in 25 for (int i=0; i<Cols/2; i++) 26 { 27 // you will only be drawing half the squares per row 28 // draw square 29 g.fillRect(x,y,sqsize,sqsize); 30 // move two square sizes over 31 x += sqsize*2; 32 } 33 } 34 35 } 36 37 38 39 public void update(Graphics g) { paint(g); } 40 41 42 43 public static void main (String[] args) 44 { 45 46 JFrame frame = new JFrame("Arena"); 47 frame.setSize(600,400); 48 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 49 frame.setContentPane(new Arena()); 50 frame.setVisible(true); 51 } 52 53 }

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  • Child Activity in Android

    - by Martin Marinov
    So I have two Activities. The main is called Main, and the child one is called Child. When a button is clicked in the main activity it triggers the following piece of code: Intent i = new Intent(Main.this, Child.class); Main.this.startActivity(i); That opens the Child activity. As soon as I call finish() or press the back button within the child activity instead of going back to the main one, the app just closes. Can you give me a hint where the problem might be :( P.S. By trial and error I found out that if edit AndroidManifest.xml and add android:theme="@android:style/Theme.Dialog" within the declaration of Child the back button and calling finish() behaves as expected: closes the child activity and brings the main into focus. The problem is that when I start typing in an EditText the screen starts flickering (rather bizzare). So I can't use it as a dialog. My main activity uses the camera, so that might be making problems. Although when the child activity is started, the onPause event is fired and it stops the camera until onResume is called.

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  • Optimizing this "Boundarize" method for Numerics in Ruby

    - by mstksg
    I'm extending Numerics with a method I call "Boundarize" for lack of better name; I'm sure there are actually real names for this. But its basic purpose is to reset a given point to be within a boundary. That is, "wrapping" a point around the boundary; if the area is betweeon 0 and 100, if the point goes to -1, -1.boundarize(0,100) = 99 (going one too far to the negative "wraps" the point around to one from the max). 102.boundarize(0,100) = 2 It's a very simple function to implement; when the number is below the minimum, simply add (max-min) until it's in the boundary. If the number is above the maximum, simply subtract (max-min) until it's in the boundary. One thing I also need to account for is that, there are cases where I don't want to include the minimum in the range, and cases where I don't want to include the maximum in the range. This is specified as an argument. However, I fear that my current implementation is horribly, terribly, grossly inefficient. And because every time something moves on the screen, it has to re-run this, this is one of the bottlenecks of my application. Anyone have any ideas? module Boundarizer def boundarize min=0,max=1,allow_min=true,allow_max=false raise "Improper boundaries #{min}/#{max}" if min >= max new_num = self if allow_min while new_num < min new_num += (max-min) end else while new_num <= min new_num += (max-min) end end if allow_max while new_num > max new_num -= (max-min) end else while new_num >= max new_num -= (max-min) end end return new_num end end class Numeric include Boundarizer end

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  • Concept: Is mongo right for applying schemas?

    - by Jan
    I am currently in charge of checking wether it is valuable for one of our upcoming products to be developed on mongo. Without going too much into detail, I'll try to explain, what the app does. The app simply has "entities". These entities are technical stuff, like cell phones, TVs, Laptops, tablet pcs, and so forth. Of course, a cell phone has other attributes than a Tablet PCs and a Laptop has even other attributes, like RAM, CPU, display size and so on. Now I want to have something that we wanna call a scheme: We define that we need to have saved the display size, amount of ram size of flash devices, processor type, processor speed and so on for tablet pcs. For cell phone we might save display size, GSM, Edge, 3g, 4g, processor, ram, touch screen technology, bla bla bla. I think you got it :) What I want to realize is, that each "category" has a schema and when one of the system's users enters a new product (let's say the new iphone 4), the app constructs the form to be filled out with the appropriate attributes. So far it sounds nice and should not be a problem with mongo. But now the tough for which I could not find a clean solution.... An attribute modeled in mongo looks like: { _id: 1234456, name: "Attribute name", type: 0, "description" } But what to do, if i need this attribute in several languages, like: { en: {name: "Attribute name", type: 0, "description"}, de: {name: "Name des Attributs, type: 0, "Beschreibung"} } I also need to ensure that the german attribute gets updated as soon as the english gets updated, for instance when type changes from 0 to 1. Any ideas on that?

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  • Want to develop for Android. Have a few basic, non-FAQ questions

    - by Troy M
    Hi everyone, Recently myself and a small group of friends became interested in developing a game for a mobile platform. Originally we considered the iPhone but none of us use macs, so we decided Android would be a more realistic platform to use. Before we get started, I was hoping that I might find some answers to a couple questions so we don't waste our time if this project isn't feasible. Any help is appreciated! I can't seem to find out how many programming languages Android supports. Java is obvious, but what about C+? It seems that Android supports C and C++ through Eclipse, but is that it? (I'm not the programmer for the project which is why I'm asking this. He's comfortable in C+). Our game involves the use of two digital analog sticks (it's not a twin-stick shooter but it's a similar concept). It would seem that most Droid devices unfortunately don't use multi-touch though... Are there many devices out there right now which support this functionality and I'm just not seeing them, or should we possibly consider the development of a different game that would only use a single input? Assuming there's no snags following those first two questions, what would you consider the best screen resolution to develop in? It seems like there are a variety of resolutions out there right now and we can't decide which is the best to use. Again, any answers are appreciated!

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  • Getting list of Facebook friends with latest API

    - by Eric
    I'm using the most recent version of the Facebook SDK (which lets to connect to something called the 'graph API' though I'm not sure). I've adapted Facebook's example code to let me connect to Facebook and that works... but I can't get a list of my friends. $friends = $facebook->api('friends.get'); This produces the error message: "Fatal error: Uncaught OAuthException: (#803) Some of the aliases you requested do not exist: friends.get thrown in /mycode/facebook.php on line 543" No clue why that is or what that means. Can someone tell me the right syntax (for the latest Facebook API) to get a list of friends? (I tried "$friends = $facebook-api-friends_get();" and get a different error, "Fatal error: Call to a member function friends_get() on a non-object in /mycode/example.php on line 129".) I can confirm that BEFORE this point in my code, things are fine: I'm connected to Facebook with a valid session and I can get my info and dump it to the screen just... i.e. this code executes perfectly before the failed friends.get call: $session = $facebook->getSession(); if ($session) { $uid = $facebook->getUser(); $me = $facebook->api('/me'); } print_r($me);

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Using Relative Paths to Load Resources in Cocoa/C++

    - by moka
    I am currently working directly with Cocoa for the first time to built a screen saver. Now I came across a problem when trying to load resources from within the .saver bundle. I basically have a small C++ wrapper class to load .exr files using freeImage. This works as long as I use absoulte paths, but that's not very useful, is it? So, basically, I tried everything: putting the .exr file at the level of the .saver bundle itself, inside the bundles Resources folder, and so on. Then I simply tried to load the .exr like this, but without success: particleTex = [self loadExrTexture:@"ball.exr"]; I also tried making it go to the .saver bundles location like this: particleTex = [self loadExrTexture:@"../../../ball.exr"]; ...to maybe load the .exr from that location, but without success. I then came across this: NSString * path = [[NSBundle mainBundle] pathForResource:@"ball" ofType:@"exr"]; const char * pChar = [path UTF8String]; ...which seems to be a common way to find resources in Cocoa, but for some reason it's empty in my case. Any ideas about that? I really tried out anything that came to my mind without success so I would be glad about some input!

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  • How to keep the CPU usage down while running an SDL program?

    - by budwiser
    I've done a very basic window with SDL and want to keep it running until I press the X on window. #include "SDL.h" const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; int main(int argc, char **argv) { SDL_Init( SDL_INIT_VIDEO ); SDL_Surface* screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 0, SDL_HWSURFACE | SDL_DOUBLEBUF ); SDL_WM_SetCaption( "SDL Test", 0 ); SDL_Event event; bool quit = false; while (quit != false) { if (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { quit = true; } } SDL_Delay(80); } SDL_Quit(); return 0; } I tried adding SDL_Delay() at the end of the while-clause and it worked quite well. However, 80 ms seemed to be the highest value I could use to keep the program running smoothly and even then the CPU usage is about 15-20%. Is this the best way to do this and do I have to just live with the fact that it eats this much CPU already on this point?

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  • Creating and appending a big DOM with javascript - most optimized way?

    - by fenderplayer
    I use the following code to append a big dom on a mobile browser (webkit): 1. while(someIndex--) // someIndex ranges from 10 to possibly 1000 2. { 3. var html01 = ['<div class="test">', someVal,'</div>', 4. '<div><p>', someTxt.txt1, someTxt.txt2, '</p></div>', 5. // lots of html snippets interspersed with variables 6. // on average ~40 to 50 elements in this array 7. ].join(''); 8. var fragment = document.createDocumentFragment(), 9. div = fragment.appendChild(document.createElement('div')); 10. div.appendChild(jQuery(html01)[0]); 11. jQuery('#screen1').append(fragment); 12. } //end while loop 13. // similarly i create 'html02' till 'html15' to append in other screen divs Is there a better or faster way to do the above? Do you see any problems with the code? I am a little worried about line 10 where i wrap in jquery and then take it out.

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  • glDrawArrays() slow on iPad?

    - by Nick
    Hey guys, I was wondering how to speed up my iPad application using OpenGLES 2.0. At the moment we have every drawable object draw itself with a call to glDrawArrays(). Blend mode is on, we really need it. Without disabling blendmode, how would we improve performance for this app? For instances, if we now draw 1 texture across the whole screen, the app only gets 15FPS, which is really slow I think? Are we doing something terribly wrong? Our drawing code (for each drawable), is as follows: - (void) draw { GLuint textureAvailable = 0; if(texture != nil){ textureAvailable = 1; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture.name); glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, 1, 0, colorsWithMultipliedAlpha); glEnableVertexAttribArray(ATTRIB_COLOR); glVertexAttribPointer(ATTRIB_TEXTUREMAP, 2, GL_FLOAT, 1, 0, textureMapping); glEnableVertexAttribArray(ATTRIB_TEXTUREMAP); //Note that we are NOT using position.z here because that is only used to determine drawing order int *jnUniforms = JNOpenGLConstants::getInstance().uniforms; glUniform4f(jnUniforms[UNIFORM_TRANSLATE], position.x, position.y, 0.0, 0.0); glUniform4f(jnUniforms[UNIFORM_SCALE], scale.x, scale.y, 1.0, 1.0); glUniform1f(jnUniforms[UNIFORM_ROTATION], rotation); glUniform1i(jnUniforms[UNIFORM_TEXTURE_SAMPLE], 0); glUniform2f(jnUniforms[UNIFORM_TEXTURE_REPEAT], textureRepeat.x, textureRepeat.y); glUniform1i(jnUniforms[UNIFORM_TEXTURE_AVAILABLE], textureAvailable); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }

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  • Not sure why I'm getting a NullPointerException when creating a Swing component

    - by Alex
    The error occurs when creating the Box object. public void drawBoard(Board board){ for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ Box box = new Box(board.getSquare(col, row).getColour(), col, row); squarePanel[col][row].add(box); } } Board is given from the Game constructor here (another class): public Game() throws Throwable{ View graphics = new View(); board = new Board(); board.setDefault(); graphics.drawBoard(board); } The Board constructor looks like this: public Board(){ grid = new Square[COLUMNS][ROWS]; for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ grid[col][row] = new Square(this); } } for(int row = 0; row < 8; row++){ for(int col = 0; col < 4; col++){ int odd = 2*col + 1; int even = 2*col; getSquare(odd, row).setColour(Color.BLACK); getSquare(even, row).setColour(Color.WHITE); } } } And finally the Box class: class Box extends JComponent{ Color boxColour; int col, row; public Box(Color boxColour, int col, int row){ this.boxColour = boxColour; this.col = col; this.row = row; repaint(); } public void paint(Graphics drawBox){ drawBox.setColor(boxColour); drawBox.drawRect(50*col, 50*row, 50, 50); drawBox.fillRect(50*col, 50*row, 50, 50); } } So while looping through the array, it uses the two integers as coordinates to create the Box. The coordinates are referenced and then repaint() is run. The box also gets the colour, using the two integers, from the Square in the Board class. Since the colour is already set, before the drawBoard(board) method is run, that shouldn't be a problem, right? Exception in thread "main" java.lang.NullPointerException at View.drawBoard(View.java:38) at Game.<init>(Game.java:21) at Game.main(Game.java:14) The relevant part of Square import java.awt.Color; public class Square { private Piece piece; private Board board; private Color squareColour; public Square(Board board){ this.board = board; } public void setColour(Color squareColour){ this.squareColour = squareColour; } public Color getColour(){ return squareColour; }

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  • Whats wrong with this video embed code?

    - by jamietelin
    Following embed code is from http://hd.se/landskrona/2010/04/09/kunglig-glans-pa-idrottsgalan/ but it doesn't work in Internet Explorer 8. Firefox no problems. Any recommendations for improvements? Thanks for your time! <object width="480px" height="294px" id="_36313041" data="http://hd.se/static/media/html/flash/video-3/flowplayer.swf" type="application/x-shockwave-flash"> <param name="movie" value="http://hd.se/static/media/html/flash/video-3/flowplayer.swf" /> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <param name="flashvars" value='config={"key":"$3fff7448b28a8cffc85","contextMenu":["hd.se videospelare 1.0"],"plugins":{"rtmp":{"url":"http://hd.se/static/media/html/flash/video-3/flowplayer.rtmp.swf"},"controls":{"height":24,"opacity":1,"all":false,"play":true,"time":true,"scrubber":true,"playlist":false,"mute":true,"volume":true,"fullscreen":true,"backgroundColor":"#222222","backgroundGradient":"none","buttonColor":"#7c7c7c","buttonOverColor":"#36558b","progressColor":"#7c7c7c","bufferColor":"#7c7c7c","timeColor":"#ffffff","durationColor":"#ffffff","timeBgColor":"#222222","scrubberHeightRatio":0.5,"scrubberBarHeightRatio":0.5,"volumeSliderHeightRatio":0.5,"volumeBarHeightRatio":0.5,"autoHide":"fullscreen","hideDelay":1800,"tooltips":{"buttons":true,"play":"Spela","pause":"Paus","next":"Nästa","previous":"Föregående","mute":"Ljud av","unmute":"Ljud på","fullscreen":"Fullskärmsläge","fullscreenExit":"Lämna fullskärmsläge"},"tooltipColor":"#153872","tooltipTextColor":"#ffffff"},"contentIntro":{"url":"http://hd.se/static/media/html/flash/video-3/flowplayer.content.swf","top":0,"width":736,"border":"none","backgroundColor":"#202020","backgroundGradient":"none","borderRadius":"none","opacity":"85pct","display":"none","closeButton":true}},"canvas":{"backgroundColor":"#000000","backgroundGradient":"none"},"play":{"replayLabel":"Spela igen"},"screen":{"bottom":24},"clip":{"scaling":"fit","autoPlay":true},"playlist":[{"provider":"rtmp","netConnectionUrl":"rtmp://fl0.c06062.cdn.qbrick.com/06062","url":"ncode/hdstart","autoPlay":false,"scaling":"fit"},{"url":"http://hd.se/multimedia/archive/00425/_kunligglans_HD_VP6_425359a.flv","scaling":"fit","autoPlay":true},{"provider":"rtmp","netConnectionUrl":"rtmp://fl0.c06062.cdn.qbrick.com/06062","url":"ncode/hdstopp","autoPlay":true,"scaling":"fit"}]}' /> </object>

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  • Javascript can't find element by id?

    - by Bluemagica
    <html> <head> <title>Test javascript</title> <script type="text/javascript"> var e = document.getElementById("db_info"); e.innerHTML='Found you'; </script> </head> <body> <div id="content"> <div id="tables"> </div> <div id="db_info"> </div> </div> </body> </html> If I use alert(e); it turns up null.... and obviously I don't get any "found you" on screen. What am I doing wrong?

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  • Why isn't this company contacting me? [closed]

    - by Alan
    I had a phone screen the other day with a company that I really want to work for. It went pretty well, based on cues from the HR person, such as "Next step we're going to send you a programming test," and "Well, before I get ahead of myself, do you want to continue the interviewing process." and "We'll send out the test later this afternoon. It doesn't sound like you'll have trouble with it, but I want to be honest we do have a high failure rate on it." The questions asked weren't technical, just going down my resume, and talking about the work I've done, and how it relates to the position. Nothing I couldn't talk through. This was last Thursday. It's now Tuesday, and haven't received the test yet. I sent a follow up email yesterday to the lady who interviewed me, but haven't gotten a response. Anyone had a similar experience? Am I reading too much into this? Or was I off the mark by thinking I had moved on to the next step in the interview process. Since this is a company I really want to work for, I'm driving myself insane enumerating all the various what-if scenarios.

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  • ActionScript / AIR - One Button Limit (Exclusive Touch) For Mobile Devices?

    - by TheDarkIn1978
    two years ago, when i was developing an application for the iPhone, i used the following built-in system method on all of my buttons: [button setExclusiveTouch:YES]; essentially, if you had many buttons on screen, this method insured that the application wouldn't be permitted do crazy things when several button events firing at the same time as any new button press would cancel all others. problematic: ButtonA and ButtonB are available. each button has a mouse up event which fire a specific animated (tweened) reorganization/layout of the UI. if both button's events are fired at the same time, their events will likely conflict, causing a strange new layout, perhaps a runtime error. solution: application buttons cancel any current pending mouse up events when said button enters mouse down. private function mouseDownEventHandler(evt:MouseEvent):void { //if other buttons are currently in a mouse down state ready to fire //a mouse up event, cancel them all here. } of course it's simple to manually handle this if there are only a few buttons on stage, but managing buttons becomes more and more complicated / bug-prone if there are several / many buttons available. is there a convenience method available in AIR specifically for this functionality?

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  • iphone - why is this flip animation using layers not working?

    - by Digital Robot
    I would like to make an animation that goes like this: imagine a picture sitting on a shelve. It drops from the shelve and as it falls it rotates along the horizontal axis and translates along the vertical axis. I would like to do this with perspective and the back side should be the image reversed, like the picture is a kind of slide. I have done this: CALayer* layer = myImageView.layer; layer.doubleSided = YES; CAKeyframeAnimation* animationTransform = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; CATransform3D startTransform = CATransform3DIdentity; CATransform3D endTransform = CATransform3DTranslate (layer.transform, 0.0f, 200.0f, 0.0f); endTransform = CATransform3DRotate (endTransform, degreesToRadian(350.0f), 1.0f, 0.0f, 0.0f); endTransform.m34 = 1.0 / -500; NSArray *values = [NSArray arrayWithObjects: [NSValue valueWithCATransform3D:startTransform], [NSValue valueWithCATransform3D:endTransform], nil]; [animationTransform setValues:values]; NSArray *tempos = [NSArray arrayWithObjects: [NSNumber numberWithFloat:0.0f], [NSNumber numberWithFloat:0.7f], nil]; [animationTransform setKeyTimes:tempos]; NSArray *timing = [NSArray arrayWithObjects: [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut], nil]; [animationTransform setTimingFunctions:timing]; animationTransform.fillMode = kCAFillModeRemoved; animationTransform.removedOnCompletion = YES; animationTransform.repeatCount = 1; animationTransform.duration = 3.7f; animationTransform.cumulative = YES; the result of this has nothing to do with anything. The result is: the image translates down an inch on the screen and then up half inch. Then it disappears and appears at its starting position again. What am I missing? thanks

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