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  • Wireless problems with Broadcom BCM4313 with windows7 (duplicate)

    - by user292394
    I have wireless connection problem can't connect my wireless adress lspci -vvnn | grep 14e4 03:00.0 Network controller [0280]: Broadcom Corporation BCM4313 802.11bgn Wireless Network Adapter [14e4:4727] (rev 01) iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11abg ESSID:off/any Mode:Managed Access Point: Not-Associated Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: no 2: brcmwl-0: Wireless LAN Soft blocked: no Hard blocked: no lsmod Module Size Used by bnep 19624 2 rfcomm 69160 8 ip6t_REJECT 12939 1 xt_hl 12521 6 ip6t_rt 13537 3 nf_conntrack_ipv6 18894 8 nf_defrag_ipv6 34768 1 nf_conntrack_ipv6 ipt_REJECT 12541 1 xt_LOG 17717 10 xt_limit 12711 13 xt_tcpudp 12884 18 xt_addrtype 12635 4 nf_conntrack_ipv4 15012 8 nf_defrag_ipv4 12758 1 nf_conntrack_ipv4 xt_conntrack 12760 16 ip6table_filter 12815 1 ip6_tables 27025 1 ip6table_filter nf_conntrack_netbios_ns 12665 0 nf_conntrack_broadcast 12589 1 nf_conntrack_netbios_ns nf_nat_ftp 12770 0 nf_nat 21798 1 nf_nat_ftp nf_conntrack_ftp 18638 1 nf_nat_ftp nf_conntrack 96976 8 nf_nat_ftp,nf_conntrack_netbios_ns,nf_nat,xt_conntrack,nf_conntrack_broadcast,nf_conntrack_ftp,nf_conntrack_ipv4,nf_conntrack_ipv6 iptable_filter 12810 1 ip_tables 27239 1 iptable_filter vx_tables 34059 13 ip6table_filter,xt_hl,ip_tables,xt_tcpudp,xt_limit,xt_conntrack,xt_LOG,iptable_filter,ip6t_rt,ipt_REJECT,ip6_tables,xt_addrtype,ip6t_REJECT uvcvideo 80885 0 videobuf2_vmalloc 13216 1 uvcvideo videobuf2_memops 13362 1 videobuf2_vmalloc snd_hda_codec_hdmi 46207 1 videobuf2_core 40664 1 uvcvideo videodev 134688 2 uvcvideo,videobuf2_core snd_hda_codec_conexant 57441 1 snd_hda_intel 52355 8 snd_hda_codec 192906 3 snd_hda_codec_hdmi,snd_hda_codec_conexant,snd_hda_intel snd_hwdep 13602 1 snd_hda_codec snd_pcm 102099 4 snd_hda_codec_hdmi,snd_hda_codec,snd_hda_intel snd_page_alloc 18710 2 snd_pcm,snd_hda_intel snd_seq_midi 13324 0 dm_multipath 22873 0 snd_seq_midi_event 14899 1 snd_seq_midi scsi_dh 14882 1 dm_multipath lib80211_crypt_tkip 17619 0 snd_rawmidi 30144 1 snd_seq_midi intel_powerclamp 14705 0 coretemp 13435 0 kvm_intel 143060 0 kvm 451511 1 kvm_intel joydev 17381 0 serio_raw 13462 0 snd_seq 61560 2 snd_seq_midi_event,snd_seq_midi intel_ips 18664 0 wl 4207846 0 snd_seq_device 14497 3 snd_seq,snd_rawmidi,snd_seq_midi btusb 32412 0 bluetooth 395423 22 bnep,btusb,rfcomm snd_timer 29482 2 snd_pcm,snd_seq snd 69238 26 snd_hwdep,snd_timer,snd_hda_codec_hdmi,snd_hda_codec_conexant,snd_pcm,snd_seq,snd_rawmidi,snd_hda_codec,snd_hda_intel,snd_seq_device,snd_seq_midi lib80211 14381 2 wl,lib80211_crypt_tkip toshiba_bluetooth 12852 0 cfg80211 484040 1 wl lpc_ich 21080 0 fglrx 8085343 190 soundcore 12680 1 snd toshiba_acpi 22901 0 sparse_keymap 13948 1 toshiba_acpi wmi 19177 1 toshiba_acpi amd_iommu_v2 19054 1 fglrx video 19476 0 mei_me 18627 0 mei 82276 1 mei_me mac_hid 13205 0 parport_pc 32701 0 ppdev 17671 0 lp 17759 0 parport 42348 3 lp,ppdev,parport_pc hid_generic 12548 0 usbhid 52570 0 hid 106148 2 hid_generic,usbhid psmouse 102222 0 ahci 25819 3 libahci 32168 1 ahci atl1c 46086 0 dm_mirror 22135 0 dm_region_hash 20862 1 dm_mirror dm_log 18411 2 dm_region_hash,dm_mirror Can someone give any ideas on how I can fix my wireless

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  • Store scores for players and produce a high score list

    - by zrvan
    This question is derived from an interview question that I got for a job I was declined. I have asked for code review for my solution at the dedicated Stack Exchange site. But I hope this question is sufficiently rephrased and asked with a different motivation not to be a duplicate of the other question. Consider the following scenario: You should store player scores in the server back end of a game. The server is written in Java. Every score should be registered, that is, one player may have any number of scores for any number of levels. A high score list should be produced with the fifteen top scores for a given level, but only one score per user (to the effect that even if player X has the two highest scores for level Y, only the first position is counted and player Z has the second place). No information should be persisted and only Java 1.7+ standard libraries should be used. No third party libraries or frameworks are acceptable. With the number of players as the primary factor, what would be the best data structure in terms of scalability and concurrency? How would you access the structure to register a single score given a level and a player id? How would you access the structure to compile the high score list?

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  • For photography use, is Unity is overheating my laptop? Should I try OpenSuse instead?

    - by SoT
    I am a perfect noob here in the Linux world. Previously was using Windows 7. Mine is an HP laptop - Intel core2duo T5470 @ 1.60GHz × 2 / 965GM with 2GB RAM. I installed Ubuntu 12.04TLS and is quite liking it's display. I really recognized it is 3D before knowing it was Unity 3D interface. My uses are image editing, home uses, downloads, browsing etc.. No video-editing/gaming at all. Being a Photography enthusiast I use image editing programs fairly more. But I am now feeling my laptop is getting a bit overheated - processor and hard-disk. I tried lm-sensor and could not make out much of it. Installed Xsensors.7. It gives the same output as lm-sensors gave me. It gives temperature for 4 things Temp1, temp2, temp3, and temp4. For "acpitz". Please guide me in this. However I wanted to ask something more. Which one is better for working with images - photography I mean - openSUSE 12.1 or Ubuntu with unity 3D? Can I get the display quality with the openSUSE distribution? I heard for laptops openSUSE uses power more efficiently, is there any truth? Please suggest me whether I should try openSUSE or not. If so with which GUI? KDE or GNOME? Thanks in advance. Regards SoT

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  • trying to upgrade memory

    - by user214876
    I've been using Ubuntu on my laptop for awhile now. Not quite used to it yet. I've got a Acer Aspire with an orig 4 gig mem/500 gig HDD. Running 12.04 presently 32 bit sys. I have the 13.04 upgrade disc and want to upgrade my memory to 8 Gig. Everytime I install the 8 gig memory, the system won't boot to either version. I downloaded the 64 bit version of both versions of Ubuntu but no results yet. Can anyone offer a suggestion here? I'm kinda lost. Additional Information: The memory was purchased through Acer/Kingston. Recommended for this computer. I watched the video on installing it, so I doubt it's installed wrong. (There's only one way of putting it in). I swapped Op Sys, from Ubuntu 12.04 to 13.04 to 13.10 and now to Xubuntu 13.10 64 bit version. I'm still not having any luck with this upgrade. Would it be necessary to upgrade the CPU? It's just a thought, I don't know what else could keep me from utilizing the new memory. Additional Information: Called Kingston this afternoon, they are sending replacement lower density memory modules 2/4 gig - 8 gig. Tech service says I need to upgrade BIOS to utilize new memory install VIA Dos since it is no longer a windows system. I'm not sure how to go about that but it's a learning process I can live with. Thank you all for your help/support. I realize this isn't a Ubuntu problem but each new user of this op sys, seems to share simular problems and maybe someone can use this info to their advantage.

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  • Can't get my graphics driver (GMA 3150) to work

    - by bracus
    I've been searching like crazy trying to find a fix for this, it's the only thing that's not completely working on my setup. I see posts where people say it should be working but it just isn't. I have a Gateway LT2802u netbook and I installed 11.10 on this 2 days ago. Everything works except for accelerated graphics. At first I couldn't watch a simple flash video at all, but somehow I got it to work. Now the last problem I have is I can't watch HD videos, my screen resolution won't go higher than 1024x600, and my under my graphics driver it says "Unknown". After doing as much research as possible, I've come to the conclusion that it's the GMA 3150 graphics driver. There is a bunch of talk on it all over the interwebs but nothing lately. I've tried the fixes that some people have used but most when I try to get the package it's no longer there or available if that makes sense. I'm loving everything Ubuntu has to offer but it'll really bite if I can't use it any more because of this problem. Does anybody have any ideas? You'd really be helping a lot.

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  • What differences should I know? I just upgraded to 13.10 from 10.10 [on hold]

    - by test
    I ran Ubuntu 10.10 for a long time because I liked the menu style. The change in GUI with the upgrades drove me nuts but I finally gave in and downloaded Saucy Salamander 13.10 x64. It's a fresh install running as a virtual machine guest in VMWare Workstation 9 on a Windows 7 x64 host. Well it looks like all those icons are still there on the side which I would be OK with if there were some way to bring back my menus. I have no organized way of accessing things now, or do I? That is the purpose for this question, maybe there is some functionality I just can't find but is there. Also all my fine tuning was gone. I used to be able to change DPI but that's gone. I went ahead and installed Unity Tweak Tool via sudo apt-get install unity-tweak-tool but I couldn't find an icon for it after I installed it.. because again no menu. So I did a search for it and found it there. I've changed the font and which side the window buttons appear on which is good enough for now. Anyway... any suggestions you may have for me I'm game. I'm a Windows 7 user primarily but I use Ubuntu every once in a while. I really liked the old style where everything was categorized like for Applications there was Accessories, Games, Graphics, Internet, Office, Sound & Video, Wine.

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  • iPhone Serialization problem

    - by Jenicek
    Hi, I need to save my own created class to file, I found on the internet, that good approach is to use NSKeyedArchiver and NSKeyedUnarchiver My class definition looks like this: @interface Game : NSObject <NSCoding> { NSMutableString *strCompleteWord; NSMutableString *strWordToGuess; NSMutableArray *arGuessedLetters; //This array stores characters NSMutableArray *arGuessedLettersPos; //This array stores CGRects NSInteger iScore; NSInteger iLives; NSInteger iRocksFallen; BOOL bGameCompleted; BOOL bGameOver; } I've implemented methods initWithCoder: and encodeWithCoder: this way: - (id)initWithCoder:(NSCoder *)coder { if([coder allowsKeyedCoding]) { strCompleteWord = [[coder decodeObjectForKey:@"CompletedWord"] copy]; strWordToGuess = [[coder decodeObjectForKey:@"WordToGuess"] copy]; arGuessedLetters = [[coder decodeObjectForKey:@"GuessedLetters"] retain]; // arGuessedLettersPos = [[coder decodeObjectForKey:@"GuessedLettersPos"] retain]; iScore = [coder decodeIntegerForKey:@"Score"]; iLives = [coder decodeIntegerForKey:@"Lives"]; iRocksFallen = [coder decodeIntegerForKey:@"RocksFallen"]; bGameCompleted = [coder decodeBoolForKey:@"GameCompleted"]; bGameOver = [coder decodeBoolForKey:@"GameOver"]; } else { strCompleteWord = [[coder decodeObject] retain]; strWordToGuess = [[coder decodeObject] retain]; arGuessedLetters = [[coder decodeObject] retain]; // arGuessedLettersPos = [[coder decodeObject] retain]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iScore]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iLives]; [coder decodeValueOfObjCType:@encode(NSInteger) at:&iRocksFallen]; [coder decodeValueOfObjCType:@encode(BOOL) at:&bGameCompleted]; [coder decodeValueOfObjCType:@encode(BOOL) at:&bGameOver]; } return self; } - (void)encodeWithCoder:(NSCoder *)coder { if([coder allowsKeyedCoding]) { [coder encodeObject:strCompleteWord forKey:@"CompleteWord"]; [coder encodeObject:strWordToGuess forKey:@"WordToGuess"]; [coder encodeObject:arGuessedLetters forKey:@"GuessedLetters"]; //[coder encodeObject:arGuessedLettersPos forKey:@"GuessedLettersPos"]; [coder encodeInteger:iScore forKey:@"Score"]; [coder encodeInteger:iLives forKey:@"Lives"]; [coder encodeInteger:iRocksFallen forKey:@"RocksFallen"]; [coder encodeBool:bGameCompleted forKey:@"GameCompleted"]; [coder encodeBool:bGameOver forKey:@"GameOver"]; } else { [coder encodeObject:strCompleteWord]; [coder encodeObject:strWordToGuess]; [coder encodeObject:arGuessedLetters]; //[coder encodeObject:arGuessedLettersPos]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iScore]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iLives]; [coder encodeValueOfObjCType:@encode(NSInteger) at:&iRocksFallen]; [coder encodeValueOfObjCType:@encode(BOOL) at:&bGameCompleted]; [coder encodeValueOfObjCType:@encode(BOOL) at:&bGameOver]; } } And I use these methods to archive and unarchive data: [NSKeyedArchiver archiveRootObject:currentGame toFile:strPath]; Game *currentGame = [NSKeyedUnarchiver unarchiveObjectWithFile:strPath]; I have two problems. 1) As you can see, lines with arGuessedLettersPos is commented, it's because every time I try to encode this array, error comes up(this archiver cannot encode structs), and this array is used for storing CGRect structs. I've seen solution on the internet. The thing is, that every CGRect in the array is converted to an NSString (using NSStringFromCGRect()) and then saved. Is it a good approach? 2)This is bigger problem for me. Even if I comment this line and then run the code successfully, then save(archive) the data and then try to load (unarchive) them, no data is loaded. There aren't any error but currentGame object does not have data that should be loaded. Could you please give me some advice? This is first time I'm using archivers and unarchivers. Thanks a lot for every reply.

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  • Using SDL to replace colors using SDL Color Keys

    - by Shawn B
    Hey, I am working an a simple Roguelike game, and using SDL as the display. The Graphics for the game is an image of Codepage 437, with the background being black, and the font white. Instead of using many seperate image files that are already colored, I want to use one image file, and replace the colors when it is being loaded into memory. The code to split the codepage into a sprite sheet works properly, but when attempting to print in color, everything comes out in white. I had it working the past, but somehow I broke the code when changing it from change the color at print, to change the color on load. Here is the code to load the image: SDL_Surface *Screen,*Font[2]; SDL_Rect Character[256]; Uint8 ScreenY,ScreenX; Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX; Uint32 Color[2]; void InitDisplay() { if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; } ScreenSizeY = 600; ScreenSizeX = 800; Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE); SDL_WM_SetCaption("Alpha",NULL); SDL_Surface *Load; Load = IMG_Load("resource/font.png"); Font[0] = SDL_DisplayFormat(Load); SDL_FreeSurface(Load); Color[0] = SDL_MapRGB(Font[0]->format,255,255,255); Color[1] = SDL_MapRGB(Font[0]->format,255,0,0); Uint8 i,j,k = 0; PrintX = 0; PrintY = 0; for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++) { Character[k].x = PrintX; Character[k].y = PrintY; Character[k].w = 8; Character[k].h = 12; k++; PrintX += 8; } PrintX = 0; PrintY += 12; } PrintX = 0; PrintY = 0; for(i = 1; i < 2; i++) { Font[i] = SDL_DisplayFormat(Font[0]); SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]); SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]); SDL_BlitSurface(Font[0],NULL,Font[i],NULL); SDL_SetColorKey(Font[0],0,Color[0]); } } The problem is with the last for loop above. I can't figure out why it isn't working. Any help is greatly appreciated!

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  • Core Data Model Design Question - Changing "Live" Objects also Changes Saved Objects

    - by mwt
    I'm working on my first Core Data project (on iPhone) and am really liking it. Core Data is cool stuff. I am, however, running into a design difficulty that I'm not sure how to solve, although I imagine it's a fairly common situation. It concerns the data model. For the sake of clarity, I'll use an imaginary football game app as an example to illustrate my question. Say that there are NSMO's called Downs and Plays. Plays function like templates to be used by Downs. The user creates Plays (for example, Bootleg, Button Hook, Slant Route, Sweep, etc.) and fills in the various properties. Plays have a to-many relationship with Downs. For each Down, the user decides which Play to use. When the Down is executed, it uses the Play as its template. After each down is run, it is stored in history. The program remembers all the Downs ever played. So far, so good. This is all working fine. The question I have concerns what happens when the user wants to change the details of a Play. Let's say it originally involved a pass to the left, but the user now wants it to be a pass to the right. Making that change, however, not only affects all the future executions of that Play, but also changes the details of the Plays stored in history. The record of Downs gets "polluted," in effect, because the Play template has been changed. I have been rolling around several possible fixes to this situation, but I imagine the geniuses of SO know much more about how to handle this than I do. Still, the potential fixes I've come up with are: 1) "Versioning" of Plays. Each change to a Play template actually creates a new, separate Play object with the same name (as far as the user can tell). Underneath the hood, however, it is actually a different Play. This would work, AFAICT, but seems like it could potentially lead to a wild proliferation of Play objects, esp. if the user keeps switching back and forth between several versions of the same Play (creating object after object each time the user switches). Yes, the app could check for pre-existing, identical Plays, but... it just seems like a mess. 2) Have Downs, upon saving, record the details of the Play they used, but not as a Play object. This just seems ridiculous, given that the Play object is there to hold those just those details. 3) Recognize that Play objects are actually fulfilling 2 functions: one to be a template for a Down, and the other to record what template was used. These 2 functions have a different relationship with a Down. The first (template) has a to-many relationship. But the second (record) has a one-to-one relationship. This would mean creating a second object, something like "Play-Template" which would retain the to-many relationship with Downs. Play objects would get reconfigured to have a one-to-one relationship with Downs. A Down would use a Play-Template object for execution, but use the new kind of Play object to store what template was used. It is this change from a to-many relationship to a one-to-one relationship that represents the crux of the problem. Even writing this question out has helped me get clearer. I think something like solution 3 is the answer. However if anyone has a better idea or even just a confirmation that I'm on the right track, that would be helpful. (Remember, I'm not really making a football game, it's just faster/easier to use a metaphor everyone understands.) Thanks.

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  • WPF ListBox/View Data Binding weird result

    - by Aviatrix
    I have this problem when i try to synchronize a observable list with listbox/view it displays the first item X times (x total amount of records in the list) but it doesn't change the variable's here is the XAML <ListBox x:Name="PostListView" BorderThickness="0" MinHeight="300" Background="{x:Null}" BorderBrush="{x:Null}" Foreground="{x:Null}" VerticalContentAlignment="Top" ScrollViewer.HorizontalScrollBarVisibility="Disabled" ScrollViewer.VerticalScrollBarVisibility="Disabled" DataContext="{Binding Source={StaticResource PostListData}}" ItemsSource="{Binding Mode=OneWay}" IsSynchronizedWithCurrentItem="True" MinWidth="332" SelectedIndex="0" SelectionMode="Extended" AlternationCount="1"> <ListBox.ItemTemplate> <DataTemplate> <DockPanel x:Name="SinglePost" VerticalAlignment="Top" ScrollViewer.CanContentScroll="True" ClipToBounds="True" Width="333" Height="70" d:LayoutOverrides="VerticalAlignment" d:IsEffectDisabled="True"> <DockPanel.DataContext> <local:PostList/> </DockPanel.DataContext> <StackPanel x:Name="AvatarNickHolder" Width="60"> <Label x:Name="Nick" HorizontalAlignment="Center" Margin="5,0" VerticalAlignment="Top" Height="15" Content="{Binding Path=pUsername, FallbackValue=pUsername}" FontFamily="Arial" FontSize="10.667" Padding="5,0"/> <Image x:Name="Avatar" HorizontalAlignment="Center" Margin="5,0,5,5" VerticalAlignment="Top" Width="50" Height="50" IsHitTestVisible="False" Source="1045443356IMG_0972.jpg" Stretch="UniformToFill"/> </StackPanel> <TextBlock x:Name="userPostText" Margin="0,0,5,0" VerticalAlignment="Center" FontSize="10.667" Text="{Binding Path=pMsg, FallbackValue=pMsg}" TextWrapping="Wrap"/> </DockPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> and here is the ovservable list class public class PostList : ObservableCollection<PostData> { public PostList() : base() { Add(new PostData("this is test msg", "Cather", "1045443356IMG_0972.jpg")); Add(new PostData("this is test msg1", "t1", "1045443356IMG_0972.jpg")); Add(new PostData("this is test msg2", "t2", "1045443356IMG_0972.jpg")); Add(new PostData("this is test msg3", "t3", "1045443356IMG_0972.jpg")); Add(new PostData("this is test msg4", "t4", "1045443356IMG_0972.jpg")); Add(new PostData("this is test msg5", "t5", "1045443356IMG_0972.jpg")); // Add(new PostData("Isak", "Dinesen")); // Add(new PostData("Victor", "Hugo")); // Add(new PostData("Jules", "Verne")); } } public class PostData { private string Username; private string Msg; private string Avatar; private string LinkAttached; private string PicAttached; private string VideoAttached; public PostData(string msg ,string username, string avatar=null, string link=null,string pic=null ,string video=null) { this.Username = username; this.Msg = msg; this.Avatar = avatar; this.LinkAttached = link; this.PicAttached = pic; this.VideoAttached = video; } public string pMsg { get { return Msg; } set { Msg = value; } } public string pUsername { get { return Username; } set { Username = value; } } public string pAvatar { get { return Avatar; } set { Avatar = value; } } public string pLink { get { return LinkAttached; } set { LinkAttached = value; } } public string pPic { get { return PicAttached; } set { PicAttached = value; } } public string pVideo { get { return VideoAttached; } set { VideoAttached = value; } } } Any ideas ?

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  • Placing Varibles into an external Sheet

    - by Leslie Peer
    Trying to Build an Online D&d program which stores the character info into Tables my problem is the game works just fine while your playing but as soon as you exit game all varibles are lost which means you have to restart from scratch the next time you log on... So this is a Two Fold Question What is the Best type of External Sheet to save it on... and two How to access sheet for saving and Loading Below are Varibles <SCRIPT> Name1="Tabor Bloomfield"; Name2="Sam Wrightfield"; Name3="Gavin Hartfild"; Name4="Gail Quickfoot"; Name5="Robert Gragorian"; Name6="Peter Shain"; Class1="MagicUser"; Class2="Fighter"; Class3="Fighter"; Class4="Thief"; Class5="Cleric"; Class6="Fighter"; Level1=23; Level2=1; Level3=1; Level4=2; Level5=2; Level6=1; Hpts1=145; Hpts2=14; Hpts3=13; Hpts4=8; Hpts5=12; Hpts6=15; Armor1="Robe of Protection +5"; Armor2="Splinted Armor"; Armor3="Chain Armor"; Armor4="Leather Armor"; Armor5="Chain Armor"; Armor6="Splinted Armor"; Ac1a=5; Ac2a=3; Ac3a=3; Ac4a=4; Ac5a=2; Ac6a=3; Armor1b="Ring of Protection +5"; Armor2b="Small Shield"; Armor3b="Small Shield"; Armor4b="Wooden Shield"; Armor5b="Large Shield"; Armor6b="Small Shield"; Ac1b=5; Ac2b=1; Ac3b=1; Ac4b=1; Ac5b=1; Ac6b=1; Str1=21; Str2=16; Str3=14; Str4=13; Str5=14; Str6=13; Int1=19; Int2=11; Int3=12; Int4=13; Int5=14; Int6=13; Wis1=18; Wis2=12; Wis3=14; Wis4=13; Wis5=14; Wis6=12; Dex1=19; Dex2=14; Dex3=13; Dex4=15; Dex5=14; Dex6=12; Con1=19; Con2=15; Con3=16; Con4=13; Con5=12; Con6=10; Chr1=21; Chr2=14; Chr3=13; Chr4=12; Chr5=14; Chr6=13; </SCRIPT> File name ="gamestats" Path="trellian Webpage/droves E and F/gamestats have tryed html Page,Javascript,Creating a serperate table page and putting the varibles into cells...But at a lost on how to arrive at a solution

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • VMRMixerControl9 & GDI problem!

    - by freefallr
    I'm attempting to overlay a bitmap on some video. I create a bitmap in memory, then I call SelectObject to select it into a memoryDC, so I can perform a DrawText operation on it. I'm not getting any results on screen at all - can anyone suggest why? thanks HRESULT MyGraph::MixTextOverVMR9(LPCTSTR szText) { // create a bitmap object using GDI, render the text to it accordingly // then Sets the bitmap as an alpha bitmap to the VMR9, so that it can be overlayed. HRESULT hr = S_OK; CBitmap bmpMem; CFont font; LOGFONT logicfont; CRect rcText; CRect rcVideo; VMR9AlphaBitmap alphaBmp; HWND hWnd = this->GetFirstRendererWindow(); COLORREF clrText = RGB(255, 255, 0); COLORREF clrBlack = RGB(0,0,0); HDC hdcHwnd = NULL; CDC dcMem; LONG lWidth; LONG lHeight; if( ! m_spVideoRenderer.p ) return E_NOINTERFACE; if( !m_spWindowlessCtrl.p ) return E_NOINTERFACE; if( ! m_spIMixerBmp9.p ) { m_spIMixerBmp9 = m_spVideoRenderer; if( ! m_spIMixerBmp9.p ) return E_NOINTERFACE; } // create the font.. LPCTSTR sFont = _T("Times New Roman"); memset(&logicfont, 0, sizeof(LOGFONT)); logicfont.lfHeight = 42; logicfont.lfWidth = 20; logicfont.lfStrikeOut = 0; logicfont.lfUnderline = 0; logicfont.lfItalic = FALSE; logicfont.lfWeight = FW_NORMAL; logicfont.lfEscapement = 0; logicfont.lfCharSet = ANSI_CHARSET; logicfont.lfQuality = ANTIALIASED_QUALITY; logicfont.lfPitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy_s( &logicfont.lfFaceName[0], wcslen(sFont)*2, sFont ); font.CreateFontIndirectW(&logicfont); // create a compatible memDC from the video window's HDC if( hWnd == NULL ) return E_FAIL; hdcHwnd = GetDC(hWnd); dcMem = CreateCompatibleDC(hdcHwnd); // get the required bitmap metrics from the MediaBuffer if( ! SUCCEEDED(m_spWindowlessCtrl->GetNativeVideoSize(&lWidth, &lHeight, NULL, NULL)) ) return E_FAIL; // create a bitmap for the text bmpMem.CreateCompatibleBitmap(dcMem.m_hDC, lWidth, lHeight); SelectBitmap (dcMem.m_hDC, bmpMem); SetBkMode (dcMem.m_hDC, TRANSPARENT); SetTextColor (dcMem.m_hDC, clrText); SelectFont (dcMem.m_hDC, font.m_hFont); // draw the text DrawTextW(dcMem.m_hDC, szText, wcslen(szText), rcText, DT_CALCRECT | DT_NOPREFIX ); DrawTextW(dcMem.m_hDC, szText, wcslen(szText), rcText, DT_NOPREFIX ); // Set the alpha bitmap on the VMR9 renderer memset(&alphaBmp, 0, sizeof(VMR9AlphaBitmap)); alphaBmp.rDest.left = 0; alphaBmp.rDest.top = 0.5; alphaBmp.rDest.right = 0.5; alphaBmp.rDest.bottom = 1; alphaBmp.dwFlags = VMR9AlphaBitmap_hDC; alphaBmp.hdc = dcMem.m_hDC; alphaBmp.pDDS = NULL; alphaBmp.rSrc = rcText; // rect to copy from the source image alphaBmp.fAlpha = 0.5f; // transparency value (1.0 is opaque, 0.0 is transparent) alphaBmp.clrSrcKey = clrText; // alphaBmp.dwFilterMode = MixerPref9_AnisotropicFiltering; hr = m_spIMixerBmp9->SetAlphaBitmap(&alphaBmp); DeleteDC(hdcHwnd); dcMem.DeleteDC(); bmpMem.DeleteObject(); font.DeleteObject(); return hr; }

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  • How to directly rotate CVImageBuffer image in IOS 4 without converting to UIImage?

    - by Ian Charnas
    I am using OpenCV 2.2 on the iPhone to detect faces. I'm using the IOS 4's AVCaptureSession to get access to the camera stream, as seen in the code that follows. My challenge is that the video frames come in as CVBufferRef (pointers to CVImageBuffer) objects, and they come in oriented as a landscape, 480px wide by 300px high. This is fine if you are holding the phone sideways, but when the phone is held in the upright position I want to rotate these frames 90 degrees clockwise so that OpenCV can find the faces correctly. I could convert the CVBufferRef to a CGImage, then to a UIImage, and then rotate, as this person is doing: Rotate CGImage taken from video frame However that wastes a lot of CPU. I'm looking for a faster way to rotate the images coming in, ideally using the GPU to do this processing if possible. Any ideas? Ian Code Sample: -(void) startCameraCapture { // Start up the face detector faceDetector = [[FaceDetector alloc] initWithCascade:@"haarcascade_frontalface_alt2" withFileExtension:@"xml"]; // Create the AVCapture Session session = [[AVCaptureSession alloc] init]; // create a preview layer to show the output from the camera AVCaptureVideoPreviewLayer *previewLayer = [AVCaptureVideoPreviewLayer layerWithSession:session]; previewLayer.frame = previewView.frame; previewLayer.videoGravity = AVLayerVideoGravityResizeAspectFill; [previewView.layer addSublayer:previewLayer]; // Get the default camera device AVCaptureDevice* camera = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; // Create a AVCaptureInput with the camera device NSError *error=nil; AVCaptureInput* cameraInput = [[AVCaptureDeviceInput alloc] initWithDevice:camera error:&error]; if (cameraInput == nil) { NSLog(@"Error to create camera capture:%@",error); } // Set the output AVCaptureVideoDataOutput* videoOutput = [[AVCaptureVideoDataOutput alloc] init]; videoOutput.alwaysDiscardsLateVideoFrames = YES; // create a queue besides the main thread queue to run the capture on dispatch_queue_t captureQueue = dispatch_queue_create("catpureQueue", NULL); // setup our delegate [videoOutput setSampleBufferDelegate:self queue:captureQueue]; // release the queue. I still don't entirely understand why we're releasing it here, // but the code examples I've found indicate this is the right thing. Hmm... dispatch_release(captureQueue); // configure the pixel format videoOutput.videoSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil]; // and the size of the frames we want // try AVCaptureSessionPresetLow if this is too slow... [session setSessionPreset:AVCaptureSessionPresetMedium]; // If you wish to cap the frame rate to a known value, such as 10 fps, set // minFrameDuration. videoOutput.minFrameDuration = CMTimeMake(1, 10); // Add the input and output [session addInput:cameraInput]; [session addOutput:videoOutput]; // Start the session [session startRunning]; } - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { // only run if we're not already processing an image if (!faceDetector.imageNeedsProcessing) { // Get CVImage from sample buffer CVImageBufferRef cvImage = CMSampleBufferGetImageBuffer(sampleBuffer); // Send the CVImage to the FaceDetector for later processing [faceDetector setImageFromCVPixelBufferRef:cvImage]; // Trigger the image processing on the main thread [self performSelectorOnMainThread:@selector(processImage) withObject:nil waitUntilDone:NO]; } }

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  • Need help looping through text file in Objective-C and looping through multidimensional array of dat

    - by Fulvio
    I have a question regarding an iPhone game I'm developing. At the moment, below is the code I'm using to currently I loop through my multidimensional array and position bricks accordingly on my scene. Instead of having multiple two dimensional arrays within my code as per the following (gameLevel1). Ideally, I'd like to read from a text file within my project and loop through the values in that instead. Please take into account that I'd like to have more than one level within my game (possibly 20) so my text file would have to have some sort of separator line item to determine what level I want to render. I was then thinking of having some sort of method that I call and that method would take the level number I'm interested in rendering. e.g. Method to call level based on separator? -(void)renderLevel:(NSString) levelNumber; e.g. Text file example? #LEVEL_ONE# 0,0,0,0,0,0,0,0,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,1,1,1,1,1,1,1,0 0,0,0,0,0,0,0,0,0 #LEVEL_TWO# 1,0,0,0,0,0,0,0,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 0,1,1,1,1,1,1,1,0 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,1,1,1,1,1,1,1,1 1,0,0,0,0,0,0,0,1 Code that I'm currently using: int gameLevel[17][9] = { { 0,0,0,0,0,0,0,0,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,1,1,1,1,1,1,1,0 }, { 0,0,0,0,0,0,0,0,0 } }; for (int row=0; row < 17; row++) { for (int col=0; col < 9; col++) { thisBrickValue = gameLevel[row][col]; xOffset = 35 * floor(col); yOffset = 22 * floor(row); switch (thisBrickValue) { case 0: brick = [[CCSprite spriteWithFile:@"block0.png"] autorelease]; break; case 1: brick = [[CCSprite spriteWithFile:@"block1.png"] autorelease]; break; } brick.position = ccp(xOffset, yOffset); [self addChild:brick]; } }

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  • Fatal error on a non-object

    - by Chris Leah
    Hey, so I have created a function to check the DB for unique entries, but when I call the function it doesn't seem to work and gives me a fatal error any ideas ? Thanks :) //Check for unique entries function checkUnique($table, $field, $compared) { $query = $mysqli->query('SELECT '.$mysqli->real_escape_string($field).' FROM '.$mysqli->real_escape_string($table).' WHERE "'.$mysqli->real_escape_string($field).'" = "'.$mysqli->real_escape_string($compared).'"'); if(!$query){ return TRUE; } else { return FALSE; } } The page calling it..... //Start session session_start(); //Check if the session is already set, if so re-direct to the game if(isset($_SESSION['id'], $_SESSION['logged_in'])){ Header('Location: ../main/index.php'); }; //Require database connection require_once('../global/includes/db.php'); require_once('../global/functions/functions.php'); //Check if the form has been submitted if (isset($_POST['signup'])){ //Validate input if (!empty($_POST['username']) && !empty($_POST['password']) && $_POST['password']==$_POST['password_confirm'] && !empty($_POST['email']) && validateEmail($_POST['email']) == TRUE && checkUnique('users', 'email', $_POST['email']) == TRUE && checkUnique('users', 'username', $_POST['username']) == TRUE) { //Insert user to the database $insert_user = $mysqli->query('INSERT INTO (`username, `password`, `email`, `verification_key`) VALUES ("'.$mysqli->real_escape_string($_POST['username']).'", "'.$mysqli-real_escape_string(md5($_POST['password'])).'", "'.$mysqli->real_escape_string($_POST['email']).'", "'.randomString('alnum', 32). '"') or die($mysqli->error()); //Get user information $getUser = $mysqli->query('SELECT id, username, email, verification_key FROM users WHERE username = "'.$mysqli->real_escape_string($_POST['username']).'"' or die($mysqli->error())); //Check if the $getUser returns true if ($getUser->num_rows == 1) { //Fetch associated fields to this user $row = $getUser->fetch_assoc(); //Set mail() variables $headers = 'From: [email protected]'."\r\n". 'Reply-To: [email protected]'."\r\n". 'X-Mailer: PHP/'.phpversion(); $subject = 'Activate your account (Music Battles.net)'; //Set verification email message $message = 'Dear '.$row['username'].', I would like to welcome you to Music Battles. Although in order to enjoy the gmae you must first activate your account. \n\n Click the following link: http://www.musicbattles.net/home/confirm.php?id='.$row['id'].'key='.$row['verification_key'].'\n Thanks for signing up, enjoy the game! \n Music Battles Team'; //Attempts to send the email if (mail($row['email'], $subject, $message, $headers)) { $msg = '<p class="success">Accound has been created, please go activate it from your email.</p>'; } else { $error = '<p class="error">The account was created but your email was not sent.</p>'; } } else { $error = '<p class="error">Your account was not created.</p>'; } } else { $error = '<p class="error">One or more fields contain non or invalid data.</p>'; } } Erorr.... Fatal error: Call to a member function query() on a non-object in /home/mbattles/public_html/global/functions/functions.php on line 5

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  • Why does my token return NULL and how can I fix it?(c++)

    - by Van
    I've created a program to get a string input from a user and parse it into tokens and move a robot according to the input. The program is supposed to recognize these inputs(where x is an integer): "forward x" "back x" "turn left x" "turn right x" and "stop". The program does what it's supposed to for all commands except for "stop". When I type "stop" the program prints out "whats happening?" because I've written a line which states: if(token == NULL) { cout << "whats happening?" << endl; } Why does token get NULL, and how can I fix this so it will read "stop" properly? here is the code: bool stopper = 0; void Navigator::manualDrive() { VideoStream video(&myRobot, 0);//allows user to see what robot sees video.startStream(); const int bufSize = 42; char uinput[bufSize]; char delim[] = " "; char *token; while(stopper == 0) { cout << "Enter your directions below: " << endl; cin.getline(uinput,bufSize); Navigator::parseInstruction(uinput); } } /* parseInstruction(char *c) -- parses cstring instructions received * and moves robot accordingly */ void Navigator::parseInstruction(char * uinput) { char delim[] = " "; char *token; // cout << "Enter your directions below: " << endl; // cin.getline (uinput, bufSize); token=strtok(uinput, delim); if(token == NULL) { cout << "whats happening?" << endl; } if(strcmp("forward", token) == 0) { int inches; token = strtok(NULL, delim); inches = atoi (token); double value = fabs(0.0735 * fabs(inches) - 0.0550); myRobot.forward(1, value); } else if(strcmp("back",token) == 0) { int inches; token = strtok(NULL, delim); inches = atoi (token); double value = fabs(0.0735 * fabs(inches) - 0.0550); myRobot.backward(1/*speed*/, value/*time*/); } else if(strcmp("turn",token) == 0) { int degrees; token = strtok(NULL, delim); if(strcmp("left",token) == 0) { token = strtok(uinput, delim); degrees = atoi (token); double value = fabs(0.00467 * degrees - 0.04); myRobot.turnLeft(1/*speed*/, value/*time*/); } else if(strcmp("right",token) == 0) { token = strtok(uinput, delim); degrees = atoi (token); double value = fabs(0.00467 * degrees - 0.04); myRobot.turnRight(1/*speed*/, value/*time*/); } } else if(strcmp("stop",token) == 0) { stopper = 1; } else { std::cerr << "Unknown command '" << token << "'\n"; } } /* autoDrive() -- reads in file from ifstream, parses * and moves robot according to instructions in file */ void Navigator::autoDrive(string filename) { const int bufSize = 42; char fLine[bufSize]; ifstream infile; infile.open("autodrive.txt", fstream::in); while (!infile.eof()) { infile.getline(fLine, bufSize); Navigator::parseInstruction(fLine); } infile.close(); } I need this to break out of the while loop and end manualDrive because in my driver program the next function called is autoDrive.

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  • How to get dropdown menu to open/close on click rather than hover?

    - by TankDriver
    Hello! I am very new to java and ajax/jquery and have been working on trying to get a script to open and close the drop menu on click rather that hover. The menu in question is found on http://www.gamefriction.com/Coded/ and is the dark menu on the right side under the header. I would like it to open and close like the other menu that is further below it (it is light gray and is in the "Select Division" module). The gray menu is part of a menu and the language menu is not. I have a jquery import as well which can be found in the view source of the above link. My Java: <script type="text/javascript"> /* Language Selector */ $(function() { $("#lang-selector li").hover(function() { $('ul:first',this).css('display', 'block'); }, function() { $('ul:first',this).css('display', 'none'); }); }); $(document).ready(function(){ /* Navigation */ $('.subnav-game').hide(); $('.subnav-game:eq(0)').show(); $('.preorder-type').hide(); $('.preorder-type:eq(3)').show(); }); </script> My CSS: #lang-selector { font-size: 11px; height: 21px; margin: 7px auto 17px auto; width: 186px; } #lang-selector span { color: #999; float: left; margin: 4px 0 0 87px; padding-right: 4px; text-align: right; } #lang-selector ul { float: left; list-style: none; margin: 0; padding: 0; } #lang-selector ul li a { padding: 3px 10px 1px 10px; } #lang-selector ul, #lang-selector a { width: 186px; } #lang-selector ul ul { display: none; position: absolute; } #lang-selector ul ul li { border-top: 1px solid #666; float: left; position: relative; } #lang-selector a { background: url("http://www.gamefriction.com/Coded/images/language_bg.png") no-repeat; color: #666; display: block; font-size: 10px; height: 17px; padding: 4px 10px 0 10px; text-align: left; text-decoration: none; width: 166px; } #lang-selector ul ul li a { background: #333; color: #999; } #lang-selector ul ul li a:hover { background: #c4262c; color: #fff; } My HTML: <div id="lang-selector"> <ul> <li> <a href="#">Choose a Language</a> <ul> <li><a href="?iw_lang=en">English</a></li> <li><a href="?iw_lang=de">Deutsch</a></li> <li><a href="?iw_lang=es">Espa&ntilde;ol</a></li> <li><a href="?iw_lang=fr">Fran&ccedil;ais</a></li> <li><a href="?iw_lang=it">Italiano</a></li> </ul> </li> </ul> </div> Thanks!

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  • Flash Media Server Streaming: Content Protection

    - by dbemerlin
    Hi, i have to implement flash streaming for the relaunch of our video-on-demand system but either because i haven't worked with flash-related systems before or because i'm too stupid i cannot get the system to work as it has to. We need: Per file & user access control with checks on a WebService every minute if the lease time ran out mid-stream: cancelling the stream rtmp streaming dynamic bandwidth checking Video Playback with Flowplayer (existing license) I've got the streaming and bandwidth check working, i just can't seem to get the access control working. I have no idea how i know which file is played back or how i can play back a file depending on a key the user has entered. Server-Side Code (main.asc): application.onAppStart = function() { trace("Starting application"); this.payload = new Array(); for (var i=0; i < 1200; i++) { this.payload[i] = Math.random(); //16K approx } } application.onConnect = function( p_client, p_autoSenseBW ) { p_client.writeAccess = ""; trace("client at : " + p_client.uri); trace("client from : " + p_client.referrer); trace("client page: " + p_client.pageUrl); // try to get something from the query string: works var i = 0; for (i = 0; i < p_client.uri.length; ++i) { if (p_client.uri[i] == '?') { ++i; break; } } var loadVars = new LoadVars(); loadVars.decode(p_client.uri.substr(i)); trace(loadVars.toString()); trace(loadVars['foo']); // And accept the connection this.acceptConnection(p_client); trace("accepted!"); //this.rejectConnection(p_client); // A connection from Flash 8 & 9 FLV Playback component based client // requires the following code. if (p_autoSenseBW) { p_client.checkBandwidth(); } else { p_client.call("onBWDone"); } trace("Done connecting"); } application.onDisconnect = function(client) { trace("client disconnecting!"); } Client.prototype.getStreamLength = function(p_streamName) { trace("getStreamLength:" + p_streamName); return Stream.length(p_streamName); } Client.prototype.checkBandwidth = function() { application.calculateClientBw(this); } application.calculateClientBw = function(p_client) { /* lots of lines copied from an adobe sample, appear to work */ } Client-Side Code: <head> <script type="text/javascript" src="flowplayer-3.1.4.min.js"></script> </head> <body> <a class="rtmp" href="rtmp://xx.xx.xx.xx/vod_project/test_flv.flv" style="display: block; width: 520px; height: 330px" id="player"> </a> <script> $f( "player", "flowplayer-3.1.5.swf", { clip: { provider: 'rtmp', autoPlay: false, url: 'test_flv' }, plugins: { rtmp: { url: 'flowplayer.rtmp-3.1.3.swf', netConnectionUrl: 'rtmp://xx.xx.xx.xx/vod_project?foo=bar' } } } ); </script> </body> My first Idea was to get a key from the Query String, ask the web service about which file and user that key is for and play the file but i can't seem to find out how to play a file from server side. My second idea was to let flowplayer play a file, pass the key as query string and if the filename and key don't match then reject the connection but i can't seem to find out which file it's currently playing. The only remaining idea i have is: create a list of all files the user is allowed to open and set allowReadAccess or however it was called to allow those files, but that would be clumsy due to the current infrastructure. Any hints? Thanks.

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  • Why am I getting 'Argument count mismatch' error here?

    - by Leon
    I have a Document class, Intro class and Nav class. The Intro class runs first, then sends a custom dispatch event to run the Nav class, but I'm getting this error: removed Intro ArgumentError: Error #1063: Argument count mismatch on com.secrettowriting.StanPlayer.ui::Navigation/addNav(). Expected 0, got 1. at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at com.secrettowriting.StanPlayer.display::Intro/removeIntro() at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick() The addNav function in the Navigation class should expect 0 arguments/variables and I'm not sending any arguments/variables to it, which is why I'm confused as to why it's saying I'm getting 1. My Document Class: public function HomePlayer():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; // Use when Live //videoURL = this.loaderInfo.parameters.theVIDEO; // Get the Video URL from HTML // Remove when video testing ready videoURL = "videos/WhatDifferentiatesUs.flv"; drawNav(); drawIntro(); } private function drawIntro():void { intro = new Intro(); intro.drawIntro(); intro.addEventListener("onComplete", nav.addNav); stage.addChild(intro); } private function drawNav():void { nav = new Navigation(); nav.drawNav(); stage.addChild(nav); } Intro Class: Public function Intro():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); } public function drawIntro():void { introMov = new IntroMov(); introMov.alpha = 0; addChild(introMov); TweenLite.to(introMov, 3, {alpha:1}); // Timer introFader = new Timer(INTRO_DELAY); introFader.addEventListener(TimerEvent.TIMER, fadeIntro); introFader.start(); introRemover = new Timer(INTRO_DELAY); introRemover.addEventListener(TimerEvent.TIMER, removeIntro); } private function fadeIntro(e:TimerEvent):void { if (i < 30){ i++ } else if (i == 30){ TweenLite.to(introMov, 1.5, {alpha:0}); introFader.removeEventListener(TimerEvent.TIMER, fadeIntro); introRemover.start(); } } private function removeIntro(e:TimerEvent):void { if (n < 10){ n++ } else if (n == 10){ introRemover.removeEventListener(TimerEvent.TIMER, removeIntro); removeChild(introMov); trace("removed Intro"); dispatchEvent (new CustomEvent(CustomEvent.COMPLETE, {})); // ? Intro to Navigation } } Navigation Class functions: public function drawNav():void { weAreA = new WeAreA(); weAreA.alpha = 0; weAreA.x = 20; weAreA.y = 35; introText = new IntroText(); introText.alpha = 0; introText.x = 20; introText.y = 124; chooseAVideo = new ChooseAVideo(); chooseAVideo.alpha = 0; chooseAVideo.x = 20; chooseAVideo.y = 336; } public function addNav():void { addChild(weAreA); addChild(introText); addChild(chooseAVideo); TweenLite.to(weAreA, 2, {alpha:1}); TweenLite.to(introText, 3, {alpha:1}); TweenLite.to(introText, 3, {alpha:1}); }

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Dialog created after first becomes unresponsive unless created first?

    - by Justin Sterling
    After creating the initial dialog box that works perfectly fine, I create another dialog box when the Join Game button is pressed. The dialog box is created and show successfully, however I am unable to type in the edit box or even press or exit the dialog. Does anyone understand how to fix this or why it happens? I made sure the dialog box itself was not the problem by creating and displaying it from the main loop in the application. It worked fine when I created it that way. So why does it error when being created from another dialog? My code is below. This code is for the DLGPROC function that each dialog uses. #define WIN32_LEAN_AND_MEAN #include "Windows.h" #include ".\Controllers\Menu\MenuSystem.h" #include ".\Controllers\Game Controller\GameManager.h" #include ".\Controllers\Network\Network.h" #include "resource.h" #include "main.h" using namespace std; extern GameManager g; extern bool men; NET_Socket server; extern HWND d; HWND joinDlg; char ip[64]; void JoinMenu(){ joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), NULL, (DLGPROC)GameJoinDialogPrompt); SetFocus(joinDlg); // ShowWindow(joinDlg, SW_SHOW); ShowWindow(d, SW_HIDE); } LRESULT CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDCONNECT:{ GetDlgItemText(joinDlg, IDC_IP, ip, 63); if(server.ConnectToServer(ip, 7890, NET_UDP) == NET_INVALID_SOCKET){ LogString("Failed to connect to server! IP: %s", ip); MessageBox(NULL, "Failed to connect!", "Error", MB_OK); ShowWindow(joinDlg, SW_SHOW); break; }   } LogString("Connected!"); break; case IDCANCEL: ShowWindow(d, SW_SHOW); ShowWindow(joinDlg, SW_HIDE); break; } break; } case WM_CLOSE: PostQuitMessage(0); break; } return 0; } LRESULT CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_PAINT:{ PAINTSTRUCT ps; RECT rect; HDC hdc = GetDC(Dialogwindow);    hdc = BeginPaint(Dialogwindow, &ps); GetClientRect (Dialogwindow, &rect); FillRect(hdc, &rect, CreateSolidBrush(RGB(0, 0, 0)));    EndPaint(Dialogwindow, &ps);    break;  } case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDC_HOST: if(!NET_Initialize()){ break; } if(server.CreateServer(7890, NET_UDP) != 0){ MessageBox(NULL, "Failed to create server.", "Error!", MB_OK); PostQuitMessage(0); return -1; } ShowWindow(d, SW_HIDE); break; case IDC_JOIN:{ JoinMenu(); } break; case IDC_EXIT: PostQuitMessage(0); break; default: break; } break; } return 0; } } I call the first dialog using the below code void EnterMenu(){ // joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), g_hWnd, (DLGPROC)GameJoinDialogPrompt);// d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU), g_hWnd, (DLGPROC)GameMainDialogPrompt); } The dialog boxes are not DISABLED by default, and they are visible by default. Everything is set to be active on creation and no code deactivates the items on the dialog or the dialog itself.

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  • Why is CDATA needed and not working everywhere the same way?

    - by baptx
    In Firefox's and Chrome's consoles, this works (alerts script content): var script = document.createElement("script"); script.textContent = ( function test() { var a = 1; } ); document.getElementsByTagName("head")[0].appendChild(script); alert(document.getElementsByTagName("head")[0].lastChild.textContent); Using this code as a Greasemonkey script for Firefox works too. Now, if want to add a "private method" do() to test() It is not working anymore, in neither Firefox/Chrome console nor in a Greasemonkey script: var script = document.createElement("script"); script.textContent = ( function test() { var a = 1; var do = function () { var b = 2; }; } ); document.getElementsByTagName("head")[0].appendChild(script); alert(document.getElementsByTagName("head")[0].lastChild.textContent); To make this work in a Greasemonkey script, I have to put all the code in a CDATA tag block: var script = document.createElement("script"); script.textContent = (<![CDATA[ function test() { var a = 1; var do = function() { var b = 2; }; } ]]>); document.getElementsByTagName("head")[0].appendChild(script); alert(document.getElementsByTagName("head")[0].lastChild.textContent); This is only works in a Greasemonkey script; it throws an error from the Firefox/Chrome console. I don't understand why I should use a CDATA tag, I have no XML rules to respect here because I'm not using XHTML. To make it work in Firefox console (or Firebug), I need to do put CDATA into tags like <> and </>: var script = document.createElement("script"); script.textContent = (<><![CDATA[ function test() { var a = 1; var do = function() { var b = 2; }; } ]]></>); document.getElementsByTagName("head")[0].appendChild(script); alert(document.getElementsByTagName("head")[0].lastChild.textContent); This doesn't working from the Chrome console. I've tried adding .toString() at the end like many people are doing (]]></>).toString();), but it's useless. I tried to replace <> and </> with a tag name <foo> </foo> but that didn't work either. Why doesn't my first code snippet work if I define var do = function(){} inside another function? Why should I use CDATA as a workaround even if I'm not using XHTML? And why should I add <> </> for Firefox console if it's working without in a Greasemonkey script? Finally, what is the solution for Chrome and other browsers? EDIT: My bad, I've never used do-while in JS and I've created this example in a simple text editor, so I didn't see "do" was a reserved keyword :p But problem is still here, I've not initialized the Javascript class in my examples. With this new example, CDATA is needed for Greasemonkey, Firefox need CDATA between E4X <> </> and Chrome fails: var script = document.createElement("script"); script.textContent = ( <><![CDATA[var aClass = new aClass(); function aClass() { var a = 1; var aPrivateMethod = function() { var b = 2; alert(b); }; this.aPublicMethod = function() { var c = 3; alert(c); }; } aClass.aPublicMethod();]]></> ); document.getElementsByTagName("head")[0].appendChild(script); Question: why?

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  • convert pixels into image

    - by Zeta Op
    what i am trying to do is to convert a pixel from a video cam, into an image to expalin it better imagine a 3d model so.. the pixels would be each polying, and i want to do is to conver each polyigon into an image. what i have so far is this ** import processing.video.*; PImage hoja; Capture cam; boolean uno, dos, tres, cuatro; import ddf.minim.*; Minim minim; AudioPlayer audio; float set; void setup() { //audio minim = new Minim(this); // audio = minim.loadFile("audio"); // audio.loop(); // uno=false; dos=false; tres=false; cuatro=true; size(640, 480); hoja=loadImage("hoja.gif"); cam = new Capture(this, width, height); cam.start(); } void draw() { if (cam.available() == true) { cam.read(); if (uno==true) { filtroUno(); image(cam, 0, 0, 640, 480); } if (dos==true) { filtroDos(); } if(tres==true){ filtroTres(); } if(cuatro==true){ filtroCuatro(); image(cam, set, 0,640,480); } } // The following does the same, and is faster when just drawing the image // without any additional resizing, transformations, or tint. //set(0, 0, cam); } void filtroUno() { cam.loadPixels(); hoja.loadPixels(); for (int i=0;i<cam.pixels.length;i++) { if (brightness(cam.pixels[i])>110) { cam.pixels[i]=color(0, 255, 255); } else { cam.pixels[i]=color(255, 0, 0); } } for (int i=0;i<cam.width;i+=10) { for (int j=0;j<cam.height;j+=10) { int loc=i+(j*cam.width); if (cam.pixels[loc]==color(255, 0, 0)) { for (int x=i;x<i+10;x++) { for (int y=j;y<j+10;y++) { // println("bla"); int locDos=i+(j*cam.width); cam.pixels[locDos]=hoja.get(x, y); } } } } } cam.updatePixels(); } ** the broblem is that each pixel is creating me a matrix, so.. is not recreating what id that to do. i had the method filtroUno but it wasn't showing ok.. and was the result void filtroUno() { cam.loadPixels(); hoja.loadPixels(); for (int i=0;i<cam.pixels.length;i++) { if (brightness(cam.pixels[i])>110) { cam.pixels[i]=color(0, 255, 255); } else { cam.pixels[i]=color(255, 0, 0); } } for (int i=0;i<cam.width;i+=10) { for (int j=0;j<cam.height;j+=10) { int loc=i+j*hoja.width*10; if (cam.pixels[loc]==color(255, 0, 0)) { for (int x=i;x<i+10;x++) { for (int y=j;y<j+10;y++) { // println("bla"); int locDos=x+y*hoja.height*10; cam.pixels[locDos]=hoja.get(x, y); } } } } } cam.updatePixels(); } i hope you can help me thanks note: each red pixel should be the gif image the imge size is 10x10

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  • Android - determine specific locations (X,Y coordinates) on a Bitmap on different resolutions?

    - by Mike
    My app that I am trying to create is a board game. It will have one bitmap as the board and pieces that will move to different locations on the board. The general design of the board is square, has a certain number of columns and rows and has a border for looks. Think of a chess board or scrabble board. Before using bitmaps, I first created the board and boarder by manually drawing it - drawLine & drawRect. I decided how many pixels in width the border would be based on the screen width and height passed in on "onSizeChanged". The remaining screen I divided by the number of columns or rows I needed. For examples sake, let's say the screen dimensions are 102 x 102. I may have chosen to set the border at 1 and set the number of rows & columns at 10. That would leave 100 x 100 left (reduced by two to account for the top & bottom border, as well as left/right border). Then with columns and rows set to 10, that would leave 10 pixels left for both height and width. No matter what screen size is passed in, I store exactly how many pixels in width the boarder is and the height & width of each square on the board. I know exactly what location on the screen to move the pieces to based on a simple formula and I know exactly what cell a user touched to make a move. Now how does that work with bitmaps? Meaning, if I create 3 different background bitmaps, once for each density, won't they still be resized to fit each devices screen resolution, because from what I read there were not just 3 screen resolutions, but 5 and now with tablets - even more. If I or Android scales the bitmaps up or down to fit the current devices screen size, how will I know how wide the border is scaled to and the dimensions of each square in order to figure out where to move a piece or calculate where a player touched. So far the examples I have looked at just show how to scale the overall bitmap and get the overall bitmaps width and height. But, I don't see how to tell how many pixels wide or tall each part of the board would be after it was scaled. When I draw each line and rectangle myself based in the screen dimensions from onSizeChanged, I always know these dimensions. If anyone has any sample code or a URL to point me to that I can a read about this with bitmaps, I would appreciate it. Thanks, --Mike BTW, here is some sample code (very simplified) on how I know the dimensions of my game board (border and squares) no matter the screen size. Now I just need to know how to do this with the board as a bitmap that gets scaled to any screen size. @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { intScreenWidth = w; intScreenHeight = h; // Set Border width - my real code changes this value based on the dimensions of w // and h that are passed in. In other words bigger screens get a slightly larger // border. intOuterBorder = 1; /** Reserve part of the board for the boardgame and part for player controls & score My real code forces this to be square, but this is good enough to get the point across. **/ floatBoardHeight = intScreenHeight / 4 * 3; // My real code actually causes floatCellWidth and floatCellHeight to // be equal (Square). floatCellWidth = (intScreenWidth - intOuterBorder * 2 ) / intNumColumns; floatCellHeight = (floatBoardHeight - intOuterBorder * 2) / intNumRows; super.onSizeChanged(w, h, oldw, oldh); }

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