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  • Do you know a good and efficient FFT?

    - by yan bellavance
    Hi, I am trying to find a very fast and efficient Fourier transform (FFT). Does anyone know of any good ones. I need to run it on the iPhone so it must not be intensive. Instead, maybe you know of one that is wavelet like, i need frequency resolution but only a narrow band (vocal audio range up to 10khz max...even 10Khz might be too high). Im thinking also of truncating this FFT to keep the frequency resolution while eliminating the unwanted frequency band. This is for an iphone ...I have taken a look at the FFT in Aurio touch but it seems this is an int FFT but my app uses floats.....would it give a big performance increase to try and adapt program to an int FFT or not(which i really dont feel like doing...plus aurio touch uses a radix 2 FFT which is not that great).

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  • Php, socket and connecting to pop3-server

    - by Ockonal
    Hi guys, I'm trying to connect to the pop3-server with php. Here is my code: $pop3Server = 'mail.roller.ru'; $pop_conn = fsockopen($pop3Server, 110, $errno, $errstr, 10); print fgets($pop_conn, 1024); Warning: fsockopen() [function.fsockopen]: php_network_getaddresses: getaddrinfo failed: Temporary failure in name resolution in /home/ockonal/public_html/mail_parser.php on line 45 Warning: fsockopen() [function.fsockopen]: unable to connect to mail.roller.ru:110 (php_network_getaddresses: getaddrinfo failed: Temporary failure in name resolution) in /home/ockonal/public_html/mail_parser.php on line 45 Warning: fgets() expects parameter 1 to be resource, boolean given in /home/ockonal/public_html/mail_parser.php on line 46 What's wrong? I'm sure in pop3-server address. It doesn't print anything.

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  • ShareThis causing "Transfering Data From" in Firefox status bar

    - by JackIT
    There is a conflict with the ShareThis script and another script I have on my site. I've set up a test example here: http://jbrlsr.com/help.html to reproduce the issue, use FireFox and mouseover a few of the links, you'll notice "Transferring Data From" in the status bar area. To clear that message click on the ShareThis icon. There is one post I've found on the ShareThis Forums: forums.sharethis.com/topic.php?id=2415#post-4199 but no resolution. If you can pinpoint the issue and suggest a realistic/workable resolution I will PayPal you $100.

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  • How to get video file details eg. duration in Android?

    - by spirytus
    I struggle to get specific video file details so duration etc. from the file the files recorded earlier. All I can currently do is to get cursor with all the files, then loop one by one. Cursor cursor = MediaStore.Video.query(getContext().getContentResolver(), MediaStore.Video.Media.EXTERNAL_CONTENT_URI, new String[]{MediaStore.Video.VideoColumns.DURATION,MediaStore.Video.VideoColumns.DATE_TAKEN,MediaStore.Video.VideoColumns.RESOLUTION,MediaStore.Video.VideoColumns.DISPLAY_NAME}); if(cursor.moveToFirst()) while(!cursor.isLast()){ if(cursor.getString(3)==fight.filename) { // do something here } cursor.moveToNext(); } I need however to access details of specific files so I tried to create URI but no luck as cursor returned is always null. Where do I go wrong? Uri uri = Uri.parse(Environment.DIRECTORY_DCIM+"/FightAll_BJJ_Scoring/"+(fight.filename)); Cursor cursor = MediaStore.Video.query(getContext().getContentResolver(), uri, new String[]{MediaStore.Video.VideoColumns.DURATION,MediaStore.Video.VideoColumns.DATE_TAKEN,MediaStore.Video.VideoColumns.RESOLUTION,MediaStore.Video.VideoColumns.DISPLAY_NAME}); // cursor is always null here

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  • Need help making row of buttons consistent

    - by oliverghingold
    I'm making my first website, and I'm trying to make variable-sized buttons so they'll render correctly on low resolution (read: mobile) browsers. Currently I just have the usual rollover image solution (185 pixels wide by 37 tall if anybody cares), but when I preview the site in low resolution it looks, predictably enough, like complete crap (more specifically they don't have room so they arrange vertically instead of horizontally and take up a huge amount of screen real estate). Semi-related, is there a way to overlay text on a button without saving separate images, each with the correct text? Just using a single template for buttons and then deciding what text goes on it as it's needed? tl;dr: I'm trying to get a horizontal lineup of buttons for navigating my website, but I'm a noob and I can't do it right without your generous assistance.

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  • Problems wih minSdkVersion 1.5

    - by Tebam
    Hello, we have a problem related to the manifest file and the property "android:minSdkVersion". The issue is: If our platform is 2.0 and we use the property "android:minSdkVersion=3" (3 = sdk 1.5) the graphics get corrupted (In details, the application's resolution get reduced to a 2/3 part of the original size, this is, when the resolution should be 480x720, it becomes in a 320x480). This is happening on the Android emulator, and on the devices Droid/Milestone (Which are platforms 2.0). When we switch the property to "android:minSdkVersion=4" (4 = sdk 1.6) the problem gets solved, but when we want to put that version on platform 1.5, Android doesn't allow us to install it. It would help us to know any conflict regarding graphics within the 2.0 sdk, or any known problem around the "android:minSdkVersion" in the manifest. Thanks!

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  • Java method overloading + double dispatch

    - by Max
    Can anybody explain in detail the reason the overloaded method print(Parent parent) is invoked when working with Child instance in my test piece of code? Any pecularities of virtual methods or methods overloading/resolution in Java involved here? Any direct reference to Java Lang Spec? Which term describes this behaviour? Thanks a lot. public class InheritancePlay { public static class Parent { public void doJob(Worker worker) { System.out.println("this is " + this.getClass().getName()); worker.print(this); } } public static class Child extends Parent { } public static class Worker { public void print(Parent parent) { System.out.println("Why this method resolution happens?"); } public void print(Child child) { System.out.println("This is not called"); } } public static void main(String[] args) { Child child = new Child(); Worker worker = new Worker(); child.doJob(worker); } }

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  • Preserving Bitmap values when creating a new Bitmap from System.Drawing.Image

    - by Otaku
    I'm trying to create a resized image from a bitmap, set a new height/width and a new resolution and save it to PNG. I can do this either from directly A) Image.FromFile(filename) or B) New Bitmap(imageSource) to create the the A Bitmap to be passed to B. Both work okay schmokay, but A does not allow me to set a new width/height on creation (but it does allow me to preserve values with useIcm=True) and B does not allow me to preseve values. Okay, now on to some code and examples: Dim sourceBitmap As New Bitmap(imagePath & myImage1Name) <-not good at all (#1 overload). Doesn't preserve things like HorizontalResolution or PixelFormat on .Save Dim sourceBitmap2 As Bitmap = Image.FromFile(imagePath & myImage1Name, True) <-not good (#5 overload). it does preserve things like HorizontalResolution or PixelFormat on .Save, but it doesn't allow me to initialize image at a new size. Dim targetBitmap As New Bitmap(sourceBitmap2, newWidth, newHeight) <-not good. Even though sourceBitmap2 (see #2 above) was initialized with useIcm=True, it doesn't matter once I've passed it in as the source in targetBitmap. Basically, I'm looking for a way to contruct a New Bitmap with both something like useIcm=True and set the width/height at the same time (Width/Height are read-only properties once it's created). I've gone down the Graphics.DrawImage route as well and it's the same - Graphics.FromImage(sourceBitmap) does not preserve values. Why do I need these values to be preserved? Because I need to convert these pictures to PNG (for file size) with a new resolution and keep the same physical dimensions (w/h in inches) for printing. I know the new pixel width/height needed based on the resolution values I'll pass in with .SetResolution(xDpi,yDpi) to preserve physical dimensions, so that's not the problem. The issue is things like the PixelFormatSize need to remain unchanged (yes, I've tried EncoderParameters - they don't work. I can give you the gory details if you like, but suffice it to say for now, they just don't work). Whew, got that off my chest! Okay, anyone who really knows how all this works can help?

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  • How do I make a child control re-anchor to its parent Form when it has been cut off on a small resol

    - by Paul Fedory
    I have a Windows Form with a default size of 1100 x 400, and I have a DataGridView control on it anchored to Top, Left, Bottom, Right. Resizing the form on a screen with resolution higher than 1100 x 400 works fine, and the anchoring works well, resizing the DataGridView control as expected. When I launch the form on a screen with resolution 800x600, the form is cut off, and made to fit the 800 x 600. The DataGridView is cut off, and cannot be seen entirely - it bleeds off the form to the right, so it's not respecting the right anchor. Resizing the form in this situation doesn't respect the anchoring settings for some reason: the DataGridView control does not resize when the form is resized. Is there a way programmatically (on a resize event or something) to force the child DataGridView control to anchor to the sides of the form? I've already tried calling a PerformLayout and Refresh in the Form's resize event but it's rather redundant, isn't it?

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  • Scaling larger Image problem.

    - by krishna
    Hi, I m developing flex application, in which I want to Draw Image from User local hard-drive to the canvas of size 640x360. User can choose Image of bigger resolution & is scaled to Canvas size. But if user selected images of larger resolution like 3000x2000, the scaling take lot time & freezes the application until scale done. Is there any method to scale image faster or kind of threading can be done? I am using matrix to scale Image as below: var mat:Matrix = new Matrix(); var scalex:Number = canvasScreen.width/content.width; var scaley:Number = canvasScreen.height/content.height; mat.scale(scalex,scaley); canvasScreen.graphics.clear(); canvasScreen.graphics.beginBitmapFill(content.bitmapData,mat);

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  • Designing software interface for various screen sizes

    - by Tower
    Hi, Nowadays we have screens like 1920x1200 and 1680x1050 in popular use and some even use 2560x1600 resolution while some older systems still rely on a 800x600 resolution. I am writing a software that looks good on a 1680x1050, but too small on a 1920x1200 and too large on a 1024x768. Do you have suggestions how to go for designing an application for various screen sizes? Things were a lot simpler before when we had little differences in resolutions, but now it seems there's no good way of handling this. I know this question is more about designing / layout than programming, but I bet this is more or less part of programmers life so I made this post here.

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  • What values does Camera.Parameters.set("picture-size", ?) take?

    - by mobilekid
    Hi, my app involves some work with the camera, therefore it needs to handle capturing of images with different resolution. My targets are 1.6 - onwards. Does anyone know what to pass in the value argument for Camera.Parameters.set("picture-size", value) I have look at the Donut release of the Camera app, however, it was not very clear what exactly has been used there as the value is retrieved from the SharedPreferences. // Set picture size parameter. String pictureSize = mPreferences.getString(CameraSettings.KEY_PICTURE_SIZE, getString(R.string.pref_camera_picturesize_default)); mParameters.set(PARM_PICTURE_SIZE, pictureSize); Lookin at the strings.xml I can see that R.string.pref_camera_picturesize_default = 2048x1536, however, I'm not sure what other values can be passed there? Is it any resolution you fancy, or are they only certain resolutions the drivers can handle? Thanks.

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  • c++ / c confusion

    - by mrbuxley
    Im trying to make a small app in c++ that saves midifiles with this library. http://musicnote.sourceforge.net/docs/html/index.html The sample code that is given on the homepage looks like this. #include "MusicNoteLib.h" void main() { MusicNoteLib::Player player; // Create the Player Object player.Play("C D E F G A B"); // Play the Music Notes on the default MIDI output port } This piece of code won't compile in Visual studio 2008, I get many errors like MusicNoteLib.h(22) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int I don't understand the error or where to start looking... There also was some dll files that can be used instead of this h file. #ifndef __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__ #define __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__ /** @file MusicNoteLib.h * \brief Main header file for accessing the MusicNote Library */ /// <Summary> /// This header file can be included directly in your project or through /// MusicNoteLib.h of the MusicNoteDll project. If included directly, this /// will be built directly as a satic library. If included through MusicNoteDll /// this will use dllImports through MUSICNOTELIB_API /// </Summary> #ifndef MUSICNOTELIB_API #define MUSICNOTELIB_API #endif // MUSICNOTELIB_API //#include "Player.h" namespace MusicNoteLib /// Music Programming Library { typedef void (__stdcall *LPFNTRACEPROC)(void* pUserData, const TCHAR* szTraceMsg); typedef void (__stdcall *LPFNERRORPROC)(void* pUserData, long lErrCode, const TCHAR* szErrorMsg, const TCHAR* szToken); extern "C" { MUSICNOTELIB_API typedef void MStringPlayer; MUSICNOTELIB_API void* GetCarnaticMusicNoteReader(); /// <Summary> /// Creates a MusicString Player object. /// </Summary> MUSICNOTELIB_API MStringPlayer* CreateMusicStringPlayer(); /// <Summary> /// Plays Music string notes on the default MIDI Output device with the default Timer Resolution. /// Use PlayMusicStringWithOpts() to use custom values. /// @param szMusicNotes the Music string to be played on the MIDI output device /// @return True if the notes were played successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicString(const TCHAR* szMusicNotes); /// <Summary> /// Same as PlayMusicString() except that this method accepts Callbacks. /// The Trace and Error callbacks will be used during the Parse of the Music Notes. /// @param szMusicNotes the Music string to be played on the MIDI output device /// @param traceCallbackProc the Callback to used to report Trace messages /// @param errorCallbackProc the Callback to used to report Error messages /// @param pUserData any user supplied data that should be sent to the Callback /// @return True if the notes were played successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringCB(const TCHAR* szMusicNotes, LPFNTRACEPROC traceCallbackProc, LPFNERRORPROC errorCallbackProc, void* pUserData); /// <Summary> /// Plays Music string notes on the given MIDI Output device using the given Timer Resolution. /// Use PlayMusicString() to use default values. /// @param szMusicNotes the Music notes to be played /// @param nMidiOutPortID the device ID of the MIDI output port to be used for the play /// @param nTimerResMS preferred MIDI timer resolution, in MilliSeconds /// @return True if Play was successful, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringWithOpts(const TCHAR* szMusicNotes, int nMidiOutPortID, unsigned int nTimerResMS); /// <Summary> /// Same as PlayMusicStringWithOpts() except that this method accepts Callbacks. /// The Trace and Error callbacks will be used during the Parse of the Music Notes. /// @param szMusicNotes the Music notes to be played /// @param nMidiOutPortID the device ID of the MIDI output port to be used for the play /// @param nTimerResMS preferred MIDI timer resolution, in MilliSeconds /// @param traceCallbackProc the Callback to used to report Trace messages /// @param errorCallbackProc the Callback to used to report Error messages /// @param pUserData any user supplied data that should be sent to the Callback /// @return True if Play was successful, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringWithOptsCB(const TCHAR* szMusicNotes, int nMidiOutPortID, unsigned int nTimerResMS, LPFNTRACEPROC traceCallbackProc, LPFNERRORPROC errorCallbackProc, void* pUserData); /// <Summary> /// Save the given MusicString content into a MIDI output file /// @param szMusicNotes Music Notes to be converted to MIDI output /// @param szOutputFilePath path of the MIDI output file /// @return True if the the content was saved successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool SaveAsMidiFile(const TCHAR* szMusicNotes, const char* szOutputFilePath); //MUSICNOTELIB_API typedef void (*ParseErrorProc)(const MusicNoteLib::CParser*, MusicNoteLib::CParser::ErrorEventHandlerArgs* pEvArgs); //MUSICNOTELIB_API typedef void (*ParseTraceProc)(const MusicNoteLib::CParser*, MusicNoteLib::CParser::TraceEventHandlerArgs* pEvArgs); MUSICNOTELIB_API void Parse(const TCHAR* szNotes, LPFNTRACEPROC traceCallbackProc, void* pUserData); } // extern "C" } // namespace MusicNoteLib #endif // __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__

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  • C++ vtable resolving with virtual inheritance

    - by Tomas Cokis
    I was curious about C++ and virtual inheritance - in particular, the way that vtable conflicts are resolved between bass and child classes. I won't pretend to understand the specifics on how they work, but what I've gleamed so far is that their is a small delay caused by using virtual functions due to that resolution. My question then is if the base class is blank - ie, its virtual functions are defined as: virtual void doStuff() = 0; Does this mean that the resolution is not necessary, because there's only one set of functions to pick from? Forgive me if this is an stupid question - as I said, I don't understand how vtables work so I don't really know any better.

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  • C++: How would I get unix time?

    - by John D.
    I need a function or way to get the UNIX epoch in seconds, much like how I can in PHP using the time function. I can't find any method except the time() in ctime which seems to only output a formatted date, or the clock() function which has seconds but seems to always be a multiple of 1 million, nothing with any resolution. I wish to measure execution time in a program, I just wanted to calculate the diff between start and end; how would a C++ programmer do this? EDIT: time() and difftime only allow resolution by seconds, not ms or anything too btw.

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  • Formula for Live Video Streaming Bitrate

    - by MD
    I am simply looking for the formula that should be used here. All the results I've found base "finding the bitrate" off of already existing video. I'm talking about LIVE streaming. (indeterminate length) So, I know some basic parts of it, but I just need to know if I'm right or missing anything. For Kbps: Resolution * Framerate / 1024 Is it really that simple? Audio would be a separate element for our purposes here. Am I missing anything from this formula? (Coming up with a proposal of what amount of bandwidth would be required, relative to possible resolution options, so I just need to be sure that I'm not missing anything or inaccurate about it)

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  • How to check if aspect ratio auto adjustment is enabled in monitor

    - by kFk
    Game application is written in C++ and uses DirectX 8. I am getting a maximum monitor resolution to calculate it's aspect ratio. Then I use this value to fix game rendering (scale and set clipping to receive normal 4:3 image with black borders on wide screen monitors). How can I check if monitor is using aspect ratio auto adjustment now? Because my scaling plus monitor scaling makes resulting image overscaled. Thanks EDIT: I saw correct different monitor resolution handling with or without aspect ratio auto adjustment in "Royal Envoy" casual game. But don't know how do they do this.

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  • How to avoid recursion in Java SecurityManager checkConnect?

    - by Zilupe
    I'm trying to take control of a Java code base that does lots of un-documented things. I'm using a custom SecurityManager to check permission requests. Specifically, my code is checking SocketPermission checks -- checkConnect. checkConnect is called when the application tries to resolve a host name to IP address and to connect to a specific IP address. The problem is that I don't know how to properly call host name resolution (InetAddress.getAddressByName) without falling into infinite recursion, because normally checkConnect is called even when I resolve the name from inside the SecurityManager.checkConnect. I have read on the web that I have to call the address resolution from a doPrivileged block, but no idea how. P.S. Is this possible without writing any policy files?

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  • how can resize the page?

    - by Ryliatron
    im designing a website and i have screen resolution problem. I want to scale my page but i cant do it. Its my website and 21.5 inc mac screen: (its done, no problem) Its my laptop screen 1366 x 768 px resolution; I tryed this on css; body, html {height:100%;} and this on html; <meta name="viewport" content="width=device-width, height=device-height, initial-scale=1, maximum-scale=1"> <link rel="stylesheet" href="css/style.css" type="text/css" media="all" /> Doctype is: XHTML 1.0 Transitional but doesnt work. How can i do it? Thanks!

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  • Powershell script to change screen Orientation

    - by user161964
    I wrote a script to change Primary screen orientation to portrait. my screen is 1920X1200 It runs and no error reported. But the screen does not rotated as i expected. The code was modified from Set-ScreenResolution (Andy Schneider) Does anybody can help me take a look? some reference site: 1.set-screenresolution http://gallery.technet.microsoft.com/ScriptCenter/2a631d72-206d-4036-a3f2-2e150f297515/ 2.C code for change oridentation (MSDN) Changing Screen Orientation Programmatically http://msdn.microsoft.com/en-us/library/ms812499.aspx my code as below: Function Set-ScreenOrientation { $pinvokeCode = @" using System; using System.Runtime.InteropServices; namespace Resolution { [StructLayout(LayoutKind.Sequential)] public struct DEVMODE1 { [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] public string dmDeviceName; public short dmSpecVersion; public short dmDriverVersion; public short dmSize; public short dmDriverExtra; public int dmFields; public short dmOrientation; public short dmPaperSize; public short dmPaperLength; public short dmPaperWidth; public short dmScale; public short dmCopies; public short dmDefaultSource; public short dmPrintQuality; public short dmColor; public short dmDuplex; public short dmYResolution; public short dmTTOption; public short dmCollate; [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] public string dmFormName; [MarshalAs(UnmanagedType.U4)] public short dmDisplayOrientation public short dmLogPixels; public short dmBitsPerPel; public int dmPelsWidth; public int dmPelsHeight; public int dmDisplayFlags; public int dmDisplayFrequency; public int dmICMMethod; public int dmICMIntent; public int dmMediaType; public int dmDitherType; public int dmReserved1; public int dmReserved2; public int dmPanningWidth; public int dmPanningHeight; }; class User_32 { [DllImport("user32.dll")] public static extern int EnumDisplaySettings(string deviceName, int modeNum, ref DEVMODE1 devMode); [DllImport("user32.dll")] public static extern int ChangeDisplaySettings(ref DEVMODE1 devMode, int flags); public const int ENUM_CURRENT_SETTINGS = -1; public const int CDS_UPDATEREGISTRY = 0x01; public const int CDS_TEST = 0x02; public const int DISP_CHANGE_SUCCESSFUL = 0; public const int DISP_CHANGE_RESTART = 1; public const int DISP_CHANGE_FAILED = -1; } public class PrmaryScreenOrientation { static public string ChangeOrientation() { DEVMODE1 dm = GetDevMode1(); if (0 != User_32.EnumDisplaySettings(null, User_32.ENUM_CURRENT_SETTINGS, ref dm)) { dm.dmDisplayOrientation = DMDO_90 dm.dmPelsWidth = 1200; dm.dmPelsHeight = 1920; int iRet = User_32.ChangeDisplaySettings(ref dm, User_32.CDS_TEST); if (iRet == User_32.DISP_CHANGE_FAILED) { return "Unable To Process Your Request. Sorry For This Inconvenience."; } else { iRet = User_32.ChangeDisplaySettings(ref dm, User_32.CDS_UPDATEREGISTRY); switch (iRet) { case User_32.DISP_CHANGE_SUCCESSFUL: { return "Success"; } case User_32.DISP_CHANGE_RESTART: { return "You Need To Reboot For The Change To Happen.\n If You Feel Any Problem After Rebooting Your Machine\nThen Try To Change Resolution In Safe Mode."; } default: { return "Failed"; } } } } else { return "Failed To Change."; } } private static DEVMODE1 GetDevMode1() { DEVMODE1 dm = new DEVMODE1(); dm.dmDeviceName = new String(new char[32]); dm.dmFormName = new String(new char[32]); dm.dmSize = (short)Marshal.SizeOf(dm); return dm; } } } "@ Add-Type $pinvokeCode -ErrorAction SilentlyContinue [Resolution.PrmaryScreenOrientation]::ChangeOrientation() }

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  • Fix overscan in Linux with Intel graphics Vizio HDTV

    - by Padenton
    I am connecting my server to my HDTV so that I can conveniently display it there. My VIZIO HDTV cuts off all 4 edges. I already realize it is not optimal to be running a GUI on a server; this server will not have much external traffic so I prefer it for convenience. I have already spent countless hours searching for a fix, but all I could find required an ATI or NVIDIA graphics card, or didn’t work. In Windows, the Intel driver has a setting for underscan, though it seems only to be available by a glitch. Here’s my specs: Ubuntu Linux (Quantal 12.10) (Likely to switch to Arch) This is a home server computer, with KDE for managing(for now, at least) Graphics: Intel HD Graphics 4000 from Ivy Bridge Motherboard: ASRock Z77 Extreme4 CPU: Intel Core i5-3450 My monitors: Dell LCD monitor Vizio VX37L_HDTV10A 37" on HDMI input I have tried all of the following from both HDMI?HDMI and DVI?HDMI cables connected to the ports on my motherboard: Setting properties in xrandr Making sure drivers are all up to date Trying several different modes The TV was “cheap”; max resolution 1080i. I am able to get a 1920x1080 modeline, in both GNU/Linux and Windows, without difficulty. There is no setting in the menu to fix the overscan (I have tried all of them, I realize it’s not always called overscan). I have been in the service menu for the TV, which still does not contain an option to fix it. No aspect ratio settings, etc. The TV has a VGA connector but I am unsure if it would fix it, as I don’t have a VGA cable long enough, and am not sure it would get me the 1920x1080 resolution which I want. Using another resolution does not fix the problem. I tried custom modelines with the dimensions of my screen’s viewable area, but it wouldn’t let me use them. Ubuntu apparently doesn’t automatically generate an xorg.conf file for use. I read somewhere that modifying it may help solve it. I tried X -configure several times(with reboots, etc.) but it consistently gave the following error messages: In log file: … (WW) Falling back to old probe method for vesa Number of created screens does not match number of detected devices. Configuration failed. In output: … (++) Using config file: "/root/xorg.conf.new" (==) Using system config directory "/usr/share/X11/xorg.conf.d" Number of created screens does not match number of detected devices. Configuration failed. Server terminated with error (2). Closing log file. Tried using 'overscan' prop in xrandr: root@xxx:/home/xxx# xrandr --output HDMI1 --set overscan off X Error of failed request: BadName (named color or font does not exist) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 11 (RRQueryOutputProperty) Serial number of failed request: 42 Current serial number in output stream: 42 'overscan on', 'underscan off', 'underscan on' were all also tried. Originally tried with Ubuntu 12.04, but failed and so updated to 12.10 when it was released. All software is up to date. I am not opposed to reinstalling my OS, likely will anyways (my preference being Arch).

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Calculate new position of player

    - by user1439111
    Edit: I will summerize my question since it is very long (Thanks Len for pointing it out) What I'm trying to find out is to get a new position of a player after an X amount of time. The following variables are known: - Speed - Length between the 2 points - Source position (X, Y) - Destination position (X, Y) How can I calculate a position between the source and destion with these variables given? For example: source: 0, 0 destination: 10, 0 speed: 1 so after 1 second the players position would be 1, 0 The code below works but it's quite long so I'm looking for something shorter/more logical ====================================================================== I'm having a hard time figuring out how to calculate a new position of a player ingame. This code is server sided used to track a player(It's a emulator so I don't have access to the clients code). The collision detection of the server works fine I'm using bresenham's line algorithm and a raycast to determine at which point a collision happens. Once I deteremined the collision I calculate the length of the path the player is about to walk and also the total time. I would like to know the new position of a player each second. This is the code I'm currently using. It's in C++ but I am porting the server to C# and I haven't written the code in C# yet. // Difference between the source X - destination X //and source y - destionation Y float xDiff, yDiff; xDiff = xDes - xSrc; yDiff = yDes - ySrc; float walkingLength = 0.00F; float NewX = xDiff * xDiff; float NewY = yDiff * yDiff; walkingLength = NewX + NewY; walkingLength = sqrt(walkingLength); const float PI = 3.14159265F; float Angle = 0.00F; if(xDes >= xSrc && yDes >= ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; } else if(xDes < xSrc && yDes >= ySrc) { Angle = atanf((-xDiff / yDiff)); Angle = Angle * 180 / PI; Angle += 90.00F; } else if(xDes < xSrc && yDes < ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; Angle += 180.00F; } else if(xDes >= xSrc && yDes < ySrc) { Angle = atanf((xDiff / -yDiff)); Angle = Angle * 180 / PI; Angle += 270.00F; } float WalkingTime = (float)walkingLength / (float)speed; bool Done = false; float i = 0; while(i < walkingLength) { if(Done == true) { break; } if(WalkingTime >= 1000) { Sleep(1000); i += speed; WalkTime -= 1000; } else { Sleep(WalkTime); i += speed * WalkTime; WalkTime -= 1000; Done = true; } if(Angle >= 0 && Angle < 90) { float xNew = cosf(Angle * PI / 180) * i; float yNew = sinf(Angle * PI / 180) * i; float NewCharacterX = xSrc + xNew; float NewCharacterY = ySrc + yNew; } I have cut the last part of the loop since it's just 3 other else if statements with 3 other angle conditions and the only change is the sin and cos. The given speed parameter is the speed/second. The code above works but as you can see it's quite long so I'm looking for a new way to calculate this. btw, don't mind the while loop to calculate each new position I'm going to use a timer in C# Thank you very much

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