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  • IE8 ignores absolute positioning and margin:auto

    - by tuff
    I have a lightbox-style div with scrolling content that I am trying to restrict to a reasonable size within the viewport. I also want this div to be horizontally centered. This is all easy in Fx/Chrome/IE9. My problem is that IE8 ignores the absolute positioning which I use to size the content, and the rule margin: 0 auto which I use to horizontally center the lightbox. 1) Why? 2) What are my options for workarounds? EDIT: The centering issue is fixed by setting text-align:center on the parent element, but I have no idea why that works since the element I want to center is not inline. Still stuck on the absolute positioning stuff. HTML: <div class="bg"> <div class="a"> <div class="aa">titlebar</div> <div class="b"> <!-- many lines of content here --> </div> </div> </div> CSS: body { overflow: hidden; height: 100%; margin: 0; padding: 0; } /* IE8 needs ruleset above */ .bg { background: #333; position: fixed; top: 0; right: 0; bottom: 0; left: 0; height: 100%; /* needed in IE8 or the bg will only be as tall as the lightbox */ } .a { background: #eee; border: 3px solid #000; height: 80%; max-height: 800px; min-height: 200px; margin: 0 auto; position: relative; width: 80%; min-width: 200px; max-width: 800px; } .aa { background: lightblue; height: 28px; line-height: 28px; text-align: center; } .b { background: coral; overflow: auto; padding: 20px; position: absolute; top: 30px; right: 0; bottom: 0; left: 0; } Here's a demo of the problem: http://jsbin.com/urikoj/1/edit

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  • Why is my long polling code for a notification system not updating in real time? PHP MYSQL

    - by tjones
    I am making a notification system similar to the red notification on facebook. It should update the number of messages sent to a user in real time. When the message MYSQL table is updated, it should instantly notify the user, but it does not. There does not seem to be an error inserting into MYSQL because on page refresh the notifications update just fine. I am essentially using code from this video tutorial: http://www.screenr.com/SNH (which updates in realtime if a data.txt file is changed, but it is not written for MYSQL like I am trying to do) Is there something wrong with the below code: **Javascript** <script type="text/javascript"> $(document).ready(function(){ var timestamp = null; function waitForMsg(){ $.ajax({ type: "GET", url: "getData.php", data: "userid=" + userid, async: true, cache: false, success: function(data){ var json = eval('(' + data + ')'); if (json['msg'] != "") { $('.notification').fadeIn().html(json['msg']); } setTimeout('waitForMsg()',30000); }, error: function(XMLHttpRequest, textStatus, errorThrown){ setTimeout('waitForMsg()',30000); } }); } waitForMsg(); </script> <body> <div class="notification"></div> **PHP*** <?php if ($_SERVER['REQUEST_METHOD'] == 'GET' ) { $userid = $_GET['userid']; include("config.php"); $sql="SELECT MAX(time) FROM notification WHERE userid='$userid'"; $result = mysql_query($sql); $row = mysql_fetch_assoc($result); $currentmodif = $row['MAX(time)']; $s="SELECT MAX(lasttimeread) FROM notificationsRead WHERE submittedby='$userid'"; $r = mysql_query($s); $rows = mysql_fetch_assoc($r); $lasttimeread = $rows['MAX(lasttimeread)']; while ($currentmodif <= $lasttimeread) { usleep(10000); clearstatcache(); $currentmodif = $row['MAX(time)']; } $response = array(); $response['msg'] = You have new messages; echo json_encode($response); } ?>

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  • Javascript int variable from ASP.NET MVC Model data?

    - by Anders Svensson
    I need to get model data into a javascript variable and use it as an int to compare values. But I can only figure out how to get the model data as strings, otherwise the compiler complains. So how can I get the max and taskBudgetHours as int variables in the Javascript? <script type="text/javascript"> $(document).ready(function () { $("#taskForm").submit(function (e) { var taskBudgetHours = $('#BudgetHours').val(); var max = '<%: Model.Project.RemainingBudgetHours %>'; var test = 'test'; alert(taskBudgetHours); alert(max); if (taskBudgetHours <= max) { //This doesn't work, seems to treat it as strings... return true; } else { //Prevent the submit event and remain on the screen e.preventDefault(); alert('There are only ' + max + ' hours left of the project hours.'); return false; } }); return; }); </script>

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  • session variable values are not being passed between pages

    - by ravi nankani
    hi, i am a little new to php and although i have managed to pass values of session variables before this piece of code is leaving me puzzled <form action="team_reg2.php" method="post" name="form1" class="cent" id="form1"> Team Registration "; print "member$i"; print "\n"; print "\n"; print "Please enter only id\n"; } ? now this will pass via post to team_reg2.php echo " please note your team id is 1 "; echo " your team members are : "; for($i=1;$i<=$num;$i++) { $name='mem'.$i; echo "$_POST[$name]"; } } else { $str="select * from $query where ("; for($i=1;$i<=$num;$i++) { $name='mem'.$i; $text="p_id='$_POST[$name]'"; if($i==1) $str=$str.$text; else $str=$str.' or '.$text; } $str=$str.')'; $query2=$str; echo "$str"; // echo "$query2"; $que=mysql_query($query2,$con) or die(mysql_error()); $num=mysql_num_rows($que); if($num!=0) { while($result=mysql_fetch_array($que)) { echo "$result[p_id] is already registered in team $result[t_id]"; } //include("reg_team.html"); } else if($num==0) { //echo $query; $query2="select max(t_id) from $query"; $que=mysql_query($query2,$con) or die(mysql_error()); //echo "$que"; $result=mysql_fetch_array($que); $max=$result['max(t_id)']; $max++; $num=$_SESSION['max_team']; for($i=1;$i<=$num;$i++) { $name='mem'.$i; if($_POST[$name]!="") { $query2="insert into $query values($max,'$_POST[$name]')"; $que=mysql_query($query2,$con); } } echo " please note your team id is $max "; echo " your team members are : "; for($i=1;$i<=$num;$i++) { $name='mem'.$i; echo "$_POST[$name]"; } } } ? i have done session_start(); at the beginning of the page itself. The problem is that echoing $_SESSION variables in second file is not printing anything. someone please explain me whats going on. thank you

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  • How can we find second maximum from array efficiently?

    - by Xinus
    Is it possible to find the second maximum number from an array of integers by traversing the array only once? As an example, I have a array of five integers from which I want to find second maximum number. Here is an attempt I gave in the interview: #define MIN -1 int main() { int max=MIN,second_max=MIN; int arr[6]={0,1,2,3,4,5}; for(int i=0;i<5;i++){ cout<<"::"<<arr[i]; } for(int i=0;i<5;i++){ if(arr[i]>max){ second_max=max; max=arr[i]; } } cout<<endl<<"Second Max:"<<second_max; int i; cin>>i; return 0; } The interviewer, however, came up with the test case int arr[6]={5,4,3,2,1,0};, which prevents it from going to the if condition the second time. I said to the interviewer that the only way would be to parse the array two times (two for loops). Does anybody have a better solution?

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  • Rails 3 - raw/html_safe not working in some cases?

    - by Frexuz
    I'm having difficulties with output not being encoded even though I'm using raw or html_safe. This one is writing out the &nbsp in my final HTLM page. def build_tag_cloud(tag_cloud, style_list) tag_cloud.sort!{ |x,y| x.permalink <=> y.permalink } max, min = 0, 0 tag_cloud.each do |tag| max = tag.followers.to_i if tag.followers.to_i > max min = tag.followers.to_i if tag.followers.to_i < min end divisor = ((max - min) / style_list.size) + 1 html = "" tag_cloud.each do |tag| name = raw(tag.name.gsub('&','&amp;').gsub(' ','&nbsp;')) link = raw(link_to "#{name}", {:controller => "/shows", :action => "show", :permalink => tag.permalink}, :class => "#{style_list[(tag.followers.to_i - min) / divisor]}") html += raw("<li>#{link}</li> ") end return raw(html.to_s) end What is allowed in using raw and html_safe? And how should my example above be fixed?

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  • Date & time query question (sql-server 2008)

    - by Gold
    hi i have table that contain date and time field. id|date|time ========= 1|01/01/2001|10:45 2|01/02/2002|11:45 3|01/03/2003|12:45 4|01/04/2004|12:55 i need to know the difference between the MAX(date) and the MIN(date) and the MAX(time) and the MIN(time) something like.... MAX(date)-MIN(date) ???..... thank's in advance

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  • How can i access the value of the moving slider in a jquery variable

    - by user1673591
    html <h1>HTML Slider Test</h1> <div class="slider" data-max="10"></div> <p>Your slider has a value of <span class="slider-value"></span></p> <div class="slider" data-max="100"></div> <p>Your slider has a value of <span class="slider-value"></span></p> jquery $(".slider").each(function() { $(this).slider({ value : 1, min : 1, max : $(this).data('max'), step : 1, slide : function (event, ui) { var a= $(this).next().find('span.slider-value').html(ui.value); } }); }); I want the value of the moving slider in a jquery variable

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  • PHP cache header override

    - by Soyo
    I've been through over 100 answers here, lots to try, NOTHING working?? Have a PHP based site. I need caching OFF for all .php files EXCEPT A SELECT FEW. So, in .htaccess, I have the following: ExpiresActive On # Eliminate caching for certain dynamic files <FilesMatch "\.(php|cgi|pl)$"> ExpiresDefault A0 Header set Cache-Control "no-cache, no-store, must-revalidate, max-age=0, proxy-revalidate, no-transform" Header set Pragma "no-cache" </FilesMatch> Using Firebug, I see the following: Cache-Control no-cache, no-store, must-revalidate, max-age=0, proxy-revalidate, no-transform Connection Keep-Alive Content-Type text/html Date Sun, 02 Sep 2012 19:22:27 GMT Expires Sun, 02 Sep 2012 19:22:27 GMT Keep-Alive timeout=3, max=100 Pragma no-cache Server Apache Transfer-Encoding chunked X-Powered-By PHP/5.2.17 Hey, Looks great! BUT, I have a couple .php pages I need some very short caching on. I thought the simple answer was having this added to the very top of each php page in which I want caching enabled: <?php header("Cache-Control: max-age=360"); ?> Nope. Then I tried various versions of the above. Nope. Then I tried meta http-equiv variations. Nope. Then I tried variations of the .htaccess code along with the above variations, such as limiting it to: # Eliminate caching for certain dynamic files <FilesMatch "\.(php|cgi|pl)$"> Header set Cache-Control "no-cache, max-age=0" </FilesMatch> Nope. It seems nothing I do will allow a single .php to be cache enabled with the .htaccess code in place, short of removing the statements from the .htaccess file altogether. Where am I going wrong? What do I have to do to get individual php pages to be cacheable while the rest remain off?? Thank you for any thoughts.

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  • Querying for a unique value based on the aggregate of another value while grouping on a third value

    - by Justin Swartsel
    So I know this problem isn't a new one, but I'm trying to wrap my head around it and understand the best way to deal with scenarios like this. Say I have a hypothetical table 'X' that looks like this: GroupID ID (identity) SomeDateTime -------------------------------------------- 1 1000 1/1/01 1 1001 2/2/02 1 1002 3/3/03 2 1003 4/4/04 2 1004 5/5/05 I want to query it so the result set looks like this: ---------------------------------------- 1 1002 3/3/03 2 1004 5/5/05 Basically what I want is the MAX SomeDateTime value grouped by my GroupID column. The kicker is that I DON'T want to group by the ID column, I just want to know the 'ID' that corresponds to the MAX SomeDateTime. I know one pseudo-solution would be: ;WITH X1 as ( SELECT MAX(SomeDateTime) as SomeDateTime, GroupID FROM X GROUP BY GroupID ) SELECT X1.SomeDateTime, X1.GroupID, X2.ID FROM X1 INNER JOIN X as X2 ON X.DateTime = X2.DateTime But this doesn't solve the fact that a DateTime might not be unique. And it seems sloppy to join on a DateTime like that. Another pseudo-solution could be: SELECT X.GroupID, MAX(X.ID) as ID, MAX(X.SomeDateTime) as SomeDateTime FROM X GROUP BY X.GroupID But there are no guarantees that ID will actually match the row that SomeDateTime comes from. A third less useful option might be: SELECT TOP 1 X.GroupID, X.ID, X.SomeDateTime FROM X WHERE X.GroupID = 1 ORDER BY X.SomeDateTime DESC But obviously that only works with a single, known, GroupID. I want to be able to join this result set on GroupID and/or ID. Does anyone know of any clever solutions? Any good uses of windowing functions? Thanks!

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  • C++ Problem resolution - is it the best way to simulate a "tuple"?

    - by fbin
    Hi everyone! I've got the following problem: "Write a template function vectorMAXMIN() that will accept a vector and a number indicating the size of the vector and will return the max and the min values of the vector"... So i think in it... Create a class vector to avoid the "size" passing value and control the insertions and can get from this the max and min values... ( dunno if it's a good idea ) The problem is "how to return a tuple?" When i read the problem, i thought in a tuple to return "max, min values" is it correct? The code: #include <iostream> template < typename T > class _tuple { public: T _Max; T _Min; }; template < typename T > class _vector { public: _vector( int cnt = 0); ~_vector(); _tuple< T > get_tuple( void ); void insert( const T ); private: T *ptr; int cnt; int MAX; }; template < typename T > _vector< T >::_vector( int N ) { ptr = new T [N] ; MAX = N; cnt = 0; } template < typename T > _tuple<T> _vector< T >::get_tuple( void ) { _tuple< T > _mytuple; _mytuple._Max = ptr[0]; _mytuple._Min = ptr[0]; for( int i = 1; i < cnt; i++) { if( _mytuple._Max > ptr[i] ) _mytuple._Max = ptr[i]; if( _mytuple._Min < ptr[i] ) _mytuple._Min = ptr[i]; } return _mytuple; } template < typename T > void _vector< T >::insert( const T element) { if( cnt == MAX ) std::cerr << "Error: Out of range!" << std::endl; else { ptr[cnt] = element; cnt++; } } template < typename T > _vector< T >::~_vector() { delete [] ptr; } int main() { _vector< int > v; _tuple < int > t; v.insert(2); v.insert(1); v.insert(5); v.insert(0); v.insert(4); t = v.get_tuple(); std::cout << "MAX:" << t._Max; std::cout << " MIN:" << t._Min; return 0; }

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  • Point inside Oriented Bounding Box?

    - by Milo
    I have an OBB2D class based on SAT. This is my point in OBB method: public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } Here is the rest of the class; the parts that pertain: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } public ArrayList<Vector2D> getCollsionPoints(OBB2D b) { collisionPoints.clear(); for(int i = 0; i < corner.length; ++i) { if(b.pointInside(corner[i])) { collisionPoints.add(corner[i]); } } for(int i = 0; i < b.corner.length; ++i) { if(pointInside(b.corner[i])) { collisionPoints.add(b.corner[i]); } } return collisionPoints; } }; What could be wrong? When I getCollisionPoints for 2 OBBs I know are penetrating, it returns no points. Thanks

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Movement and Collision with AABB

    - by Jeremy Giberson
    I'm having a little difficulty figuring out the following scenarios. http://i.stack.imgur.com/8lM6i.png In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected position that will occur if I apply the acceleration & velocity as usual without worrying about collision. The Next position, represents the corrected projection position after collision check. The resulting end position is the falling entity now rests ON the floor--that is, in a consistent state of collision by sharing it's bottom X axis with the floor's top X axis. My current update loop looks like the following: // figure out forces & accelerations and project an objects next position // check collision occurrence from current position -> projected position // if a collision occurs, adjust projection position Which seems to be working for the scenario of my object falling to the floor. However, the situation becomes sticky when trying to figure out scenario's B & C. In scenario B, I'm attempt to move along the floor on the X axis (player is pressing right direction button) additionally, gravity is pulling the object into the floor. The problem is, when the object attempts to move the collision detection code is going to recognize that the object is already colliding with the floor to begin with, and auto correct any movement back to where it was before. In scenario C, I'm attempting to jump off the floor. Again, because the object is already in a constant collision with the floor, when the collision routine checks to make sure moving from current position to projected position doesn't result in a collision, it will fail because at the beginning of the motion, the object is already colliding. How do you allow movement along the edge of an object? How do you allow movement away from an object you are already colliding with. Extra Info My collision routine is based on AABB sweeping test from an old gamasutra article, http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=3 My bounding box implementation is based on top left/bottom right instead of midpoint/extents, so my min/max functions are adjusted. Otherwise, here is my bounding box class with collision routines: public class BoundingBox { public XYZ topLeft; public XYZ bottomRight; public BoundingBox(float x, float y, float z, float w, float h, float d) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = x; topLeft.y = y; topLeft.z = z; bottomRight.x = x+w; bottomRight.y = y+h; bottomRight.z = z+d; } public BoundingBox(XYZ position, XYZ dimensions, boolean centered) { topLeft = new XYZ(); bottomRight = new XYZ(); topLeft.x = position.x; topLeft.y = position.y; topLeft.z = position.z; bottomRight.x = position.x + (centered ? dimensions.x/2 : dimensions.x); bottomRight.y = position.y + (centered ? dimensions.y/2 : dimensions.y); bottomRight.z = position.z + (centered ? dimensions.z/2 : dimensions.z); } /** * Check if a point lies inside a bounding box * @param box * @param point * @return */ public static boolean isPointInside(BoundingBox box, XYZ point) { if(box.topLeft.x <= point.x && point.x <= box.bottomRight.x && box.topLeft.y <= point.y && point.y <= box.bottomRight.y && box.topLeft.z <= point.z && point.z <= box.bottomRight.z) return true; return false; } /** * Check for overlap between two bounding boxes using separating axis theorem * if two boxes are separated on any axis, they cannot be overlapping * @param a * @param b * @return */ public static boolean isOverlapping(BoundingBox a, BoundingBox b) { XYZ dxyz = new XYZ(b.topLeft.x - a.topLeft.x, b.topLeft.y - a.topLeft.y, b.topLeft.z - a.topLeft.z); // if b - a is positive, a is first on the axis and we should use its extent // if b -a is negative, b is first on the axis and we should use its extent // check for x axis separation if ((dxyz.x >= 0 && a.bottomRight.x-a.topLeft.x < dxyz.x) // negative scale, reverse extent sum, flip equality ||(dxyz.x < 0 && b.topLeft.x-b.bottomRight.x > dxyz.x)) return false; // check for y axis separation if ((dxyz.y >= 0 && a.bottomRight.y-a.topLeft.y < dxyz.y) // negative scale, reverse extent sum, flip equality ||(dxyz.y < 0 && b.topLeft.y-b.bottomRight.y > dxyz.y)) return false; // check for z axis separation if ((dxyz.z >= 0 && a.bottomRight.z-a.topLeft.z < dxyz.z) // negative scale, reverse extent sum, flip equality ||(dxyz.z < 0 && b.topLeft.z-b.bottomRight.z > dxyz.z)) return false; // not separated on any axis, overlapping return true; } public static boolean isContactEdge(int xyzAxis, BoundingBox a, BoundingBox b) { switch(xyzAxis) { case XYZ.XCOORD: if(a.topLeft.x == b.bottomRight.x || a.bottomRight.x == b.topLeft.x) return true; return false; case XYZ.YCOORD: if(a.topLeft.y == b.bottomRight.y || a.bottomRight.y == b.topLeft.y) return true; return false; case XYZ.ZCOORD: if(a.topLeft.z == b.bottomRight.z || a.bottomRight.z == b.topLeft.z) return true; return false; } return false; } /** * Sweep test min extent value * @param box * @param xyzCoord * @return */ public static float min(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.topLeft.x; case XYZ.YCOORD: return box.topLeft.y; case XYZ.ZCOORD: return box.topLeft.z; default: return 0f; } } /** * Sweep test max extent value * @param box * @param xyzCoord * @return */ public static float max(BoundingBox box, int xyzCoord) { switch(xyzCoord) { case XYZ.XCOORD: return box.bottomRight.x; case XYZ.YCOORD: return box.bottomRight.y; case XYZ.ZCOORD: return box.bottomRight.z; default: return 0f; } } /** * Test if bounding box A will overlap bounding box B at any point * when box A moves from position 0 to position 1 and box B moves from position 0 to position 1 * Note, sweep test assumes bounding boxes A and B's dimensions do not change * * @param a0 box a starting position * @param a1 box a ending position * @param b0 box b starting position * @param b1 box b ending position * @param aCollisionOut xyz of box a's position when/if a collision occurs * @param bCollisionOut xyz of box b's position when/if a collision occurs * @return */ public static boolean sweepTest(BoundingBox a0, BoundingBox a1, BoundingBox b0, BoundingBox b1, XYZ aCollisionOut, XYZ bCollisionOut) { // solve in reference to A XYZ va = new XYZ(a1.topLeft.x-a0.topLeft.x, a1.topLeft.y-a0.topLeft.y, a1.topLeft.z-a0.topLeft.z); XYZ vb = new XYZ(b1.topLeft.x-b0.topLeft.x, b1.topLeft.y-b0.topLeft.y, b1.topLeft.z-b0.topLeft.z); XYZ v = new XYZ(vb.x-va.x, vb.y-va.y, vb.z-va.z); // check for initial overlap if(BoundingBox.isOverlapping(a0, b0)) { // java pass by ref/value gotcha, have to modify value can't reassign it aCollisionOut.x = a0.topLeft.x; aCollisionOut.y = a0.topLeft.y; aCollisionOut.z = a0.topLeft.z; bCollisionOut.x = b0.topLeft.x; bCollisionOut.y = b0.topLeft.y; bCollisionOut.z = b0.topLeft.z; return true; } // overlap min/maxs XYZ u0 = new XYZ(); XYZ u1 = new XYZ(1,1,1); float t0, t1; // iterate axis and find overlaps times (x=0, y=1, z=2) for(int i = 0; i < 3; i++) { float aMax = max(a0, i); float aMin = min(a0, i); float bMax = max(b0, i); float bMin = min(b0, i); float vi = XYZ.getCoord(v, i); if(aMax < bMax && vi < 0) XYZ.setCoord(u0, i, (aMax-bMin)/vi); else if(bMax < aMin && vi > 0) XYZ.setCoord(u0, i, (aMin-bMax)/vi); if(bMax > aMin && vi < 0) XYZ.setCoord(u1, i, (aMin-bMax)/vi); else if(aMax > bMin && vi > 0) XYZ.setCoord(u1, i, (aMax-bMin)/vi); } // get times of collision t0 = Math.max(u0.x, Math.max(u0.y, u0.z)); t1 = Math.min(u1.x, Math.min(u1.y, u1.z)); // collision only occurs if t0 < t1 if(t0 <= t1 && t0 != 0) // not t0 because we already tested it! { // t0 is the normalized time of the collision // then the position of the bounding boxes would // be their original position + velocity*time aCollisionOut.x = a0.topLeft.x + va.x*t0; aCollisionOut.y = a0.topLeft.y + va.y*t0; aCollisionOut.z = a0.topLeft.z + va.z*t0; bCollisionOut.x = b0.topLeft.x + vb.x*t0; bCollisionOut.y = b0.topLeft.y + vb.y*t0; bCollisionOut.z = b0.topLeft.z + vb.z*t0; return true; } else return false; } }

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • MySQL Memory usage

    - by Rob Stevenson-Leggett
    Our MySQL server seems to be using a lot of memory. I've tried looking for slow queries and queries with no index and have halved the peak CPU usage and Apache memory usage but the MySQL memory stays constantly at 2.2GB (~51% of available memory on the server). Here's the graph from Plesk. Running top in the SSH window shows the same figures. Does anyone have any ideas on why the memory usage is constant like this and not peaks and troughs with usage of the app? Here's the output of the MySQL Tuning Primer script: -- MYSQL PERFORMANCE TUNING PRIMER -- - By: Matthew Montgomery - MySQL Version 5.0.77-log x86_64 Uptime = 1 days 14 hrs 4 min 21 sec Avg. qps = 22 Total Questions = 3059456 Threads Connected = 13 Warning: Server has not been running for at least 48hrs. It may not be safe to use these recommendations To find out more information on how each of these runtime variables effects performance visit: http://dev.mysql.com/doc/refman/5.0/en/server-system-variables.html Visit http://www.mysql.com/products/enterprise/advisors.html for info about MySQL's Enterprise Monitoring and Advisory Service SLOW QUERIES The slow query log is enabled. Current long_query_time = 1 sec. You have 6 out of 3059477 that take longer than 1 sec. to complete Your long_query_time seems to be fine BINARY UPDATE LOG The binary update log is NOT enabled. You will not be able to do point in time recovery See http://dev.mysql.com/doc/refman/5.0/en/point-in-time-recovery.html WORKER THREADS Current thread_cache_size = 0 Current threads_cached = 0 Current threads_per_sec = 2 Historic threads_per_sec = 0 Threads created per/sec are overrunning threads cached You should raise thread_cache_size MAX CONNECTIONS Current max_connections = 100 Current threads_connected = 14 Historic max_used_connections = 20 The number of used connections is 20% of the configured maximum. Your max_connections variable seems to be fine. INNODB STATUS Current InnoDB index space = 6 M Current InnoDB data space = 18 M Current InnoDB buffer pool free = 0 % Current innodb_buffer_pool_size = 8 M Depending on how much space your innodb indexes take up it may be safe to increase this value to up to 2 / 3 of total system memory MEMORY USAGE Max Memory Ever Allocated : 2.07 G Configured Max Per-thread Buffers : 274 M Configured Max Global Buffers : 2.01 G Configured Max Memory Limit : 2.28 G Physical Memory : 3.84 G Max memory limit seem to be within acceptable norms KEY BUFFER Current MyISAM index space = 4 M Current key_buffer_size = 7 M Key cache miss rate is 1 : 40 Key buffer free ratio = 81 % Your key_buffer_size seems to be fine QUERY CACHE Query cache is supported but not enabled Perhaps you should set the query_cache_size SORT OPERATIONS Current sort_buffer_size = 2 M Current read_rnd_buffer_size = 256 K Sort buffer seems to be fine JOINS Current join_buffer_size = 132.00 K You have had 16 queries where a join could not use an index properly You should enable "log-queries-not-using-indexes" Then look for non indexed joins in the slow query log. If you are unable to optimize your queries you may want to increase your join_buffer_size to accommodate larger joins in one pass. Note! This script will still suggest raising the join_buffer_size when ANY joins not using indexes are found. OPEN FILES LIMIT Current open_files_limit = 1024 files The open_files_limit should typically be set to at least 2x-3x that of table_cache if you have heavy MyISAM usage. Your open_files_limit value seems to be fine TABLE CACHE Current table_cache value = 64 tables You have a total of 426 tables You have 64 open tables. Current table_cache hit rate is 1% , while 100% of your table cache is in use You should probably increase your table_cache TEMP TABLES Current max_heap_table_size = 16 M Current tmp_table_size = 32 M Of 15134 temp tables, 9% were created on disk Effective in-memory tmp_table_size is limited to max_heap_table_size. Created disk tmp tables ratio seems fine TABLE SCANS Current read_buffer_size = 128 K Current table scan ratio = 2915 : 1 read_buffer_size seems to be fine TABLE LOCKING Current Lock Wait ratio = 1 : 142213 Your table locking seems to be fine The app is a facebook game with about 50-100 concurrent users. Thanks, Rob

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  • CPU Utilization LAMP stack

    - by Max
    We've got an ec2 m2.4xlarge running Magento (centos 5.6, httpd 2.2, php 5.2.17 with eaccelerator 0.9.5.3, mysql 5.1.52). Right now we're getting a large traffic spike, and our top looks like this: top - 09:41:29 up 31 days, 1:12, 1 user, load average: 120.01, 129.03, 113.23 Tasks: 1190 total, 18 running, 1172 sleeping, 0 stopped, 0 zombie Cpu(s): 97.3%us, 1.8%sy, 0.0%ni, 0.5%id, 0.0%wa, 0.0%hi, 0.0%si, 0.4%st Mem: 71687720k total, 36898928k used, 34788792k free, 49692k buffers Swap: 880737784k total, 0k used, 880737784k free, 1586524k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 2433 mysql 15 0 23.6g 4.5g 7112 S 564.7 6.6 33607:34 mysqld 24046 apache 16 0 411m 65m 28m S 26.4 0.1 0:09.05 httpd 24360 apache 15 0 410m 60m 25m S 26.4 0.1 0:03.65 httpd 24993 apache 16 0 410m 57m 21m S 26.1 0.1 0:01.41 httpd 24838 apache 16 0 428m 74m 20m S 24.8 0.1 0:02.37 httpd 24359 apache 16 0 411m 62m 26m R 22.3 0.1 0:08.12 httpd 23850 apache 15 0 411m 64m 27m S 16.8 0.1 0:14.54 httpd 25229 apache 16 0 404m 46m 17m R 10.2 0.1 0:00.71 httpd 14594 apache 15 0 404m 63m 34m S 8.4 0.1 1:10.26 httpd 24955 apache 16 0 404m 50m 21m R 8.4 0.1 0:01.66 httpd 24313 apache 16 0 399m 46m 22m R 8.1 0.1 0:02.30 httpd 25119 apache 16 0 411m 59m 23m S 6.8 0.1 0:01.45 httpd Questions: Would giving msyqld more memory help it cache queries and react faster? If so, how? Other than splitting mysql and php to separate servers (which we're about to do) is there anything else we could/should be doing? Thanks! UPDATE: Here's our my.cnf along with the output of mysqltuner. It looks like a cache problem. Thanks again! # cat /etc/my.cnf [client] port = **** socket = /var/lib/mysql/mysql.sock [mysqld] datadir=/mnt/persistent/mysql port=**** socket=/var/lib/mysql/mysql.sock key_buffer = 512M max_allowed_packet = 64M table_cache = 1024 sort_buffer_size = 8M read_buffer_size = 4M read_rnd_buffer_size = 2M myisam_sort_buffer_size = 64M thread_cache_size = 128M tmp_table_size = 128M join_buffer_size = 1M query_cache_limit = 2M query_cache_size= 64M query_cache_type = 1 max_connections = 1000 thread_stack = 128K thread_concurrency = 48 log-bin=mysql-bin server-id = 1 wait_timeout = 300 innodb_data_home_dir = /mnt/persistent/mysql/ innodb_data_file_path = ibdata1:10M:autoextend innodb_buffer_pool_size = 20G innodb_additional_mem_pool_size = 20M innodb_log_file_size = 64M innodb_log_buffer_size = 8M innodb_flush_log_at_trx_commit = 1 innodb_lock_wait_timeout = 50 innodb_thread_concurrency = 48 ft_min_word_len=3 [myisamchk] ft_min_word_len=3 key_buffer = 128M sort_buffer_size = 128M read_buffer = 2M write_buffer = 2M # ./mysqltuner.pl >> MySQLTuner 1.2.0 - Major Hayden <[email protected]> >> Bug reports, feature requests, and downloads at http://mysqltuner.com/ >> Run with '--help' for additional options and output filtering -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.1.52-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: +Archive -BDB +Federated +InnoDB -ISAM -NDBCluster [--] Data in MyISAM tables: 2G (Tables: 26) [--] Data in InnoDB tables: 749M (Tables: 250) [!!] Total fragmented tables: 262 -------- Security Recommendations ------------------------------------------- -------- Performance Metrics ------------------------------------------------- [--] Up for: 31d 2h 30m 38s (680M q [253.371 qps], 2M conn, TX: 4825B, RX: 236B) [--] Reads / Writes: 89% / 11% [--] Total buffers: 20.6G global + 15.1M per thread (1000 max threads) [OK] Maximum possible memory usage: 35.4G (51% of installed RAM) [OK] Slow queries: 0% (35K/680M) [OK] Highest usage of available connections: 53% (537/1000) [OK] Key buffer size / total MyISAM indexes: 512.0M/457.2M [OK] Key buffer hit rate: 100.0% (9B cached / 264K reads) [OK] Query cache efficiency: 42.3% (260M cached / 615M selects) [!!] Query cache prunes per day: 4384652 [OK] Sorts requiring temporary tables: 0% (1K temp sorts / 38M sorts) [!!] Joins performed without indexes: 100404 [OK] Temporary tables created on disk: 17% (7M on disk / 45M total) [OK] Thread cache hit rate: 99% (537 created / 2M connections) [!!] Table cache hit rate: 0% (1K open / 946K opened) [OK] Open file limit used: 9% (453/5K) [OK] Table locks acquired immediately: 99% (758M immediate / 758M locks) [OK] InnoDB data size / buffer pool: 749.3M/20.0G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance Enable the slow query log to troubleshoot bad queries Adjust your join queries to always utilize indexes Increase table_cache gradually to avoid file descriptor limits Variables to adjust: query_cache_size (> 64M) join_buffer_size (> 1.0M, or always use indexes with joins) table_cache (> 1024)

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  • Reduce size of MP4

    - by testing
    I have a MP4 file with a lengh of 22:44. Here are the details: Video: width: 720 px height: 404 px data bitrate: 1022 kBit/s overall bitrate: 1182 kBit/s fps: 24 codec: H264 - MPEG4 AVC (part 10) (avc1) Audio: bitrate: 159 kBit/s stereo sample rate: 48 kHz codec: MPEG AAC Audio (mp4a) I thought I can reduce the current filesize (about 200 MB) by reducing the width and the height (420 x 236). I tried different programs: Handbrake, Format Factory, Next Video Converter and Super. The first three didn't worked as expected: Handbrake has a bug by setting the width and the height, the next two doesn't allow the fine setting of the videosize (only presets of width and height). Super seems to be the best, but I didn't found a setting which reduces the file size. I reduced the width and the height but only got 20 MB less. Now I tried the xth setting and I still get a too high file size. I want to reduce the filesize to 100 MB or less. The ouput format should be FLV or MP4, because I need this for flowplayer. Which settings of SUPER or which program should I use to reduce the file size? Of course the video should still be viewable.

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  • IE6 iframe anchor links moves iframe up

    - by WastedSpace
    Hi, Having a real head scratching moment... I have a site where there is a footer div that always sits at the bottom of the screen (26px high), and above that I have an iFrame which sizes to 100% of the remaining height. This works well. Even clicking on anchor links inside the iframe works as it should in all browsers (apart from IE6). Unfortunately I still have to support IE6. What is happening in IE6 is that the footer jumps up the page with the iframe still above it when I click on an anchor link. The top part of the iframe is cut off. Even the iframe's scroll bars disappear under the top of the browser. I have created some screen shots to show you what I mean. I have blurred out the actual data for now. How it should look (and does look) in other browsers: http://img100.imageshack.us/i/screen1om.jpg/ How it looks in IE6 before clicking on an anchor link: http://img532.imageshack.us/i/screen2e.jpg/ (I had to make the iframe's height 95%, because if I set it to 100% height weirdly it wouldn't show anything...) How it looks in IE6 after clicking on an anchor link: http://img214.imageshack.us/i/screen3g.jpg/ It's hard for me to show the fool code I am using, as there are lots of other things going on (of which I'm confident doesn't affect the layout), so will try to summarise: The html code (simplified): <div id="ifra"><iframe src="home.php" frameborder="0" name="content_pane" id="content_pane" marginheight="10" marginwidth="10"></iframe></div> <h1 class="toolbar"><a id="footerlink">Site Name</a></h1> The CSS (simplified): html, body { overflow: hidden; } html, body, iframe { height: 100%; } body { padding: 0; margin: 0; } #ifra, iframe { position: absolute; width: 100%; left: 0; } #ifra { top: 0px; bottom: 26px; } iframe { border: 0 none; } .toolbar { height: 26px; background-color: #C2C7C9; position: fixed; bottom: 0; width: 100%; background-image: url(bg.png); background-repeat: repeat-x; background-position: left top; } IE8 specific CSS: #ifra, .toolbar { position: fixed; } IE7 specific CSS: html { padding: 0px; } #ifra, iframe { position: absolute; } #ifra { top: 0px; bottom: 26px; } * html body { padding /**/: 100px 0 50px 0; overflow-y /**/: hidden; } IE6 specific CSS: .toolbar { position: fixed; } * html { overflow-y: hidden; } * html body { overflow-y: auto; height: 100%; } * html .toolbar { position: absolute; } iframe { height: 95%; } #ifra { height: 100%; } I know it's not ideal not seeing the full code, but just wondering if there is anything jumping out at anyone from these lines of code? By the way I did consider dropping the div surrounding the iframe, but for some reason the scroll bars would disappear under the footer in all browsers... Thanks for looking! Ali.

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  • How to make sliding button sidebar in Flex

    - by Tam
    Hi, I'm fairly new to Flex. I want to make a button (icon) on the far right in the middle of the page that display a sliding side bar with multiple buttons in it when you hover over it. I want when the user hover out of the button bar it slides back again. Conceptually I got the basics of that to work. The issue I'm having is that when the user moves the mouse between the buttons in the sidebar it kicks in changing state and side bar slides back again. I tried using different types of containers and I got the same results. Any Advice? Thanks, Tam Here is the code: <?xml version="1.0" encoding="utf-8"?> <s:VGroup xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/halo" xmlns:vld ="com.lal.validators.*" xmlns:effect="com.lal.effects.*" width="150" horizontalAlign="right" gap="0"> <fx:Script> <![CDATA[ import com.lal.model.LalModelLocator; var _model:LalModelLocator = LalModelLocator.getInstance(); ]]> </fx:Script> <fx:Declarations> <mx:ArrayCollection id="someData"> </mx:ArrayCollection> </fx:Declarations> <s:states> <s:State name="normal" /> <s:State name="expanded" /> </s:states> <fx:Style source="/styles.css"/> <s:transitions> <s:Transition fromState="normal" toState="expanded" > <s:Sequence> <s:Wipe direction="left" duration="250" target="{buttonsGroup}" /> </s:Sequence> </s:Transition> <s:Transition fromState="expanded" toState="normal" > <s:Sequence> <s:Wipe direction="right" duration="250" target="{buttonsGroup}" /> </s:Sequence> </s:Transition> </s:transitions> <s:Button skinClass="com.lal.skins.CalendarButtonSkin" id="calendarIconButton" includeIn="normal" verticalCenter="0" mouseOver="currentState = 'expanded'"/> <s:Panel includeIn="expanded" id="buttonsGroup" mouseOut="currentState = 'normal' " width="150" height="490" > <s:layout> <s:VerticalLayout gap="0" paddingRight="0" /> </s:layout> <s:Button id="mondayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="tuesdayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="wednesdayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="thursdayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="fridayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="saturdayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> <s:Button id="sundayButton" width="120" height="70" mouseOver="currentState = 'expanded'"/> </s:Panel> </s:VGroup>

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  • Portion from CGPDFPage + Scale (zoom)

    - by malcom
    I wanna take a rect from CGPDFPage (the portion of image around the user's touch point(x,y)) and scale it by a scaleFactor (ie 2x). Below the code I've used to get CGPDFPage's rect. The problem with it is the scaleFactor support. The idea is: 1) pageRect size is pageRect.size *2 2) myThumbRect (the region to zoom) become resultImageSize/scaleFactor (because the final output will be scaleFactor times bigger) 3) pointOfClick (x,y) become pointOfClick(2x,2y) 4) scale up the context by factor CGContextScaleCTM(ctx, scaleFactor, -scaleFactor); 5) grab the rect However the result is an empty image. Any idea? -(UIImage *) zoomedPDFImageAtPoint:(CGPoint) pointOfClick size:(CGSize) resultImageSize scale:(CGFloat) scaleFactor { // get the rect of our page CGRect pageRect = CGPDFPageGetBoxRect(myPageRef, kCGPDFCropBox); // my thumb rect is a portion of our CGPDFPage with size as /scaleFactor of resultImageSize // then we need to scale the image portiong by *scaleFactor and draw it in our resultImageSize sized graphic context CGSize myThumbRect = resultImageSize; // page rect has size as original size * scaleFactor //resultImageSize = pageRect.size; // to remove, i've used it to see where the rect is printed in final image pointOfClick = CGPointMake(-pointOfClick.x, -pointOfClick.y); NSLog(@"Click (%0.f,%0.f) Page (%0.f,%0.f ; %0.f,%0.f)",pointOfClick.x,pointOfClick.y,pageRect.origin.x,pageRect.origin.y,pageRect.size.width,pageRect.size.height); // create a new context for resulting image of my desidered size UIGraphicsBeginImageContext(resultImageSize); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextSaveGState(ctx); // because rect is that for drawing in a flipped coordinate system, this translate the lower-left corner of the rect // in an upright coordinate system CGContextTranslateCTM(ctx, CGRectGetMinX(pageRect),CGRectGetMaxY(pageRect)); // scale to flip the coordinate system so that the y axis goes up the drawing canvas CGContextScaleCTM(ctx, 1, -1); // translate so the origin is offset by exactly the rect origin CGContextTranslateCTM(ctx, -(pageRect.origin.x), -(pageRect.origin.y)); // zoomRect is interested region.the clickPoint is the center of this region CGRect zoomedRect = CGRectMake(-pointOfClick.x, (pageRect.size.height-(-pointOfClick.y)),myThumbRect.width,myThumbRect.height); zoomedRect.origin.y-=(myThumbRect.height/2.0); zoomedRect.origin.x-=(myThumbRect.width/2.0); NSLog(@"Zoom region at (%0.f,%0.f) (%0.f,%0.f)",zoomedRect.origin.x,zoomedRect.origin.y,zoomedRect.size.width,zoomedRect.size.height); // now we need to move clipped rect to the origin // x: x was moved subtracting current click x coordinate and adding the half of zoomed rect (because zoomedRect contains pointsOfClick at it's center) // same with y but inverse (because ctm is flipped) CGPoint translateToOrigin = CGPointMake(pointOfClick.x+(zoomedRect.size.width/2.0), -pointOfClick.y-(zoomedRect.size.height/2.0));//(pageRect.size.height-zoomedRect.size.height)+pointOfClick.y); NSLog(@"Translate zoomed region to origin using translate by (%0.f,%0.f)",translateToOrigin.x,translateToOrigin.y); CGContextTranslateCTM(ctx, translateToOrigin.x,translateToOrigin.y); CGContextClipToRect (ctx, zoomedRect); // now draw the document CGContextDrawPDFPage(ctx, myPageRef); CGContextRestoreGState(ctx); // generate image UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return finalImage; }

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  • Excel Macro Runtime error 428 in Excel 2003

    - by Adam
    Hi I have created a xlt excel template which works fine in Excel 2007 under compatibility mode and shows no errors on compatibility check. The template runs a number of Macros which creates pivot tables and charts. When a colleague tries to run the same xlt on excel 2003 they get a Runtime error 428 (Object does not support this property or method). The runtime error fails at this point; ActiveWorkbook.PivotCaches.Create(SourceType:=xlDatabase, SourceData:= _ "raw!R1C1:R65536C37", Version:=xlPivotTableVersion10).CreatePivotTable _ TableDestination:="Frontpage!R7C1", TableName:="PivotTable2", _ DefaultVersion:=xlPivotTableVersion10 Any help would be appreciated. This is the full Macro; Sub Auto_Open() ' ' ImportData Macro ' Macro to import data, Data must be in your local D: Drive and named raw.csv ' ' Sheets("raw").Select With ActiveSheet.QueryTables.Add(Connection:= _ "TEXT;d:\raw.csv", Destination:=Range _ ("$A$1")) .Name = "raw_1" .FieldNames = True .RowNumbers = False .FillAdjacentFormulas = False .PreserveFormatting = True .RefreshOnFileOpen = False .RefreshStyle = xlInsertDeleteCells .SavePassword = False .SaveData = True .AdjustColumnWidth = True .RefreshPeriod = 0 .TextFilePromptOnRefresh = False .TextFilePlatform = 850 .TextFileStartRow = 1 .TextFileParseType = xlDelimited .TextFileTextQualifier = xlTextQualifierDoubleQuote .TextFileConsecutiveDelimiter = False .TextFileTabDelimiter = False .TextFileSemicolonDelimiter = False .TextFileCommaDelimiter = True .TextFileSpaceDelimiter = False .TextFileColumnDataTypes = Array(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) .TextFileTrailingMinusNumbers = True .Refresh BackgroundQuery:=False End With ' ' AddMonthColumn Macro ' ' Sheets("raw").Select Range("AK1").Select ActiveCell.FormulaR1C1 = "Month" Range("AK2").FormulaR1C1 = "=DATE(YEAR(RC[-36]),MONTH(RC[-36]),1)" LastRow = ActiveSheet.UsedRange.Rows.Count Range("AK2").AutoFill Destination:=Range("AK2:AK" & LastRow) Columns("AK:AK").EntireColumn.AutoFit Columns("AK:AK").Select Selection.NumberFormat = "mmmm" With Selection .HorizontalAlignment = xlCenter End With Columns("AK:AK").EntireColumn.AutoFit Selection.Copy Selection.PasteSpecial Paste:=xlPasteValues, Operation:=xlNone, SkipBlanks _ :=False, Transpose:=False ' ' Add Report Information [Text] ' Sheets("Frontpage").Select Range("A2:N2").Select Selection.Merge ActiveCell.FormulaR1C1 = "Service Activity Report" With Selection.Font .Size = 20 End With Range("A3:N3").Select Selection.Merge ActiveCell.FormulaR1C1 = InputBox("Customer Name") With Selection .HorizontalAlignment = xlCenter .VerticalAlignment = xlCenter End With Range("A4:N4").Select Selection.Merge ActiveCell.FormulaR1C1 = InputBox("Date Range dd/mm/yyyy - dd/mm/yyyy") With Selection .HorizontalAlignment = xlCenter .VerticalAlignment = xlCenter End With ' ' IncidentsbyPriority Macro ' ' Sheets("Frontpage").Select Range("A7").Select ActiveWorkbook.PivotCaches.Create(SourceType:=xlDatabase, SourceData:= _ "raw!R1C1:R65536C37", Version:=xlPivotTableVersion10).CreatePivotTable _ TableDestination:="Frontpage!R7C1", TableName:="PivotTable2", _ DefaultVersion:=xlPivotTableVersion10 Sheets("Frontpage").Select Cells(7, 1).Select ActiveSheet.Shapes.AddChart.Select ActiveChart.SetSourceData Source:=Range("Frontpage!$A$7:$H$22") ActiveChart.ChartType = xlColumnClustered With ActiveSheet.PivotTables("PivotTable2").PivotFields("Priority") .Orientation = xlRowField .Position = 1 End With ActiveSheet.PivotTables("PivotTable2").AddDataField ActiveSheet.PivotTables( _ "PivotTable2").PivotFields("Case ID"), "Count of Case ID", xlCount ActiveChart.Parent.Name = "IncidentsbyPriority" ActiveChart.ChartTitle.Text = "Incidents by Priority" Dim RngToCover As Range Dim ChtOb As ChartObject Set RngToCover = ActiveSheet.Range("D7:L16") Set ChtOb = ActiveSheet.ChartObjects("IncidentsbyPriority") ChtOb.Height = RngToCover.Height ' resize ChtOb.Width = RngToCover.Width ' resize ChtOb.Top = RngToCover.Top ' reposition ChtOb.Left = RngToCover.Left ' reposition ' ' IncidentbyMonth Macro ' ' Sheets("Frontpage").Select ActiveWorkbook.PivotCaches.Create(SourceType:=xlDatabase, SourceData:= _ "raw!R1C1:R65536C37", Version:=xlPivotTableVersion10).CreatePivotTable _ TableDestination:="Frontpage!R18C1", TableName:="PivotTable4", _ DefaultVersion:=xlPivotTableVersion10 Sheets("Frontpage").Select Cells(18, 1).Select ActiveSheet.Shapes.AddChart.Select ActiveChart.SetSourceData Source:=Range("Frontpage!$A$18:$H$38") ActiveChart.ChartType = xlColumnClustered With ActiveSheet.PivotTables("PivotTable4").PivotFields("Month") .Orientation = xlRowField .Position = 1 End With ActiveSheet.PivotTables("PivotTable4").AddDataField ActiveSheet.PivotTables( _ "PivotTable4").PivotFields("Case ID"), "Count of Case ID", xlCount ActiveChart.Parent.Name = "IncidentbyMonth" ActiveChart.ChartTitle.Text = "Incidents by Month" Dim RngToCover2 As Range Dim ChtOb2 As ChartObject Set RngToCover2 = ActiveSheet.Range("D18:L30") Set ChtOb2 = ActiveSheet.ChartObjects("IncidentbyMonth") ChtOb2.Height = RngToCover2.Height ' resize ChtOb2.Width = RngToCover2.Width ' resize ChtOb2.Top = RngToCover2.Top ' reposition ChtOb2.Left = RngToCover2.Left ' reposition ' ' IncidentbyCategory Macro ' ' Sheets("Frontpage").Select ActiveWorkbook.PivotCaches.Create(SourceType:=xlDatabase, SourceData:= _ "raw!R1C1:R65536C37", Version:=xlPivotTableVersion10).CreatePivotTable _ TableDestination:="Frontpage!R38C1", TableName:="PivotTable6", _ DefaultVersion:=xlPivotTableVersion10 Sheets("Frontpage").Select Cells(38, 1).Select ActiveSheet.Shapes.AddChart.Select ActiveChart.SetSourceData Source:=Range("Frontpage!$A$38:$H$119") ActiveChart.ChartType = xlColumnClustered With ActiveSheet.PivotTables("PivotTable6").PivotFields("Category 2") .Orientation = xlRowField .Position = 1 End With With ActiveSheet.PivotTables("PivotTable6").PivotFields("Category 3") .Orientation = xlPageField .Position = 1 End With ActiveSheet.PivotTables("PivotTable6").AddDataField ActiveSheet.PivotTables( _ "PivotTable6").PivotFields("Case ID"), "Count of Case ID", xlCount ActiveChart.Parent.Name = "IncidentbyCategory" ActiveChart.ChartTitle.Text = "Incidents by Category" Dim RngToCover3 As Range Dim ChtOb3 As ChartObject Set RngToCover3 = ActiveSheet.Range("D38:L56") Set ChtOb3 = ActiveSheet.ChartObjects("IncidentbyCategory") ChtOb3.Height = RngToCover3.Height ' resize ChtOb3.Width = RngToCover3.Width ' resize ChtOb3.Top = RngToCover3.Top ' reposition ChtOb3.Left = RngToCover3.Left ' reposition ' ' IncidentsbySiteandPriority Macro ' ' Sheets("Frontpage").Select Range("A71").Select ActiveWorkbook.PivotCaches.Create(SourceType:=xlDatabase, SourceData:= _ "raw!R1C1:R65536C37", Version:=xlPivotTableVersion10).CreatePivotTable _ TableDestination:="Frontpage!R71C1", TableName:="PivotTable3", _ DefaultVersion:=xlPivotTableVersion10 Sheets("Frontpage").Select Cells(71, 1).Select ActiveSheet.Shapes.AddChart.Select ActiveChart.SetSourceData Source:=Range("Frontpage!$A$71:$H$90") ActiveChart.ChartType = xlColumnClustered With ActiveSheet.PivotTables("PivotTable3").PivotFields("Site Name") .Orientation = xlRowField .Position = 1 End With With ActiveSheet.PivotTables("PivotTable3").PivotFields("Priority") .Orientation = xlColumnField .Position = 1 End With ActiveSheet.PivotTables("PivotTable3").AddDataField ActiveSheet.PivotTables( _ "PivotTable3").PivotFields("Case ID"), "Count of Case ID", xlCount ActiveChart.Parent.Name = "IncidentbySiteandPriority" ' ActiveChart.ChartTitle.Text = "Incidents by Site and Priority" Dim RngToCover4 As Range Dim ChtOb4 As ChartObject Set RngToCover4 = ActiveSheet.Range("H71:O91") Set ChtOb4 = ActiveSheet.ChartObjects("IncidentbySiteandPriority") ChtOb4.Height = RngToCover4.Height ' resize ChtOb4.Width = RngToCover4.Width ' resize ChtOb4.Top = RngToCover4.Top ' reposition ChtOb4.Left = RngToCover4.Left ' reposition Columns("A:G").Select Range("A52").Activate Columns("A:G").EntireColumn.AutoFit End Sub

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  • Pyramind of DIVs

    - by sebastian
    Hi there, I'm trying to build a pyramid that's made of 4 DIVs. The layout looks like this: ------ | #1 | ------ ---------------- | #2 | #3 | #4 | ---------------- Moreover I need 3 additional DIVs starting at the center DIV (#3) and containing either #1, #2 or #3 additionally. These DIVs are used the build a sliding effect with jQueryUI later on. It's supposed to look like #1, #2 and #4 slide out of #3. The margin between the DIVs is supposed to be 2 pixels. I also want the whole block to be centered. Even with display: inline; and position: absolute; enabled on the visible and invisible DIVs I can't get the layout right. I used some negative margins and when it looked ok for the first time I saw that my top DIV was positioned outside of the html body. I suppose there is a more simple and elegant way to achieve what I want. Thanks in advance Sebastian Here's what I've got so far: HTML: <div id="centerbox"> <div id="main">main</div> <div id="rail_top"> <div id="top">top</div> </div> <div id="rail_left"> <div id="left">left</div> </div> <div id="rail_right"> <div id="right">right</div> </div> </div> CSS: #centerbox { height: 602px; width: 904px; margin-top: 640px; margin-left: auto; margin-right: auto; } /* blue */ #main { background-color: #33F; height: 300px; width: 300px; margin: 2px; z-index: 9999; position: absolute; display: inline; margin-left: 302px; } /* green */ #top { background-color: #3F0; height: 300px; width: 300px; z-index: 1; position: absolute; display: inline; } /* pink */ #left { background-color: #F06; height: 300px; width: 300px; z-index: 1; } /* orange */ #right { background-color: #FC0; height: 300px; width: 300px; z-index: 1; margin-left: 302px; } #rail_top { height: 602px; width: 300px; display: inline; position: absolute; margin-top: -300px; margin-left: 302px; } #rail_left { height: 300px; width: 602px; float: left; position: absolute; display: inline; margin-top: 2px; } #rail_right { height: 300px; width: 602px; float: right; position: absolute; display: inline; margin-left: 302px; margin-top: 2px; }

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  • Problem saving as png a SVG generated by Raphael JS in a canvas

    - by ClemDesm
    Hi fellow SOers, I'm trying to convert a SVG generated by Raphael JS (and the user, since you can drag and rotate the images). I followed this Conversion of SVG to Jpeg but still can't get it. It must be easy but I can't put my finger on what I get wrong. I got my svg in a div with #ec as id and the canvas's one is #canvas. function saveDaPicture(){ var img = document.getElementById('canvas').toDataURL("image/png"); $('body').append('<img src="'+img+'"/>'); } $('#save').click(function(){ var svg = $('#ec').html(); alert(svg); canvg('canvas', svg, {renderCallback: saveDaPicture(), ignoreMouse: true, ignoreAnimation: true}); }); The alert gives me : <svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="600" height="512"> <desc>Created with Raphael</desc> <defs></defs> <image x="0" y="0" width="300" height="512" preserveAspectRatio="none" href="imageurl.jpg"></image> <rect x="168" y="275" width="52" height="70" r="0" rx="0" ry="0" fill="none" stroke="#000" stroke-dasharray="8,3" transform="rotate(21.91207728 194 310)" style="opacity: 1; display: none; " opacity="1"></rect> <circle cx="50" cy="50" r="50" fill="none" stroke="#000"></circle> <image x="358" y="10" width="39" height="138" preserveAspectRatio="none" href="imageurl2.png" style="cursor: move; "></image> <image x="397" y="10" width="99" height="153" preserveAspectRatio="none" href="imageurl3.png" style="cursor: move; "></image> <image x="184" y="286" width="10" height="10" preserveAspectRatio="none" href="imageurl4.png" style="cursor: pointer; opacity: 1; display: none; " opacity="1"></image> <image x="204" y="286" width="10" height="10" preserveAspectRatio="none" href="imageurl5.png" style="cursor: pointer; opacity: 1; display: none; " opacity="1"></image> <image x="170" y="277" width="48" height="66" preserveAspectRatio="none" href="imageurl6.png" style="cursor: move; opacity: 1; " r="50" opacity="1" transform="rotate(21.91207728 194 310)"></image> </svg> which is the xml of the svg and if I believe canvg documentation, it's good. Anyway, with this code, the variable img, which should have the converted image data, got the data of an empty png with the dimensions of the svg. The only thing I guess is that the svg generated by Raphael JS is not well formated for canvg (like, href of image should be xlink:href if I follow the W3C recommandations ) Anyone got an idea on this problem ? :D

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