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  • Help with starting up my thin server with Sinatra

    - by enedi
    Hi All, I'm a newcomer trying to get my feet wet with Ruby and Sinatra. I followed the Slicehost articles in getting Ruby 1.9.1 setup along with Thin 1.2.7 with a reverse proxy to Nginx. Most things were going pretty smooth until I tried to start up my thin server. This is the output I get from my logs: $ sudo thin -C config.yml -R config.ru start /home/user/public_html/testapp/config.ru:9:in `block in <main>': undefined method `application' for Sinatra:Module (NoMethodError) from /var/lib/gems/1.9.1/gems/rack-1.1.0/lib/rack/builder.rb:46:in `instance_eval' from /var/lib/gems/1.9.1/gems/rack-1.1.0/lib/rack/builder.rb:46:in `initialize' from /home/user/public_html/testapp/config.ru:1:in `new' from /home/user/public_html/testapp/config.ru:1:in `<main>' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/rack/adapter/loader.rb:36:in `eval' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/rack/adapter/loader.rb:36:in `load' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/thin/controllers/controller.rb:175:in `load_rackup_config' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/thin/controllers/controller.rb:65:in `start' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/thin/runner.rb:177:in `run_command' from /var/lib/gems/1.9.1/gems/thin-1.2.7/lib/thin/runner.rb:143:in `run!' from /var/lib/gems/1.9.1/gems/thin-1.2.7/bin/thin:6:in `<top (required)>' from /usr/bin/thin:19:in `load' from /usr/bin/thin:19:in `<main>' I can post my config.yml, config.ru and myapp.rb, where my Sinatra code resides (it's basically the sample code ripped from the top of the Sinatra book), if anyone needs to see it, but if you have any ideas on what's going on based on that log itself, I'd appreciate it, as I couldn't find anything on the world wide Google. Also, is this still the preferred way of running Sinatra on thin? I can get the app working with just running it through Ruby itself: $ ruby myapp.rb == Sinatra/1.0 has taken the stage on 4567 for development with backup from Thin This allows me to see my pages in my sandbox. Thank you, all.

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  • Panning weirdness on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • Fixed point math in c#?

    - by x4000
    Hi there, I was wondering if anyone here knows of any good resources for fixed point math in c#? I've seen things like this (http://2ddev.72dpiarmy.com/viewtopic.php?id=156) and this (http://stackoverflow.com/questions/79677/whats-the-best-way-to-do-fixed-point-math), and a number of discussions about whether decimal is really fixed point or actually floating point (update: responders have confirmed that it's definitely floating point), but I haven't seen a solid C# library for things like calculating cosine and sine. My needs are simple -- I need the basic operators, plus cosine, sine, arctan2, PI... I think that's about it. Maybe sqrt. I'm programming a 2D RTS game, which I have largely working, but the unit movement when using floating-point math (doubles) has very small inaccuracies over time (10-30 minutes) across multiple machines, leading to desyncs. This is presently only between a 32 bit OS and a 64 bit OS, all the 32 bit machines seem to stay in sync without issue, which is what makes me think this is a floating point issue. I was aware from this as a possible issue from the outset, and so have limited my use of non-integer position math as much as possible, but for smooth diagonal movement at varying speeds I'm calculating the angle between points in radians, then getting the x and y components of movement with sin and cos. That's the main issue. I'm also doing some calculations for line segment intersections, line-circle intersections, circle-rect intersections, etc, that also probably need to move from floating-point to fixed-point to avoid cross-machine issues. If there's something open source in Java or VB or another comparable language, I could probably convert the code for my uses. The main priority for me is accuracy, although I'd like as little speed loss over present performance as possible. This whole fixed point math thing is very new to me, and I'm surprised by how little practical information on it there is on google -- most stuff seems to be either theory or dense C++ header files. Anything you could do to point me in the right direction is much appreciated; if I can get this working, I plan to open-source the math functions I put together so that there will be a resource for other C# programmers out there. UPDATE: I could definitely make a cosine/sine lookup table work for my purposes, but I don't think that would work for arctan2, since I'd need to generate a table with about 64,000x64,000 entries (yikes). If you know any programmatic explanations of efficient ways to calculate things like arctan2, that would be awesome. My math background is all right, but the advanced formulas and traditional math notation are very difficult for me to translate into code.

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  • active_scaffold routing error

    - by Elizabeth Buckwalter
    If you haven't seen my question yesterday, this is my second rails app. The first went nice and smooth, but this one keeps giving me one random error after another. I installed active_scaffold for this app as well as the last app (the first error, instead of using script/install plugin git://active_scaffold repository, I did script/install plugin http://active_scaffold repository.) I didn't want to spell out basic CRUD on minor models. After the install problems, (before I found the http solution from a windows user when I'm on Linux) I thought I'd try out Hobo. Well, Hobo updated actionmailer, actionpack, activerecord, activeresource, and installed rack. Rails isn't even using the updated versions. But as you can see at the bottom of the trace it's using rack. I have a feeling it has something to do with my futzing around with installing Hobo which I uninstalled. Thanks in advanced. [Edit] I had asked the question over at the ActiveScaffold Group the answer (if you don't want to follow the link) was that this line needed to be added to routes: map.resources :modelName, :active_scaffold => true It doesn't entirely answer my question, since the documentation said nothing about changing routes. But, it works. [/Edit] ActionController::RoutingError in Departments#index Showing vendor/plugins/active_scaffold/frontends/default/views/_list_header.html.erb where line #8 raised: No route matches {:_method=:get, :action="show_search", :controller="departments"} Extracted source (around line #8): 5: <% next if controller.respond_to? link.security_method and !controller.send(link.security_method) -%> 6: <% next if link.action == 'new' && params[:nested].nil? && active_scaffold_config.list.always_show_create %> 7: <% next if link.action == 'show_search' && active_scaffold_config.list.always_show_search %> 8: <%= render_action_link(link, new_params) -%> 9: <% end -%> 10: 11: <%= loading_indicator_tag(:action => :table) %> Trace of template inclusion: vendor/plugins/active_scaffold/frontends/default/views/list.html.erb Full Trace It was taking forever to format it. I'm still not fully conversant in SO's formatting (sometimes the server is down. reboots are reinstalls. it's a play server)

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  • Really "wow" them in the interview

    - by Juliet
    Let me put it to you this way: I'm a top-notch programmer, but a notoriously bad interviewee. I've flunked 3 interviews consecutively because I get so nervous that my voice tightens at least 2 octaves higher and I start visibly shaking -- mind you, I can handle whatever technical questions the interviewer throws at me in that state, but I think it looks bad to come off as a quivering, squeaky-voiced young woman during a job interview. I've just got the personality type of a shy computer programmer. No matter how technical I am, I'm going to get passed up in favor of a smooth talker. I have another interview coming up shortly, and I want to really impress the company. Here are my trouble spots: What can I do to be less nervous during my interview? I always get really excited when I hear I have a face-to-face interview, but get more and more anxious as D-Day the interview approaches. My employers wants me to explain what I used to do at my prior employment. I'm a very chatty person and tend to talk/squeak for 10 minutes at a time. How long or short should I time my answers? On that note, when I'm explaining what I did at prior jobs, what exactly is my interviewer looking for? At some point, my interviewer will ask "do you have any questions for me while you're here?" I should, but what kinds of questions should I ask to show that I'm interested in being employed? My interviewer always asks why I'm looking for a new job. The real reason is that my present salary is $27K/yr [Edit to add: and I've yet to get a raise since I started], and I want to make more money -- otherwise the work environment is fine. How do I sugarcoat "I want to make more money" into something that sounds nicer? I have only one prior programmer job, and I've worked there for 18 months, but I have the skill of someone with 4 to 6 years of experience. What can I say to compete against applicants with more work experience? I took a low-paying $27K/yr programming job just to get my foot in IT, and I've been trying to leverage that job as a stepping stone to better opportunities. I get interviews because I consistently out-score senior-level developers in aptitude tests, and my desired salary range is right in the ballpark of what most companies want to offer. Unfortunately, while I've been a programming as a hobby for 10 years and I'm geared to graduate with my BA in Comp Sci in May '09, employers see me as a junior-level programmer with no degree. I want to prove them wrong and get a job that matches my skill level. I'd appreciate any advice anyone has to offer, especially if they can help me get a better job in the process.

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  • How to interpolate hue values in HSV colour space?

    - by nick
    Hi, I'm trying to interpolate between two colours in HSV colour space to produce a smooth colour gradient. I'm using a linear interpolation, eg: h = (1 - p) * h1 + p * h2 s = (1 - p) * s1 + p * s2 v = (1 - p) * v1 + p * v2 (where p is the percentage, and h1, h2, s1, s2, v1, v2 are the hue, saturation and value components of the two colours) This produces a good result for s and v but not for h. As the hue component is an angle, the calculation needs to work out the shortest distance between h1 and h2 and then do the interpolation in the right direction (either clockwise or anti-clockwise). What formula or algorithm should I use? EDIT: By following Jack's suggestions I modified my JavaScript gradient function and it works well. For anyone interested, here's what I ended up with: // create gradient from yellow to red to black with 100 steps var gradient = hsbGradient(100, [{h:0.14, s:0.5, b:1}, {h:0, s:1, b:1}, {h:0, s:1, b:0}]); function hsbGradient(steps, colours) { var parts = colours.length - 1; var gradient = new Array(steps); var gradientIndex = 0; var partSteps = Math.floor(steps / parts); var remainder = steps - (partSteps * parts); for (var col = 0; col < parts; col++) { // get colours var c1 = colours[col], c2 = colours[col + 1]; // determine clockwise and counter-clockwise distance between hues var distCCW = (c1.h >= c2.h) ? c1.h - c2.h : 1 + c1.h - c2.h; distCW = (c1.h >= c2.h) ? 1 + c2.h - c1.h : c2.h - c1.h; // ensure we get the right number of steps by adding remainder to final part if (col == parts - 1) partSteps += remainder; // make gradient for this part for (var step = 0; step < partSteps; step ++) { var p = step / partSteps; // interpolate h var h = (distCW <= distCCW) ? c1.h + (distCW * p) : c1.h - (distCCW * p); if (h < 0) h = 1 + h; if (h > 1) h = h - 1; // interpolate s, b var s = (1 - p) * c1.s + p * c2.s; var b = (1 - p) * c1.b + p * c2.b; // add to gradient array gradient[gradientIndex] = {h:h, s:s, b:b}; gradientIndex ++; } } return gradient; }

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  • Release Process Improvements

    - by wallismark
    The process of creating a new build and releasing it to production is a critical step in the SDLC but it is often left as an afterthought and varies greatly from one company to the next. I'm hoping people will share improvements they have made to this process in their organisation so we can all takes steps to 'reduce the pain'. So the question is, specify one painful/time consuming part of your release process and what did you do to improve it? My example: at a previous employer all developers made database changes on one common development database. Then when it came to release time, we used Redgate's SQL Compare to generate a huge script from the differences between the Dev and QA databases. This works reasonably well but the problems with this approach are:- ALL changes in the Dev database are included, some of which may still be 'works in progress'. Sometimes developers made conflicting changes (that were not noticed until the release was in production) It was a time consuming and manual process to create and validate the script (by validate I mean, try to weed out issues like problem 1 and 2). When there were problems with the script (eg the order in which things were run such as creating a record which relies on a foreign key record which is in the script but not yet run) it took time to 'tweak' it so it ran smoothly. It's not an ideal scenario for Continuous Integration. So the solution was:- Enforce a policy of all changes to the database must be scripted. A naming convention was important for ensuring the correct running order of the scripts. Create/Use a tool to run the scripts at release time. Developers had their own copy of the database do develop against (so there was no more 'stepping on each others toes') The next release after we started this process was much faster with fewer problems, indeed the only problems found were due to people 'breaking the rules', eg not creating a script. Once the issues with releasing to QA were fixed, when it came time to release to production it was very smooth. We applied a few other changes (like introducing CI) but this was the most significant, overall we reduced release time from around 3 hours down to a max of 10-15 minutes.

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  • Averaging initial values for rolling series

    - by Dave Jarvis
    Question Given a maximum sliding window size of 40 (i.e., the set of numbers in the list cannot exceed 40), what is the calculation to ensure a smooth averaging transition as the set size grows from 1 to 40? Problem Description Creating a trend line for a set of data has skewed initial values. The complete set of values is unknown at runtime: they are provided one at a time. It seems like a reverse-weighted average is required so that the initial values are averaged differently. In the image below the leftmost data for the trend line are incorrectly averaged. Current Solution Created a new type of ArrayList subclass that calculates the appropriate values and ensures its size never goes beyond the bounds of the sliding window: /** * A list of Double values that has a maximum capacity enforced by a sliding * window. Can calculate the average of its values. */ public class AveragingList extends ArrayList<Double> { private float slidingWindowSize = 0.0f; /** * The initial capacity is used for the sliding window size. * @param slidingWindowSize */ public AveragingList( int slidingWindowSize ) { super( slidingWindowSize ); setSlidingWindowSize( ( float )slidingWindowSize ); } public boolean add( Double d ) { boolean result = super.add( d ); // Prevent the list from exceeding the maximum sliding window size. // if( size() > getSlidingWindowSize() ) { remove( 0 ); } return result; } /** * Calculate the average. * * @return The average of the values stored in this list. */ public double average() { double result = 0.0; int size = size(); for( Double d: this ) { result += d.doubleValue(); } return (double)result / (double)size; } /** * Changes the maximum number of numbers stored in this list. * * @param slidingWindowSize New maximum number of values to remember. */ public void setSlidingWindowSize( float slidingWindowSize ) { this.slidingWindowSize = slidingWindowSize; } /** * Returns the number used to determine the maximum values this list can * store before it removes the first entry upon adding another value. * @return The maximum number of numbers stored in this list. */ public float getSlidingWindowSize() { return slidingWindowSize; } } Resulting Image Example Input The data comes into the function one value at a time. For example, data points (Data) and calculated averages (Avg) typically look as follows: Data: 17.0 Avg : 17.0 Data: 17.0 Avg : 17.0 Data: 5.0 Avg : 13.0 Data: 5.0 Avg : 11.0  Related Sites The following pages describe moving averages, but typically when all (or sufficient) data is known: http://www.cs.princeton.edu/introcs/15inout/MovingAverage.java.html http://stackoverflow.com/questions/2161815/r-zoo-series-sliding-window-calculation http://taragana.blogspot.com/ http://www.dreamincode.net/forums/index.php?showtopic=92508 http://blogs.sun.com/nickstephen/entry/dtrace_and_moving_rolling_averages

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  • Web P2P video confrence solution

    - by dtroy
    I'm looking for the best possible solution which will allow me to incorporate live video/audio conference between 2 users(only 2 at this point) into a flash gaming platform. The video chat is not just an extra feature, it's the main one. I'm mainly looking at open source implementations or something I'll be able to implement myself, but will consider commercial products if they are exactly what I need. Here are a few things I've looked at, but so far, I didn't find any of them good enough: Flash player 10's P2P capabilities sound promising, but I am aware of the fact that Adobe has not release any information on the RTMFP protocol and that there is no commercial server which supports it at this point. Stream all the video/audio live through a flash server (not p2p), but from my personal experience you don't get a smooth conversation. I think TokBox uses this method Java applets are a possible solution too (to perform p2p), but I don't think it will be a nice and elegant solution to combine them in the game at this point (and requires the user to authorize them). BTW, I couldn't find any useful implementations. So, If you know of any, i'll look into them. Google Gmail Video Chat uses a custom (and proprietary) browser plug-in which does the p2p and streams the video/audio into the flash player. This is a possible solution, but I rather not implement the entire p2p protocol stack + browser plug-in at this stage and concentrate on other aspect of the game itself. I think they are using XMPP based protocol similar to Jingle and they've release a Jingle librarby but without the video confrencing implementation. EDIT: In response to Branden: I am aware of Adobe Stratus. Stratus is a beta, hosted rendezvous service that aids establishing communications between Flash Player endpoints (RTMFP server). This current release of the Stratus is prerelease and is designed for evaluation purposes only. The service is not final. There is no guarantee that the service will continue to exist in the future or any information about the future cost. That's why I don't think it can be used as a commercial solution. At least not yet. I'd appreciate your suggestions and advice. thanks!

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  • iPhone SDK / Core Data usage scenario, similar to GAE data store?

    - by boliva
    Hi all, I am currently rewriting a map based App which I wrote in the past, specifically for 2.2.1 devices. Originally I wrote it to make use of SQLite databases but I would like to try and migrate it over Core Data, now that it's available on 3.X (for which I am rewriting to). I am fairly experienced in iPhone/Obj-C development, SQL and server backend technologies, but I have never had the chance to work with Core Data so IDK really if it's the appropiate tool for what I am trying to accomplish. The App works on a limited area in a map over which there are about 4000 placemarks, with different kinds of icons and sizes. Of course not all 4000 placemarks are shown at once but only those currently visible in the map viewport, and depending on the zoom level. What I am doing right now is, after the user moves the map in any way (panning or zooming) I am requesting from the backend server the required information for the placemarks that would be visible given the viewport coordinates boundaries and zoom level, however the process isn't as smooth as I'd like (the backend is sending its response in XML and I am compressing it using gzip), it takes anywhere from 1 to 3 seconds to update the display of the placemarks after the user ends moving the map. What I would like to do is to prefetch all the placemarks data at the App launch and use it all through the app life time - I don't mind storing it for later use because the data should be dynamic. The way I would do it right now is, after retrieving all the data, to store it on an SQLite db which I would query later, whenever the user moves the map, to return only the placemarks inside the viewport coordinate boundaries and specific to a given zoom level. Now, the question itself is, if is it possible to use some more 'native', object driven way to carry this queries process, which got me thinking about Core Data and if it is in any way similar to what Google App Engine offers through its datastore where you can fetch a number of objects from the backend given a certain query or criteria, without resorting to an SQL query itself. Like I said before I don't have any experience on Core Data but I have a pretty deep understanding of Obj-C and iPhone development, as well as SQL databases. Any guides on how to achieve what I'm trying (if possible at all) would be greatly appreciated.

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  • Making a Grid in an NSView

    - by Hooligancat
    I currently have an NSView that draws a grid pattern (essentially a guide of horizontal and vertical lines) with the idea being that a user can change the spacing of the grid and the color of the grid. The purpose of the grid is to act as a guideline for the user when lining up objects. Everything works just fine with one exception. When I resize the NSWindow by dragging the resize handle, if my grid spacing is particularly small (say 10 pixels). the drag resize becomes lethargic in nature. My drawRect code for the grid is as follows: -(void)drawRect:(NSRect)dirtyRect { NSRect thisViewSize = [self bounds]; // Set the line color [[NSColor colorWithDeviceRed:0 green:(255/255.0) blue:(255/255.0) alpha:1] set]; // Draw the vertical lines first NSBezierPath * verticalLinePath = [NSBezierPath bezierPath]; int gridWidth = thisViewSize.size.width; int gridHeight = thisViewSize.size.height; int i; while (i < gridWidth) { i = i + [self currentSpacing]; NSPoint startPoint = {i,0}; NSPoint endPoint = {i, gridHeight}; [verticalLinePath setLineWidth:1]; [verticalLinePath moveToPoint:startPoint]; [verticalLinePath lineToPoint:endPoint]; [verticalLinePath stroke]; } // Draw the horizontal lines NSBezierPath * horizontalLinePath = [NSBezierPath bezierPath]; i = 0; while (i < gridHeight) { i = i + [self currentSpacing]; NSPoint startPoint = {0,i}; NSPoint endPoint = {gridWidth, i}; [horizontalLinePath setLineWidth:1]; [horizontalLinePath moveToPoint:startPoint]; [horizontalLinePath lineToPoint:endPoint]; [horizontalLinePath stroke]; } } I suspect this is entirely to do with the way that I am drawing the grid and am open to suggestions on how I might better go about it. I can see where the inefficiency is coming in, drag-resizing the NSWindow is constantly calling the drawRect in this view as it resizes, and the closer the grid, the more calculations per pixel drag of the parent window. I was thinking of hiding the view on the resize of the window, but it doesn't feel as dynamic. I want the user experience to be very smooth without any perceived delay or flickering. Does anyone have any ideas on a better or more efficient method to drawing the grid? All help, as always, very much appreciated.

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  • Flash - Ease out scrolling moviclip, scrolled by sensor on each side

    - by webfac
    I am hoping someone can shed some light on this issue for me... I have a movieclip that is scrolled by means of a 'sensor' on each side of the stage. The clip scrolls fine in both directions, however here is my problem: When the users mouse leaves the stage, the movie clip stops dead in it's tracks, and this does not provide a noce smooth effect. Looking at the code below, is there any way I could tell the animation to ease out when the users mouse leaves the stage rather than simply stop suddenly? Much appreciated! class Sensor extends MovieClip { public function Sensor() { } public function onEnterFrame() { // var active:Boolean; // is mouse within sensor? if ((_level2._xmouse >= this._x) && _level2._xmouse <= (this._x + this._width)) { active = true; } else { active = false; } if(active) { // which area of the sensor is it in? var relative_position:Number; var relative_difference:Number; relative_position = _level2._xmouse / this._width * 100.0; //_level2._logger.message("relative position is " + relative_position); if (!isNaN(relative_position)) { // depending on which area it is in, tend towards a particular adjustment if(relative_position > _level2._background_right_threshold) { relative_difference = Math.abs(relative_position - _level2._background_right_threshold); //relative_difference = 10; } else if(relative_position < _level2._background_left_threshold) { relative_difference = Math.abs(_level2._background_left_threshold - relative_position); relative_difference *= -1; } else { _level2._background_ideal_adjustment = 0; } var direction:Number; if(_level2._pan_direction == "left") { direction = 1; } else { direction = -1; } _level2._background_ideal_adjustment = direction * (relative_difference / 10) * _level2._pan_augmentation; //_level2._logger.message("ideal adjustment is " + _level2._background_ideal_adjustment); if (!isNaN(_level2._background_ideal_adjustment)) { // what is the difference between the ideal adjustment and the current adjustment? // add a portion of the difference to the adjustment: // this has the effect that the adjustment "tends towards" the ideal var difference:Number; difference = _level2._background_ideal_adjustment - _level2._background_adjustment; _level2._background_adjustment += (difference / _level2._background_tension); // calculate what the new background _x position would be var background_x:Number; var projected_x:Number; background_x = _level2["_background"]._x; projected_x = background_x += _level2._background_adjustment; //_level2._logger.message("projected _x is " + projected_x); // if the _x position is valid, change it if(projected_x > 0) projected_x = 0; if(projected_x < -(_level2["_background"]._width - Stage.width)) projected_x = -(_level2["_background"]._width - Stage.width); _level2["_background"]._x = projected_x; // i recommend that you move your other movieclips with code here } } } } }

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  • jQuery nested sortables jumpy behaviour

    - by sebbie
    I want to allow user to drag and drop UI elements. I've 'container' and 'control', control may be in container, containers may include other containers (this is important requirement). I created simple prototype using jQuery. HTML: <div class="one"> <div class="control">Control 1</div> <div class="control">Control 2</div> <div class="control container"> Container drag area <div class="control">Subcontrol 1</div> <div class="control">Subcontrol 2</div> <div class="control">Subcontrol 3</div> <div class="control">Subcontrol 4</div> <div class="control">Subcontrol 5</div> <div class="control">Subcontrol 6</div> <div class="control">Subcontrol 7</div> <div class="control">Subcontrol 8</div> <div class="control">Subcontrol 9</div> </div> <div class="control">Control 3</div> Then I created sortables using jQueryUI: $('.one').sortable({ items: 'div.control', placeholder: 'placeholder', forcePlaceholderSize: true }); Now when I'm trying to drag "Subcontrol 8" and place it between "Subcontrol 2" and "Subcontrol 3" for example I'm getting jumpy effect, you can observe it here: http://jsbin.com/egipu4/2 Interesting thing is - when I remove ability to drag "container" then it becomes smooth and perfect (you can see this on jsbin example below "jumpy" example, you can't drag using "Container drag area" span). I tried different "nested" plugins and techniques, google'd for a long time and the only one that worked was on this page: (StackOverflow doesn't allow me to post more than one like, google for "Brian Swartzfager's Blog: Nested List Sort Demo" should be first, sorry!) But it does work great only in jQuery1.2 and very old jQueryUI. If I include latest jQuery (1.3/1.4) and UI (1.7/1.8) it gets jumpy as well. What am I doing wrong?

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  • WPF Storyboard works well, except for the first time it runs. Why?

    - by sofri
    Hi, I'm doing a Surface Application. And there I have something like a bulletin board where little cards with news on it are pinned on. On click they shall fly out of the board and scale bigger. My storyboard works well, except for the first time it runs. It's not a smooth animation then but it scales to its final size immediately and it's the same with the orientation-property. Just the center-property seems to behave correctly. This is an example for one of my Storyboards doing that: Storyboard stb = new Storyboard(); PointAnimation moveCenter = new PointAnimation(); DoubleAnimationUsingKeyFrames changeWidth = new DoubleAnimationUsingKeyFrames(); DoubleAnimationUsingKeyFrames changeHeight = new DoubleAnimationUsingKeyFrames(); DoubleAnimationUsingKeyFrames changeOrientation = new DoubleAnimationUsingKeyFrames(); moveCenter.From = News1.ActualCenter; moveCenter.To = new Point(250, 400); moveCenter.Duration = new Duration(TimeSpan.FromSeconds(1.0)); moveCenter.FillBehavior = FillBehavior.Stop; stb.Children.Add(moveCenter); Storyboard.SetTarget(moveCenter, News1); Storyboard.SetTargetProperty(moveCenter, new PropertyPath(ScatterViewItem.CenterProperty)); changeWidth.Duration = TimeSpan.FromSeconds(1); changeWidth.KeyFrames.Add(new EasingDoubleKeyFrame(266, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeWidth.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeWidth); Storyboard.SetTarget(changeWidth, News1); Storyboard.SetTargetProperty(changeWidth, new PropertyPath(FrameworkElement.WidthProperty)); changeHeight.Duration = TimeSpan.FromSeconds(1); changeHeight.KeyFrames.Add(new EasingDoubleKeyFrame(400, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeHeight.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeHeight); Storyboard.SetTarget(changeHeight, News1); Storyboard.SetTargetProperty(changeHeight, new PropertyPath(FrameworkElement.HeightProperty)); changeOrientation.Duration = TimeSpan.FromSeconds(1); changeOrientation.KeyFrames.Add(new EasingDoubleKeyFrame(0, KeyTime.FromTimeSpan(new System.TimeSpan(0, 0, 1)))); changeOrientation.FillBehavior = FillBehavior.Stop; stb.Children.Add(changeOrientation); Storyboard.SetTarget(changeOrientation, News1); Storyboard.SetTargetProperty(changeOrientation, new PropertyPath(ScatterViewItem.OrientationProperty)); stb.Begin(this); News1.Center = new Point(250, 400); News1.Orientation = 0; News1.Width = 266; News1.Height = 400; Pin1.Visibility = Visibility.Collapsed; news1IsOutside = true; Scroll1.IsEnabled = true; What's wrong with it?

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  • drag to pan on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • Java: Detecting image format, resize (scale) and save as JPEG

    - by BoDiE2003
    This is the code I have, it actually works, not perfectly but it does, the problem is that the resized thumbnails are not pasting on the white Drawn rectangle, breaking the images aspect ratio, here is the code, could someone suggest me a fix for it, please? Thank you import java.awt.Color; import java.awt.Graphics2D; import java.awt.Image; import java.awt.RenderingHints; import java.awt.geom.Rectangle2D; import java.awt.image.BufferedImage; import java.io.BufferedInputStream; import java.io.ByteArrayInputStream; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import javax.imageio.ImageIO; import org.apache.commons.logging.Log; import org.apache.commons.logging.LogFactory; public class ImageScalerImageIoImpl implements ImageScaler { private static final String OUTPUT_FORMAT_ID = "jpeg"; // Re-scaling image public byte[] scaleImage(byte[] originalImage, int targetWidth, int targetHeight) { try { InputStream imageStream = new BufferedInputStream( new ByteArrayInputStream(originalImage)); Image image = (Image) ImageIO.read(imageStream); int thumbWidth = targetWidth; int thumbHeight = targetHeight; // Make sure the aspect ratio is maintained, so the image is not skewed double thumbRatio = (double)thumbWidth / (double)thumbHeight; int imageWidth = image.getWidth(null); int imageHeight = image.getHeight(null); double imageRatio = (double)imageWidth / (double)imageHeight; if (thumbRatio < imageRatio) { thumbHeight = (int)(thumbWidth / imageRatio); } else { thumbWidth = (int)(thumbHeight * imageRatio); } // Draw the scaled image BufferedImage thumbImage = new BufferedImage(thumbWidth, thumbHeight, BufferedImage.TYPE_INT_RGB); System.out.println("Thumb width Buffered: " + thumbWidth + " || Thumb height Buffered: " + thumbHeight); Graphics2D graphics2D = thumbImage.createGraphics(); // Use of BILNEAR filtering to enable smooth scaling graphics2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); // graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); // White Background graphics2D.setPaint(Color.WHITE); graphics2D.fill(new Rectangle2D.Double(0, 0, targetWidth, targetHeight)); graphics2D.fillRect(0, 0, targetWidth, targetHeight); System.out.println("Target width: " + targetWidth + " || Target height: " + targetHeight); // insert the resized thumbnail between X and Y of the image graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); System.out.println("Thumb width: " + thumbWidth + " || Thumb height: " + thumbHeight); // Write the scaled image to the outputstream ByteArrayOutputStream out = new ByteArrayOutputStream(); ImageIO.write(thumbImage, OUTPUT_FORMAT_ID, out); return out.toByteArray(); } catch (IOException ioe) { throw new ImageResizingException(ioe); } } }

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  • Animating a pulsing UILabel?

    - by fuzzygoat
    I am trying to animate the color the the text on a UILabel to pulse from: [Black] to [White] to [Black] and repeat. - (void)timerFlash:(NSTimer *)timer { [[self navTitle] setTextColor:[[UIColor whiteColor] colorWithAlphaComponent:0.0]]; [UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{[[self navTitle] setTextColor:[[UIColor whiteColor] colorWithAlphaComponent:1.0]];} completion:nil]; } . [self setFadeTimer:[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(timerFlash:) userInfo:nil repeats:YES]]; Firstly I am not sure of my method, my plan (as you can see above) was to set up a animation block and call it using a repeating NSTimer until canceled. My second problem (as you can see above) is that I am animating from black (alpha 0) to white (alpha 1) but I don't know how to animate back to black again so the animation loops seamlessly Essentially what I want is the text color to pulse on a UILabel until the user presses a button to continue. EDIT_001: I was getting into trouble because you can't animate [UILabel setColor:] you can however animated [UILabel setAlpha:] so I am going to give that a go. EDIT_002: - (void)timerFlash:(NSTimer *)timer { [[self navTitle] setAlpha:0.5]; [UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{[[self navTitle] setAlpha:0.9];} completion:nil]; } This works (BTW: I do want it to stop which is why I hooked it up to a NSTimer so I can cancel that) the only thing is that this animates from midGray to nearWhite and then pops back. Does anyone know how I would animate back from nearWhite to midGray so I get a nice smooth cycle? EDIT_003: (Solution) The code suggested by dave DeLong (see below) does indeed work when modified to use the CALayer opacity style attribute: UILabel *navTitle; @property(nonatomic, retain) UILabel *navTitle; . // ADD ANIMATION CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"opacity"]; [anim setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [anim setFromValue:[NSNumber numberWithFloat:0.5]]; [anim setToValue:[NSNumber numberWithFloat:1.0]]; [anim setAutoreverses:YES]; [anim setDuration:0.5]; [[[self navTitle] layer] addAnimation:anim forKey:@"flash"]; . // REMOVE ANIMATION [[[self navTitle] layer] removeAnimationForKey:@"flash__"];

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Gamepad Control for Processing + Android to Control Arduino Robot

    - by Iker
    I would like to create a Multitouch Gamepad control for Processing and use it to control a remote Arduino Robot. I would like to make the GUI on Processing and compile it for Android. Here is the GUI Gamepad for Processing I have created so far: float easing = 0.09; // start position int posX = 50; int posY = 200; // target position int targetX = 50; int targetY = 200; boolean dragging = false; void setup() { size(500,250); smooth(); } void draw() { background(255); if (!dragging) { // calculate the difference in position, apply easing and add to vx/vy float vx = (targetX - (posX)) * easing; float vy = (targetY - (posY)) * easing; // Add the velocity to the current position: make it move! posX += vx; posY += vy; } if(mousePressed) { dragging = true; posX = mouseX; posY = mouseY; } else { dragging = false; } DrawGamepad(); DrawButtons(); } void DrawGamepad() { //fill(0,155,155); //rect(0, 150, 100, 100, 15); ellipseMode(RADIUS); // Set ellipseMode to RADIUS fill(0,155,155); // Set fill to blue ellipse(50, 200, 50, 50); // Draw white ellipse using RADIUS mode ellipseMode(CENTER); // Set ellipseMode to CENTER fill(255); // Set fill to white// ellipse(posX, posY, 35, 35); // Draw gray ellipse using CENTER mode } void DrawButtons() { fill(0,155,155); // Set fill to blue ellipse(425, 225, 35, 35); ellipse(475, 225, 35, 35); fill(255,0,0); // Set fill to blue ellipse(425, 175, 35, 35); ellipse(475, 175, 35, 35); } I have realized that probably that code will not support Multitouch events on Android so I came up with another code found on this link Can Processing handle multi-touch? So the aim of this project is to create de multitouch gamepad to use to control my Arduino Robot. The gamepad should detect which key was pressed as well as the direction of the Joystick. Any help appreciated.

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  • Xcode + Perforce: it frequently shows me the spinning wheel for no reason! What can i do?

    - by GamingHorror
    While working on an Xcode project i keep getting the spinning wheel while switching files, scrolling, searching, typing, debugging, removing breakpoints, switching back from another app or saving. It also happens before compiling but usually it just happens from time to time for no apparent reason. This is the second time this started happening in a Xcode project and it's driving me nuts. It completely breaks my flow of work to have to wait for the spinning wheel to go away (2-5 seconds). What on earth could i possibly do to ... figure out what's causing the problem? resolve the problem? More details: When any project is small, everything is super-smooth with Xcode and Perforce. Two of my projects eventually had this spinning wheel problem after about 4 weeks of work. It only happened with those two projects so far. They consist of around 1000-1200 files in source control, most of them assets. The problem occurs even if i manually check out the whole project in Perforce. The problem is gone when i copy the project directory and work in the copy which is no longer under source control, or if i create a branch in Perforce and work in the branch (under source control). One of these projects i shared with a colleague, and he had exactly the same issues on his Mac. We eventually switched to Subversion and the spinning-wheel issue immediately went away. Now that i've received an updated copy of the project and simply put it under Perforce as a new project, the problem also went away (so far it did not resurface). It leads me to think that it may be caused by a larger number of file revisions. The server itself (version 2009.1) is on a different (Windows) machine on my LAN, so there's definetely no Internet lag involved. The complete repository is just 1 GB in size spread over a dozen projects or so. I'm sorry if the question seems more like a support inquiry for Perforce. However i'm using the free version of Perforce so i'm not entitled to get support from them. I hope no one minds me asking here. I'm really bummed out by this. I don't want to have to create a new branch for the project each time the spinning wheel problem surfaces.

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  • Java: Detecting image formate - resize (scale) and save as JPEG

    - by BoDiE2003
    This is the code I have, it actually works, not perfectly but it does, the problem is that the resized thumbnails are not pasting on the white Drawn rectangle, breaking the images aspect ratio, here is the code, could someone suggest me a fix for it, please? Thank you import java.awt.Color; import java.awt.Graphics2D; import java.awt.Image; import java.awt.RenderingHints; import java.awt.geom.Rectangle2D; import java.awt.image.BufferedImage; import java.io.BufferedInputStream; import java.io.ByteArrayInputStream; import java.io.ByteArrayOutputStream; import java.io.IOException; import java.io.InputStream; import javax.imageio.ImageIO; import org.apache.commons.logging.Log; import org.apache.commons.logging.LogFactory; public class ImageScalerImageIoImpl implements ImageScaler { private static final String OUTPUT_FORMAT_ID = "jpeg"; // Re-scaling image public byte[] scaleImage(byte[] originalImage, int targetWidth, int targetHeight) { try { InputStream imageStream = new BufferedInputStream( new ByteArrayInputStream(originalImage)); Image image = (Image) ImageIO.read(imageStream); int thumbWidth = targetWidth; int thumbHeight = targetHeight; // Make sure the aspect ratio is maintained, so the image is not skewed double thumbRatio = (double)thumbWidth / (double)thumbHeight; int imageWidth = image.getWidth(null); int imageHeight = image.getHeight(null); double imageRatio = (double)imageWidth / (double)imageHeight; if (thumbRatio < imageRatio) { thumbHeight = (int)(thumbWidth / imageRatio); } else { thumbWidth = (int)(thumbHeight * imageRatio); } // Draw the scaled image BufferedImage thumbImage = new BufferedImage(thumbWidth, thumbHeight, BufferedImage.TYPE_INT_RGB); System.out.println("Thumb width Buffered: " + thumbWidth + " || Thumb height Buffered: " + thumbHeight); Graphics2D graphics2D = thumbImage.createGraphics(); // Use of BILNEAR filtering to enable smooth scaling graphics2D.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); // graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); // White Background graphics2D.setPaint(Color.WHITE); graphics2D.fill(new Rectangle2D.Double(0, 0, targetWidth, targetHeight)); graphics2D.fillRect(0, 0, targetWidth, targetHeight); System.out.println("Target width: " + targetWidth + " || Target height: " + targetHeight); // insert the resized thumbnail between X and Y of the image graphics2D.drawImage(image, 0, 0, thumbWidth, thumbHeight, null); System.out.println("Thumb width: " + thumbWidth + " || Thumb height: " + thumbHeight); // Write the scaled image to the outputstream ByteArrayOutputStream out = new ByteArrayOutputStream(); ImageIO.write(thumbImage, OUTPUT_FORMAT_ID, out); return out.toByteArray(); } catch (IOException ioe) { throw new ImageResizingException(ioe); } } }

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  • Two loops speeds drawing in a Jframe

    - by noahn567
    I have a program that requires two classes. The player-Names class, and the Player-Model class. I want the player-Names class to repaint every half second, and the Player-Model class to repaint 60 times per second because i want the movement to be smooth. The problem that i am having is that i want all of this to be done on one J-frame. How would i go about doing this? If you could lead me in the right direction or give me a little example that would be great! Thank you :). for some reason it wont let me post so i'm going to put in some random code import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import javax.swing.JComponent; import javax.swing.JFrame; public class PlayerNames extends JFrame { static int connectionTimer = 0; static int connectionTimer2 = 0; static int reconnect = 0; static int reconnectValue = 1; static int x = 0; static int reconnectWait = connectionTimer + reconnectValue; private static final long serialVersionUID = 1L; public graph gg = new graph(); public graph g = new graph(); private static GameClient socketClient; private GameServer socketServer; public static void main(int width, int height) { PlayerNames tt = new PlayerNames(); // PlayerGraphics t = new PlayerGraphics(); tt.setSize(width, height); if (Game.ServerOwner == 1) { tt.setTitle("Server: " + Game.username); } else { tt.setTitle("Username: " + Game.username); } tt.setVisible(true); tt.getContentPane().add(tt.gg); tt.getContentPane().add(tt.g); tt.setDefaultCloseOperation(EXIT_ON_CLOSE); tt.setResizable(false); }

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  • What web platform is right for me?

    - by egervari
    I've been looking at web frameworks like Rails, Grails, etc. I'm used to doing applications in Spring Framework with Hibernate... and I want something more productive. One of the things I realized is that while some of the things in Grails is sexy, there are some serious problems with it. Grails' controllers: 1) are implemented awfully. They don't seem to be able to extend from super classes at runtime. I tried this to add base actions and helper methods, and this seems to cause grails to blow up. 2) are based on an obsolete request parameters model (rather than form backing objects, which are much nicer). 3) are hard to test. Command objects are treated totally differently... and it's actually MUCH harder to write the test than it is to write the controller code. 4) Command objects operate totally differently. They are pre-validated and bound, which causes a lot of inconsistencies than basic parameter model. 5) Command objects are not reusable, and it's a pain in the rear to reuse most of the stuff from the domain classes, like constraints and fields. This is TRIVIAL to do in basic Spring. Why the hell was it not trivial to do in Grails? 6) The scaffolding that is generated is pure crap. It doesn't generalize inserts and updates... and it actually copy/pastes a pile of code in two views: create.gsp and edit.gsp. The views themselves are gargantuan piles of doggie do-do. This is further compounded by the fact that it uses low-level parameters and not objects. Integration tests are 30x slower than a Spring integration test. It is disgusting. Some mocking tests are so hard to write and aren't guaranteed to work when it's deployed, that I think it discourages fast, tdd test cycles. Most things seem to screw up grails while it's running, like adding a taglib, or anything really. The server restart problem wasn't solved at all. I'm starting to think going with Spring/Hibernate/Java is the only way to go. While there is a pretty big cost at startup, I know it'll eventually smooth out. It sucks I can't use a language like Scala... because idiomatically, it is so incompatible with Hibernate. This app is also not a run-of-the-mill UI over a database. It's got some of that, but it's not going to be a slouch. I am deathly scared of Grails now because of how crap it is in the Controller layer. Suggestions on what I can do?

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  • jquery in ajax loaded content

    - by Kim Gysen
    My application is supposed to be a single page application and I have the following code that works fine: home.php: <div id="container"> </div> accordion.php: //Click functions: load content $('#parents').click(function(){ //Load parent in container $('#container').load('http://www.blabla.com/entities/parents/parents.php'); }); parents.php: <div class="entity_wrapper"> Some divs and selectors </div> <script type="text/javascript"> $(document).ready(function(){ //Some jQuery / javascript }); </script> So the content loads fine, while the scripts dynamically loaded execute fine as well. I apply this system repetitively and it continues to work smoothly. I've seen that there are a lot of frameworks available on SPA's (such as backbone.js) but I don't understand why I need them if this works fine. From the backbone.js website: When working on a web application that involves a lot of JavaScript, one of the first things you learn is to stop tying your data to the DOM. It's all too easy to create JavaScript applications that end up as tangled piles of jQuery selectors and callbacks, all trying frantically to keep data in sync between the HTML UI, your JavaScript logic, and the database on your server. For rich client-side applications, a more structured approach is often helpful. Well, I totally don't have the feeling that I'm going through the stuff they mention. Adding the javascript per page works really well for me. They are html containers with clear scope and the javascript is just related to that part. More over, the front end doesn't do that much, most of the logic is managed based on Ajax calls to external PHP scripts. Sometimes the js can be a bit more extended for some functionalities, but all just loads as smooth in less than a second. If you think that this is bad coding, please tell me why I cannot do this and more importantly, what is the alternative I should apply. At the moment, I really don't see a reason on why I would change this approach as it just works too well. I'm kinda stuck on this question because it just worries me sick as it seems to easy to be true. Why would people go through hard times if it would be as easy as this...

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  • What libraries provide cross-platform 3D and P2P support?

    - by uckelman
    I'm trying to find a constellation of libraries which, taken together, meet the following requirements: Smooth scaling, rotation, panning (in two dimensions). I'll have a large bitmap (or SVG, in some cases), maybe up to 10000x10000 pixels, which serves as map, with some middling number of small bitmaps (or, again, possibly SVG) that can be dragged around over it. I need to be able to zoom, rotate, and pan this scene; however, the view will always be normal to (i.e., looking head-on at) the large bitmap, so I'm not really using the depth dimension. Peer-to-peer. I'd like for multiple users to be able to connect in order to share one of the scenes mentioned above, preferably peer-to-peer, without much configuration by the user. I'm intending to have a server running for cases where users are unable to connect P2P; I'd like to have the failover happen automatically, or possibly have some way of promoting clients who are capable to be servers themselves. Synchronization. Once a user has started dragging one of the small bitmaps (a piece), no other user should be able to drag that piece until the drag stops. I haven't thought of exactly how to do this---there might be a simple solution, or this kind of synchronization might be something that a library provides. Cross(ish)-platform. I need to be able to run on Linux, Windows, and Mac OS. It would be nice to also be able to run on tablets. Having mostly the same code for all platforms is a plus, but not absolutely necessary. (L)GPL compatible. I'm planning to release under the LGPL or GPL, preferably the latter, so I need libraries which have compatible licenses. I'm not set on any particular language, I'd like to use the library or libraries which make the work easiest, though my preference is to work in at most two languages for the project. (The Model could potentially be in one language and the View in another, so they could talk to each other via some protocol I define, if that would get me a better selection of libraries to use.) Can anyone offer suggestions for what to use?

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