Search Results

Search found 21057 results on 843 pages for 'video game consoles'.

Page 792/843 | < Previous Page | 788 789 790 791 792 793 794 795 796 797 798 799  | Next Page >

  • How to center list tags inside an unordered list?

    - by Jack
    How can list tags that are given a display:block and are floated left, be centered inside an unordered list. The HTML: <div id="navigation"> <ul> <li>Home</li> <li>About Us</li> <li>Contact</li> <li>News</li> <li>Events</li> <li>Video</li> <li>Photos</li> </ul> </div><!-- navigation --> The CSS: #navigation { border: 3px solid orange; overflow: hidden; } #navigation ul { list-style-type: none; text-align: center; } #navigation ul li { float: left; display: block; padding: 10px 8px; border: 1px solid green; }

    Read the article

  • How to Inject code in c# method calls from a separate app

    - by Fusspawn
    I was curious if anyone knew of a way of monitoring a .Net application's runtime info (what method is being called and such) and injecting extra code to be run on certain methods from a separate running process. say i have two applications: app1.exe that for simplicity's sake could be class Program { static void Main(string[] args) { while(true){ Somefunc(); } } static void Somefunc() { Console.WriteLine("Hello World"); } } and I have a second application that I wish to be able to detect when Somefunc() from application 1 is running and inject its own code, class Program { static void Main(string[] args) { while(true){ if(App1.SomeFuncIsCalled) InjectCode(); } } static void InjectCode() { App1.Console.WriteLine("Hello World Injected"); } } So The result would be Application one would show Hello World Hello World Injected I understand its not going to be this simple ( By a long shot ) but I have no idea if it's even possible and if it is where to even start. Any suggestions ? I've seen similar done in java, But never in c#. EDIT: To clarify, the usage of this would be to add a plugin system to a .Net based game that I do not have access to the source code of.

    Read the article

  • Using the hardware keyboard to simulate button press on Android

    - by Bevor
    Hello, it is difficult to test a game with the mouse pointer on android buttons. I would like to control those buttons with the hardware keyboard. Actually I don't want to control the buttons itself but I want to control the behaviour the buttons would also do. For example I have 4 buttons in the android application with "arrow up, down, left, right". I'd like to use the arrow buttons of my hardware keyboard to control the same. How can I do that? Actually the question is, where can I set the Listener? I tried something in my activity. I set this listener to the application button: button.setOnKeyListener(new OnKeyListener() { @Override public boolean onKey(View v, int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) //scroll down return true; } }); The behaviour is the following: I can't scroll down with my hardware keyboard but with the hardware keyboard I can select the android buttons (they will be highlighted when I move on any button). After I selected the button with the Listener I can't select any other button anymore but then the Listener comes into force. Now I can scroll down with the hardware keyboard arrow down button. I would like to achieve this behaviour without selecting any button. So I thought about setting the listener to the layout container or any other layout but this has no effect. Is there any other approach to achieve this?

    Read the article

  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

    Read the article

  • Loading an FLV in Facebox with jQuery for IE7 and IE8

    - by Trip
    It goes almost without saying, this works perfectly in Chrome, Firefox, and Safari. IE (any version) being the problem. Objective: I am trying to load JWplayer which loads an FLV from S3 in a Facebox popup. jQuery(document).ready(function($) { $('a[rel*=facebox]').facebox() }) HTML (haml): %li#videoGirl = link_to 'What is HQchannel?', '#player', :rel => 'facebox' .grid_8.omega.alpha#player{:style => 'display: none;'} :javascript var so = new SWFObject('/flash/playerTrans.swf','mpl','640px','360px','0'); so.addParam('allowscriptaccess','always'); so.addParam('allowfullscreen','true'); so.addParam('wmode','transparent'); so.addVariable('file', 'http://hometownquarterlyvideos.s3.amazonaws.com/whatishqchannel.flv&autostart=true&controlbar=none&repeat=always&image=/flash/video_girl/whatishqchannel.jpg&icons=false&screencolor=none&backcolor=FFFFFF&screenalpha=0&overstretch'); so.addVariable('overstretch', 'true') so.write('player'); Problem: Despite the video being set to display: none;. It begins playing anyway. When clicking on the activation div, IE7 pops up a wrong sized blank div with a nav (params are set to not show nav and scrubber), and no buttons on the nav and srubber work. IE8 shows the right size but same behavior with nav and scrubber not working, and blank screen. My guess: I'm thinking that the problem is with the javascript not being called at the right times. It seems it's loading the facebox without the jwplayer. At least I assume. Hence the reason why the nav is there. I thinking that it did not read the javascript for that.

    Read the article

  • Simple encryption - Sum of Hashes in C

    - by Dogbert
    I am attempting to demonstrate a simple proof of concept with respect to a vulnerability in a piece of code in a game written in C. Let's say that we want to validate a character login. The login is handled by the user choosing n items, (let's just assume n=5 for now) from a graphical menu. The items are all medieval themed: eg: _______________________________ | | | | | Bow | Sword | Staff | |-----------|-----------|-------| | Shield | Potion | Gold | |___________|___________|_______| The user must click on each item, then choose a number for each item. The validation algorithm then does the following: Determines which items were selected Drops each string to lowercase (ie: Bow becomes bow, etc) Calculates a simple string hash for each string (ie: `bow = b=2, o=15, w=23, sum = (2+15+23=40) Multiplies the hash by the value the user selected for the corresponding item; This new value is called the key Sums together the keys for each of the selected items; this is the final validation hash IMPORTANT: The validator will accept this hash, along with non-zero multiples of it (ie: if the final hash equals 1111, then 2222, 3333, 8888, etc are also valid). So, for example, let's say I select: Bow (1) Sword (2) Staff (10) Shield (1) Potion (6) The algorithm drops each of these strings to lowercase, calculates their string hashes, multiplies that hash by the number selected for each string, then sums these keys together. eg: Final_Validation_Hash = 1*HASH(Bow) + 2*HASH(Sword) + 10*HASH(Staff) + 1*HASH(Shield) + 6*HASH(Potion) By application of Euler's Method, I plan to demonstrate that these hashes are not unique, and want to devise a simple application to prove it. in my case, for 5 items, I would essentially be trying to calculate: (B)(y) = (A_1)(x_1) + (A_2)(x_2) + (A_3)(x_3) + (A_4)(x_4) + (A_5)(x_5) Where: B is arbitrary A_j are the selected coefficients/values for each string/category x_j are the hash values for each string/category y is the final validation hash (eg: 1111 above) B,y,A_j,x_j are all discrete-valued, positive, and non-zero (ie: natural numbers) Can someone either assist me in solving this problem or point me to a similar example (ie: code, worked out equations, etc)? I just need to solve the final step (ie: (B)(Y) = ...). Thank you all in advance.

    Read the article

  • Am I mocking this helper function right in my Django test?

    - by CppLearner
    lib.py from django.core.urlresolvers import reverse def render_reverse(f, kwargs): """ kwargs is a dictionary, usually of the form {'args': [cbid]} """ return reverse(f, **kwargs) tests.py from lib import render_reverse, print_ls class LibTest(unittest.TestCase): def test_render_reverse_is_correct(self): #with patch('webclient.apps.codebundles.lib.reverse') as mock_reverse: with patch('django.core.urlresolvers.reverse') as mock_reverse: from lib import render_reverse mock_f = MagicMock(name='f', return_value='dummy_views') mock_kwargs = MagicMock(name='kwargs',return_value={'args':['123']}) mock_reverse.return_value = '/natrium/cb/details/123' response = render_reverse(mock_f(), mock_kwargs()) self.assertTrue('/natrium/cb/details/' in response) But instead, I get File "/var/lib/graphyte-webclient/graphyte-webenv/lib/python2.6/site-packages/django/core/urlresolvers.py", line 296, in reverse "arguments '%s' not found." % (lookup_view_s, args, kwargs)) NoReverseMatch: Reverse for 'dummy_readfile' with arguments '('123',)' and keyword arguments '{}' not found. Why is it calling reverse instead of my mock_reverse (it is looking up my urls.py!!) The author of Mock library Michael Foord did a video cast here (around 9:17), and in the example he passed the mock object request to the view function index. Furthermore, he patched POll and assigned an expected return value. Isn't that what I am doing here? I patched reverse? Thanks.

    Read the article

  • A feeling that I'm not that good developer

    - by Karim
    Hi, Im having a strange feeling, but let me first introduce myself as a software developer. I started to program when I was still a kid, I had about 10 or 11 years. I really enjoy my work and never get bored from it. It's amazing how somebody could be paid for what he really likes to do and would be doing it anyway even for free. WHen I first started to program, I was feeling proud of what I was doing, each application I built was for me a success and after 2-3 year I had a feeling that I'm a coding guru. It was a nice feeling ;-) But the more I was in the field, the more types of software I started to develop I was starting to have a feeling that I'm completely wrong in that I'm guru. I felt that I'm not even a mediocre developer. Each new field I start to work on is giving me this feeling. Like when I once developed a device driver for a client, I saw how much I need to learn about device drivers. When I developed a video filter for an application, I saw how much do I still need to learn about DirectShow, Color Spaces, and all the theory behind that. The worst thing was when I started to learn algorithms. It was several years ago. I knew then the basic structures and algorithms like the sorting, some types of trees, some hashtables, strings etc.. and when I really wanted to learn a group of structures I learned about 5-6 new types and saw that in fact even this small group has several hundred subtypes of structures. It's depressing how little time people have in their lives to learn all this stuff. I'm now a software developer with about 10 years of experience and I still feel that I'm not a proficient developer when I think about things that others do in the industry. Is this normal what I'm experiencing or is it a sign of a destructive excessive ambition? Thanks in advance for any comments.

    Read the article

  • How to detect how many time the users have click the button...

    - by Jerry
    Hello guys. Just want to know if there is a way to detect how many times a user has clicked a button by using Jquery. My main application has a button that can add input fields depend on the users. He/She can adds as many input fields as they need. When they submit the form, The add page will add the data to my database. My current idea is to create a hidden input field and set the value to zero. Every time a user clicks the button, jquery would update the attribute of the hidden input field value. Then the "add page" can detect the loop time. See the example below. I just want to know if there are better practices to do this. Thanks for the helps. main page <form method='post' action='add.php'> //omit <input type="hidden" id="add" name="add" value="0"/> <input type="button" id="addMatch" value="Add a match"/> //omit </form> jquery $(document).ready(function(){ var a =0; $("#addMatch").live('click', function(){ $('#table').append("<input name='match"+a+"Name' />") //the input field will append //as many as the user wants. a++; $('#add').attr('name', 'a'); //pass the a value to hidden input field return false; }); Add Page $a=$_POST['a']; // for($k=0;$k<$a;$k++){ //get all matchName input field $matchName=$_POST['match'.$k.'Name']; //insert the match $updateQuery=mysql_query("INSERT INTO game (team) values('$matchName')",$connection); if(!$updateQuery){ DIE('mysql Error:'+mysql_error()); }

    Read the article

  • OpenGL ES - how to keep some object at a fixed size?

    - by OMH
    I'm working on a little game in OpenGL ES. In the background, there is a world/map. The map is just a large texture. Zoom/pinch/pan is used to move around. And I'm using glOrthof (left, right, bottom, top, zNear, zFar) to implement the zoom/pinch. When I zoom in, the sprites on top of the map is also zoomed in. But I would like to have some sprites stay at a fixed size. I could probably calculate a scale factor, depending on the parameters to glOrthof, but there must be a more natural and straightforward way of doing that, instead of scaling the sprites down when I zoom in. If I add some text or some GUI elements on top of the map, they should definately have a fixed size. Is there a solution to do this, or do I have to leave fixed values in glOrthof and implement zoom/pinch in another way? EDIT: To be more clear: I want sprites that zoom in/out along with the map, but stay at the same size. I have some elements that are like the pins on the iPhone's map application. When you zoom, the pins stay the same size, but move around on the screen to stay on the same spot on the map. That is mainly what I want a solution for. Solutions for this already came below, thanks!

    Read the article

  • How do i write task? (parallel code)

    - by acidzombie24
    I am impressed with intel thread building blocks. I like how i should write task and not thread code and i like how it works under the hood with my limited understanding (task are in a pool, there wont be 100 threads on 4cores, a task is not guaranteed to run because it isnt on its own thread and may be far into the pool. But it may be run with another related task so you cant do bad things like typical thread unsafe code). I wanted to know more about writing task. I like the 'Task-based Multithreading - How to Program for 100 cores' video here http://www.gdcvault.com/sponsor.php?sponsor_id=1 (currently second last link. WARNING it isnt 'great'). My fav part was 'solving the maze is better done in parallel' which is around the 48min mark (you can click the link on the left side). However i like to see more code examples and some API of how to write task. Does anyone have a good resource? I have no idea how a class or pieces of code may look after pushing it onto a pool or how weird code may look when you need to make a copy of everything and how much of everything is pushed onto a pool.

    Read the article

  • Suggestion on UPnP presentation

    - by Microkernel
    Hi all, I am working on an embedded device (bit higher end in terms of system resources but still an embedded one) which has lot of media content in it. I am trying to make it UPnP complaint and want to be able to control this device using a UPnP complaint control point/companion device like ipad. The step towards this is to be able to present the playlist content to the user. We thought of using HTML5 as a format to use. But as I am a noob in web technologies, I am not sure whats the best way to produce and present rich dynamic web pages. The content thats presented are video/audio listing that device can play and want this listing to be generated using the user's input criteria. So, what would be the best way to generate these dynamic pages which are rich and rendered as HTML5 pages. (looked at XML & XSLT, but there seems to be some limitations in how well one can use XSLT from some rewviews I saw). Thanks Microkernel PS: This may be silly or very basic as I am a embedded systems developer and not even a noob in web technologoes...

    Read the article

  • Python Tkinter comparing PhotoImage objects

    - by Kyle Schmidt
    In a simple LightsOut game, when I click on a light I need to toggle the image on a button. I'm doing this with Tkinter, so I thought I'd just check and see what image is currently on the button (either 'on.gif' or 'off.gif') and set it to the other one, like this: def click(self,x,y): if self.buttons[x][y].image == self.on: self.buttons[x][y].config(image=self.off) self.buttons[x][y].image == self.off else: self.buttons[x][y].config(image=self.on) self.buttons[x][y].image == self.on This ends up always being True - I can turn a lgiht off, but never turn it back on. Did some research, realized that I should probably be using cmp: def click(self,x,y): if cmp(self.buttons[x][y].image,self.on) == 0: self.buttons[x][y].config(image=self.off) self.buttons[x][y].image == self.off else: self.buttons[x][y].config(image=self.on) self.buttons[x][y].image == self.on But that gave me the exact same result. Both self.on and self.off are PhotoImage objects. Aside from keeping a separate set of lists which tracks what type of light is in each position and redrawing them every click, is there a way to directly compare two PhotoImage objects like this?

    Read the article

  • UITableView with dynamic cell heights -- what do I need to do to fix scrolling down?

    - by Ian Terrell
    I am building a teensy tiny little Twitter client on the iPhone. Naturally, I'm displaying the tweets in a UITableView, and they are of course of varying lengths. I'm dynamically changing the height of the cell based on the text quite fine: - (CGFloat)heightForTweetCellWithString:(NSString *)text { CGFloat height = Buffer + [text sizeWithFont:Font constrainedToSize:Size lineBreakMode:LineBreakMode].height; return MAX(height, MinHeight); } - (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { NSString *text = // get tweet text for this indexpath return [self heightForTweetCellWithString:text]; } } I'm displaying the actual tweet cell using the algorithm in the PragProg book: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"TweetCell"; TweetCell *cell = (TweetCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [self createNewTweetCellFromNib]; } cell.tweet.text = // tweet text // set other labels, etc return cell; } When I boot up, all the tweets visible display just fine. However, when I scroll down, the tweets below are quite mussed up -- it appears that once a cell has scrolled off the screen, the cell height for the one above it gets resized to be larger than it should be, and obscures part of the cell below it. When the cell reaches the top of the view, it resets itself and renders properly. Scrolling up presents no difficulties. Here is a video that shows this in action: http://screencast.com/t/rqwD9tpdltd I've tried quite a bit already: resizing the cell's frame on creation, using different identifiers for cells with different heights (i.e. [NSString stringWithFormat:@"Identifier%d", rowHeight]), changing properties in Interface Builder... If there are additional code snippets I can post, please let me know. Thanks in advance for your help!

    Read the article

  • Texture2D.Bounds.Intersect, but the Bounds never move? - XNA, .Net 4.0

    - by Gineer
    Hi all, I am still shiny new to XNA, so please forgive any stupid question and statements in this post (The added issue is that I am using Visual Studio 2010 with .Net 4.0 which also means very few examples exist out on the web - well, none that I could find easily): I have two 2D objects in a "game" that I am using to learn more about XNA. I need to figure out when these two objects intersect. I noticed that the Texture2D objects has a property named "Bounds" which in turn has a method named "Intersects" which takes a Rectangle (the other Texture2D.Bounds) as an argument. However when you run the code, the objects always intersect even if they are on separate sides of the screen. When I step into the code, I noticed that for the Texture2D Bounds I get 4 parameters back when you mouse over the Bounds and the X, and Y coordinates always read "X = 0, Y = 0" for both objects (hence they always intersect). The thing that confuses me is the fact that the Bounds property is on the Texture rather than on the Position (or Vector2) of the objects. I eventually created a little helper method that takes in the objects and there positions and then calculate whether they intersect, but I'm sure there must be a better way. any suggestions, pointers would be much appreciated. Gineer

    Read the article

  • How to know why an animation stutters?

    - by Patrick Klug
    I have a few fairly simple animations (moving text around, moving ellipses etc.) and running in full screen (1920x1080 minus the task bar) the WPF Performance Suite reports a good framerate around 50 FPS throughout the animation. Dirty Rect Addition is somewhere around 300 rect/s, the SW frames are between 0 and 4 and the HW frames are between 3 and 5. Video memory usage is around 80 MB. Problem is that the animations stutters every other half second. My machine is a new Dell laptop XPS 15 with the GeForce GT 435 with 2GB memory. - The drivers are up to date. (The same behavior occurs on my netbook (in full screen) as well so I don't think it is hardware related.) If I make the window smaller the stutter goes away. The stutter occurs with the simplest of animations - even with just a couple of elements but adding more elements certainly makes it more noticeable. How can I find out what causes this stutter? When I think of it, I have not actually seen any WPF animations which run smoothly in full screen. Is this even possible?

    Read the article

  • FileNotFoundException Java

    - by Troels Hansen
    Hi, I'm trying to make a simple highscore system for a minesweeper game. However i keep getting a file not found exception, and i've tried to use the full path for the file aswell. package minesweeper; import java.io.*; import java.util.*; public class Highscore{ public static void submitHighscore(String difficulty) throws IOException{ int easy = 99999; int normal = 99999; int hard = 99999; //int newScore = (int) MinesweeperView.getTime(); int newScore = 10; File f = new File("Highscores.dat"); if (!f.exists()){ f.createNewFile(); } Scanner input = new Scanner(f); PrintStream output = new PrintStream(f); if (input.hasNextInt()){ easy = input.nextInt(); normal = input.nextInt(); hard = input.nextInt(); } output.flush(); if(difficulty.equals("easy")){ if (easy > newScore){ easy = newScore; } }else if (difficulty.equals("normal")){ if (normal > newScore){ normal = newScore; } }else if (difficulty.equals("hard")){ if (hard > newScore){ hard = newScore; } } output.println(easy); output.println(normal); output.println(hard); } //temporary main method used for debugging public static void main(String[] args) throws IOException { submitHighscore("easy"); } }

    Read the article

  • Help with accessing a pre-existing window AFTER opener is refreshed!

    - by Wilhelm Murdoch
    Alright, I'm at my wit's end on this issue. First, backstory. I'm working on a video management system where we're allowing users, when adding new content, to upload and, optionally, transcode a media file. We're using Java applet for the browser-based FTP client. What I want to do is allow a user to initiate an upload and then send the FTP connection instance to a popup window. This window will act as a job queue for the FTP transfer process. This will allow users to move about the main interface without having to stay on the original page until an individual file transfer is complete. For the most part I have all of this working, but here's a problem. If the window is closed, all connections are dropped and the upload process for all queued files will be canceled. So, if Window One opens the Popup Window, adds stuff to the queue, refreshes the screen or moves to a different page, how will I access the Popup Window? The popup window and its contents must remain persistent while the user navigates through the original window. The original window must be able to access the popup to add a new job to the queue. The popup window itself is independent of the opening window, so communication only happens in one direction: Parent - Popup Not Parent <- Popup Window.open(null, 'WINDOW_NAME'); will not work in this case. I need to check if a window exists BEFORE using window.open. Help!?!?

    Read the article

  • Proper way of naming your Java Google App Engine Project

    - by Saif Bechan
    I am starting out with Google's App Engine in Java. I have seen the tutorial video but I do not understand the naming of the project package. It is going to be a guestbook, that's why the name is guestbook, I understand that part. But after that I see package name. 1)Is that something you import into the project, or is is something you create. I have seen this a lot in projects, something like com.xxx.xxx. 2)How do you name this type of thing or is this an import. I have looked at another tutorial there they take the naming to a whole new level. The name of both the project and the package is de.vogella.gae.java.todo. 3)What does this mean in java terms. 4)Maybe one of you can help me with this specific project I want to start. I want to create a Google App project that for now only serves static files. I will leave the project empty and just put all my static files in the war directory of the project. I want the domain name to be mydomainstatic

    Read the article

  • Two part question about submitting bluetooth-enabled apps for the iPhone

    - by Kyle
    I have a couple questions about submitting blue-tooth enabled apps on the iPhone. I want to first say that bluetooth is merely an option in the application. The application does not completely rely on bluetooth as there are many modes the user can go in. First, do they require you to have the "peer-peer" key set in UIRequiredDeviceCapabilities even if bluetooth interface options can be disabled or hidden for non-bluetooth enabled devices? Basically, it's just an OPTION in the game and there are many other modes the player can play.. Does Apple not allow you to do that? I'm just curious, because it seems like something they would do. Adding to that, how do you check for it's functionality at runtime? In essence, how do you check UIRequiredDeviceCapabilities at runtime. I'm aware of checking iPhone device types, so would that be a proper way of going about it? I'm also sort of unaware which devices can run bluetooth gamekit, there doesn't seem to be a proper reference at the SDK site, or I'm unable to find it. Thanks for reading! [edit] I can confirm the existance of somebody rejected for submitting a bluetooth enabled app which didn't work on a iPhone 2G.. Of course, they didn't say if that was the MAIN function of the app, though.

    Read the article

  • Number of simple mutations to change one string to another?

    - by mstksg
    Hi; I'm sure you've all heard of the "Word game", where you try to change one word to another by changing one letter at a time, and only going through valid English words. I'm trying to implement an A* Algorithm to solve it (just to flesh out my understanding of A*) and one of the things that is needed is a minimum-distance heuristic. That is, the minimum number of one of these three mutations that can turn an arbitrary string a into another string b: 1) Change one letter for another 2) Add one letter at a spot before or after any letter 3) Remove any letter Examples aabca => abaca: aabca abca abaca = 2 abcdebf => bgabf: abcdebf bcdebf bcdbf bgdbf bgabf = 4 I've tried many algorithms out; I can't seem to find one that gives the actual answer every time. In fact, sometimes I'm not sure if even my human reasoning is finding the best answer. Does anyone know any algorithm for such purpose? Or maybe can help me find one? Thanks.

    Read the article

  • iOS - Rotating view reveals background.

    - by Jack
    Hi, I have created a view that I want to be able to rotate. The two views are: containerView and this has a .backgroundColor of red and BackgroundImage as a subview. Here is my code for rotating: - (void) willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration { [self adjustViewsForOrientation:toInterfaceOrientation]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } - (void) adjustViewsForOrientation:(UIInterfaceOrientation)orientation { if (orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight) { backgroundImage.image = [UIImage imageNamed:@"landscape.jpg"]; backgroundImage.frame = CGRectMake(0, 0, 1024, 704); containerView.frame = CGRectMake(0, 0, 1024, 704); self.title = @"landscape"; } else if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { backgroundImage.image = [UIImage imageNamed:@"portrait.jpg"]; backgroundImage.frame = CGRectMake(0, 0, 768, 960); containerView.frame = CGRectMake(0, 0, 768, 960); self.title = @"portrait"; } } The problem is that the image rotates, but the background color is shown whilst the view rotates. Is there a nice solution to this problem (I know that I could create the images to blend into a color and set the background to the same color, but this is not what I would like). A Video of the problem can be seen here:http://tinypic.com/r/2quj24g/6 PS the images are from the OmniGroup GitHub repo and are just used for the demo.

    Read the article

  • Collision of dot and line in 2D space

    - by Anderiel
    So i'm trying to make my first game on android. The thing is i have a small moving ball and i want it to bounce from a line that i drew. For that i need to find if the x,y of the ball are also coordinates of one dot from the line. I tried to implement these equations about lines x=a1 + t*u1 y=a2 + t*u2 = (x-a1)/u1=(y-a2)/u2 (t=t which has to be if the point is on the line) where x and y are the coordinates im testing, dot[a1,a2] is a dot that is on the line and u(u1,u2) is the vector of the line. heres the code: public boolean Collided() { float u1 =Math.abs(Math.round(begin_X)-Math.round(end_X)); float u2 =Math.abs(Math.round(begin_Y)-Math.round(end_Y)); float t_x =Math.round((elect_X - begin_X)/u1); float t_y =Math.round((elect_Y - begin_Y)/u2); if(t_x==t_y) { return true; } else { return false; } } points [begin_X,end_X] and [begin_Y,end_Y] are the two points from the line and [elect_X,elect_Y] are the coordinates of the ball theoreticaly it should work, but in the reality the ball most of the time just goes straigth through the line or bounces somewhere else where it shouldnt

    Read the article

  • What does "Value does not fall within expected range" mean in runtime error?

    - by manuel
    Hi, I'm writing a plugin (dll file) using /clr and trying to implement speech recognition using .NET. But when I run it, I got a runtime error saying "Value does not fall within expected range", what does the message mean? public ref class Dialog : public System::Windows::Forms::Form { public: SpeechRecognitionEngine^ sre; private: System::Void btnSpeak_Click(System::Object^ sender, System::EventArgs^ e) { Initialize(); } protected: void Initialize() { //create the recognition engine sre = gcnew SpeechRecognitionEngine(); //set our recognition engine to use the default audio device sre->SetInputToDefaultAudioDevice(); //create a new GrammarBuilder to specify which commands we want to use GrammarBuilder^ grammarBuilder = gcnew GrammarBuilder(); //append all the choices we want for commands. //we want to be able to move, stop, quit the game, and check for the cake. grammarBuilder->Append(gcnew Choices("play", "stop")); //create the Grammar from th GrammarBuilder Grammar^ customGrammar = gcnew Grammar(grammarBuilder); //unload any grammars from the recognition engine sre->UnloadAllGrammars(); //load our new Grammar sre->LoadGrammar(customGrammar); //add an event handler so we get events whenever the engine recognizes spoken commands sre->SpeechRecognized += gcnew EventHandler<SpeechRecognizedEventArgs^> (this, &Dialog::sre_SpeechRecognized); //set the recognition engine to keep running after recognizing a command. //if we had used RecognizeMode.Single, the engine would quite listening after //the first recognized command. sre->RecognizeAsync(RecognizeMode::Multiple); //this->init(); } void sre_SpeechRecognized(Object^ sender, SpeechRecognizedEventArgs^ e) { //simple check to see what the result of the recognition was if (e->Result->Text == "play") { MessageBox(plugin.hwndParent, L"play", 0, 0); } if (e->Result->Text == "stop") { MessageBox(plugin.hwndParent, L"stop", 0, 0); } } };

    Read the article

  • Boost Asio UDP retrieve last packet in socket buffer

    - by Alberto Toglia
    I have been messing around Boost Asio for some days now but I got stuck with this weird behavior. Please let me explain. Computer A is sending continuos udp packets every 500 ms to computer B, computer B desires to read A's packets with it own velocity but only wants A's last packet, obviously the most updated one. It has come to my attention that when I do a: mSocket.receive_from(boost::asio::buffer(mBuffer), mEndPoint); I can get OLD packets that were not processed (almost everytime). Does this make any sense? A friend of mine told me that sockets maintain a buffer of packets and therefore If I read with a lower frequency than the sender this could happen. ¡? So, the first question is how is it possible to receive the last packet and discard the ones I missed? Later I tried using the async example of the Boost documentation but found it did not do what I wanted. http://www.boost.org/doc/libs/1_36_0/doc/html/boost_asio/tutorial/tutdaytime6.html From what I could tell the async_receive_from should call the method "handle_receive" when a packet arrives, and that works for the first packet after the service was "run". If I wanted to keep listening the port I should call the async_receive_from again in the handle code. right? BUT what I found is that I start an infinite loop, it doesn't wait till the next packet, it just enters "handle_receive" again and again. I'm not doing a server application, a lot of things are going on (its a game), so my second question is, do I have to use threads to use the async receive method properly, is there some example with threads and async receive? Thanks for you attention.

    Read the article

< Previous Page | 788 789 790 791 792 793 794 795 796 797 798 799  | Next Page >