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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Choosing a JavaScript Asynch-Loader

    - by Prisoner ZERO
    I’ve been looking at various asynchronous resource-loaders and I’m not sure which one to use yet. Where I work we have disparate group-efforts whose class-modules may use different versions of jQuery (etc). As such, nested dependencies may differ, as well. I have no control over this, so this means I need to dynamically load resources which may use alternate versions of the same library. As such, here are my requirements: Load JavaScript and CSS resource files asynchronously. Manage dependency-order and nested-dependencies across versions. Detect if a resource is already loaded. Must allow for cross-domain loading (CDN's) (optional) Allow us to unload a resource. I’ve been looking at: Curl RequireJS JavaScriptMVC LABjs I might be able to fake these requirements myself by loading versions into properly-namespaced variables & using an array to track what is already loaded...but (hopefully) someone has already invented this. So my questions are: Which ones do you use? And why? Are there others that my satisfy my requirements fully? Which do you find most eloquent and easiest to work with? And why?

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • jQuery animate mouseover/mouseout keep drop menu visible

    - by Ce.
    I'm trying to make a basic drop down menu with animate and am running into the issue where I can't seem to figure out how to keep the dropdown part open until the mouse leaves. Is there an easy way to tell this to stay open? I know what I have is completely wrong regarding the .clickme mouseout function since it will unload the menu accordingly. If anyone can help in this specific instance, I would be super grateful. PREVIEW HERE http://cu3ed.com/ddmenu/ or below: $(document).ready(function() { $('.clickme').mouseover(function() { $('#slidebox').animate({ top: '+=160' }, 200, 'easeOutQuad'); }); $('.clickme').mouseout(function(){ $('#slidebox').animate({ top: '-=160' }, 200, 'easeOutQuad') }); }); I would like to keep this as simple and clean as possible. I know the CSS is all crazy but it's totally preliminary. THANKS!!!

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  • SWT applet: swt-win32-3650.dll already loaded in another classloader

    - by kilonet
    I have multiple pages with java applet written with SWT. The problem is, applet loads only on first page, to load it on another page i need restart browser, otherwise i get following error: Exception in thread "Thread-27" java.lang.UnsatisfiedLinkError: Could not load SWT library. Reasons: no swt-win32-3650 in java.library.path no swt-win32 in java.library.path Native Library C:\Documents and Settings\xxx\Local Settings\Temp\swtlib-32\swt-win32-3650.dll already loaded in another classloader C:\Documents and Settings\xxx\Local Settings\Temp\swtlib-32\swt-win32.dll: %1 is not a valid Win32 application at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source) at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source) at org.eclipse.swt.internal.C.<clinit>(Unknown Source) at org.eclipse.swt.widgets.Display.<clinit>(Unknown Source) I wonder, how can I unload swt dlls when browser page with applet is closed?

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  • Is it possible to get the client process ID of an application that runs on SQL server?

    - by Andrea.Ko
    Hi all, For my VFP application, i have a program to check currently who is accessing the server (by using sp_who2), also another progam to check who is currently locking which table. But i wish to know which options my users is accessing at the moment. Am thinking if i can write a SP to get the current connected process ID for a specific client, and insert to a table(ActLog) in SQL with the program name pass into this table during users load the program. And delete that particular record when user unload the program. Then from the ActLog, i can know who is currently accessing to which program. At the moment, i wish to know if i able to get the client process ID? rgds/Andrea

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  • How do you develop Visual Studio Add-Ins?

    - by devoured elysium
    I have a vague idea Visual Studio allows you to run a second sandboxed instance where the add-in is being in fact loaded. That'd allow you to debug your add-in code and such. Is this effectively possible? How would I go about doing that? I'm currently using a single instance of Visual Studio. I'm having the problem that as I load and run the add-in, it won't allow me to compile again until I restart that instance of Visual Studio as there seems to be no way to unload the add-in. Even using two instances of Visual Studio wouldn't really help in here. There must be an easier way, how do you guys do it? Thanks

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  • jQuery - How to remove a DOM element BEFORE complete page load

    - by webfac
    Now this may seem like a silly question, but I need to know how to remove a DOM element BEFORE it is displayed to the user. In short, I am using a div that has a background image alerting the user to enable javascript before proceeding. If the user has javascript enabled I am using jQuery to remove the DOM element, in this case $(".check-js") which is the div housing the image. Using the conventional methods to unload DOM objects as follows does not work because it waits for the page load to complete, then removes the element, causing the image to flicker on and off each time the page loads: $(function(){ $(".check-js").css( {display:"none"} ) }) I simply want to remove the div if the user has js enabled, and he must never see this div. Any suggestions and I will be grateful, thanks.

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  • Recording user data for heatmap with javascript

    - by Hanpan
    Hi, I was wondering how sites such as crazyegg.com store user click data during a session. Obviously there is some underlying script which is storing each clicks data, but how is that data then populated into a database? It seems to me the simple solution would be to send data via AJAX but when you consider that it's almost impossible to get a cross browser page unload function setup, I'm wondering if there is perhaps some other more advanced way of getting metric data. I even saw a site which records each mouse movement and I am guessing they are definitely not sending that data to a database on each mouse move event. So, in a nutshell, what kind of technology would I need in order to monitor user activity on my site and then store this information in order to create metric data? I am not looking to recreate GA, I'm just very interested to know how this sort of thing is done. Thanks in advance

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  • How to add words to an already loaded grammar using System.Speech and SAPI 5.3

    - by Kim Major
    Given the following code, Choices choices = new Choices(); choices.Add(new GrammarBuilder(new SemanticResultValue("product", "<product/>"))); GrammarBuilder builder = new GrammarBuilder(); builder.Append(new SemanticResultKey("options", choices.ToGrammarBuilder())); Grammar grammar = new Grammar(builder) { Name = Constants.GrammarNameLanguage}; grammar.Priority = priority; _recognition.LoadGrammar(grammar); How can I add additional words to the loaded grammar? I know this can be achieved both in native code and using the SpeechLib interop, but I prefer to use the managed library. Update: What I want to achieve, is not having to load an entire grammar repeatedly because of individual changes. For small grammars I got good results by calling _recognition.RequestRecognizerUpdate() and then doing the unload of the old grammar and loading of a rebuilt grammar in the event: void Recognition_RecognizerUpdateReached(object sender, RecognizerUpdateReachedEventArgs e) For large grammars this becomes too expensive.

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  • Tinyxml Multi Task

    - by shaimagz
    I have a single xml file and every new thread of the program (BHO) is using the same Tinyxml file. every time a new window is open in the program, it runs this code: const char * xmlFileName = "C:\\browsarityXml.xml"; TiXmlDocument doc(xmlFileName); doc.LoadFile(); //some new lines in the xml.. and than save: doc.SaveFile(xmlFileName); The problem is that after the first window is adding new data to the xml and saves it, the next window can't add to it. although the next one can read the data in the xml, it can't write to it. I thought about two possibilities to make it work, but I don't know how to implement them: Destroy the doc object when I'm done with it. Some function in Tinyxml library to unload the file. Any help or better understanding of the problem will be great. Thanks.

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  • Visual Studio 2010 does not discover new unit tests

    - by driis
    I am writing some unit tests in Visual Studio 2010. I can run all tests by using "Run all Tests in Current Context". However, if I write a new unit test, it does not get picked up by the environment - in other words, I am not able to find it in Test List Editor, by running all tests, or anywhere else. If I unload the project and then reload it; the new test is available to run. When I am adding a unit test, I simply add a new method to an already existing TestClass and decorating it with [TestMethod] attribute - nothing fancy. What might be causing this behaviour, and how do I make it work ?

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  • cakephp VS codeigniter VS zend framework

    - by i need help
    Very possibly very related: What PHP framework would you choose for a new application and why? Zend or CakePHP? Which one is better? Some people say CakePHP is better for php 4, what do you think? In my case, I would like the following: Lesser code to write, have really strong library and plugin base. Always have new library etc added in from contributor, eg: google map and etc... Ability to use together with the templating system like smarty. Have ACL that can control all the permission level issue. Load class when needed, unload when not needed. Load class once and use globally. Can run in windows environment (I am using xampp to run my php in windows.) After the site done, I will upload all codes into windows 2008 server (using php 5)

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  • remove ViewController from memory

    - by user262325
    hello everyone I hope to load an ViewController and do something then unload it from memory. if (self.vViewController5.view.superview==nil) { ViewController5 *blueController = [[ViewController5 alloc] initWithNibName:@"View5" bundle:nil]; self.vViewController5 = blueController; [self.vViewController5 setDelegate:self]; [blueController release]; } [self presentModalViewController:vViewController5 animated:YES]; later, call [self dismissModalViewControllerAnimated:YES]; but I found that dismissModalViewControllerAnimated does not trigger the event viewDidUnload of Viewcontroller5. I try function release but it caused program collapse. I also try removeFromSuperView but it does not trigger the event ViewDidUnload neither. Welcome any comment Thanks interdev

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  • WinForm Plugin system

    - by Patrick
    I have created a c# 2.0 WinForm application which loads dlls, searches for an interface, and then loads the interface as a plugin. I am loading the plugins in the same appdomain as the main application because they have a GUI which I am directly loading into the application as a tab item. I would like to load them in their own app domain, but do not think it is possible because of the GUI. I would also like to monitor them to tell if they are not responsive and unload them. Is this possible? If I upgrade to WPF are things any simpler.

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  • Design - Where should objects be registered when using Windsor

    - by Fredrik Jansson
    I will have the following components in my application DataAccess DataAccess.Test Business Business.Test Application I was hoping to use Castle Windsor as IoC to glue the layers together but I am bit uncertain about the design of the gluing. My question is who should be responsible for registering the objects into Windsor? I have a couple of ideas; Each layer can register its own objects. To test the BL, the test bench could register mock classes for the DAL. Each layer can register the object of its dependencies, e.g. the business layer registers the components of the data access layer. To test the BL, the test bench would have to unload the "real" DAL object and register the mock objects. The application (or test app) registers all objects of the dependencies. Can someone help me with some ideas and pros/cons with the different paths? Links to example projects utilizing Castle Windsor in this way would be very helpful.

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  • Clear Session in ASP.Net

    - by Jignesh
    I want to clear the session on Page unload. Here is a condition : If user goes from Page A to Page B of the same site session must not get cleared. If user close the browser window or Tab(close the site),session must gets cleared. I have tried using AJAX PageMethod to call server-side procedure to remove session from client side script.But the procedure is not getting hit,I have checked it using Breakpoint. server side procedure is in master.cs file I will appreciate your help. Here is code in site.master <body onunload="HandleClose();"> <script type="text/javascript"> function HandleClose() { PageMethods.AbandonSessions(); } and here is a code in master.cs : [System.Web.Services.WebMethod] public static void AbandonSessions() { HttpContext.Current.Session.Abandon(); }

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  • Can a http server detect that a client has cancelled their request?

    - by Nick Retallack
    My web app must process and serve a lot of data to display certain pages. Sometimes, the user closes or refreshes a page while the server is still busy processing it. This means the server will continue to process data for several minutes only to send it to a client who is no longer listening. Is it possible to detect that the connection has been broken, and react to it? In this particular project, we're using Django and NginX, or Apache. I assumed this is possible because the Django development server appears to react to cancelled requests by printing Broken Pipe exceptions. I'd love to have it raise an exception that my application code could catch. Alternatively, I could register an unload event handler on the page in question, have it do a synchronous XHR requesting that the previous request from this user be cancelled, and do some kind of inter-process communication to make it so. Perhaps if the slower data processing were handed to another process that I could more easily identify and kill, without killing the responding process...

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  • I don't understand Application Domains

    - by Jeremy Edwards
    .NET has this concept of Application Domains which from what I understand can be used to load an assembly into memory. I've done some research on Application Domains as well as go to my local book store for some additional knowledge on this subject matter but it seems very scarce. All I know that I can do with Application Domains is to load assemblies in memory and I can unload them when I want. What are the capabilities other that I have mentioned of Application Domains? Do Threads respect Application Domains boundaries? Are there any drawbacks from loading Assemblies in different Application Domains other than the main Application Domains beyond performance of communication? Links to resources that discuss Application Domains would be nice as well. I've already checked out MSDN which doesn't have that much information about them.

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  • abandon session in asp.net on browser close..kill session cookie

    - by Tuviah
    So I have a website where I use session start and end events to track and limit open instances of our web application, even on the same computer. On page unload i call a session enabled page method which then called session.abandon. This triggers session end event and clears the session variable but unfortunately does not kill the session cookie!! as a result if other browser instances are open there are problems because their session state just disappeared...and much worse than this when I open the site again with the zombie session still not expired, I get multiple session start and session end events on any subsequent postbacks. This happens on all browsers. so how do I truly kill the session (force the cookie to expire)

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  • UIViewController prevent view from unloading

    - by Ican Zilb
    When my iPhone app receives a Memory warning the views of UIViewControllers that are not currently visible get unloaded. In one particular controller unloading the view and the outlets is rather fatal. I'm looking for a way to prevent this view from being unloaded. I find this behavior rather stupid - I have a cache mechanism, so when a memory warning comes - I unload myself tons of data and I free enough memory, but I definitely need this view untouched. I see UIViewController has a method 'unloadViewIfReloadable', which gets called when the Memory Warning comes. Does anybody know how to tell Cocoa Touch that my view is not reloadable? Any other suggestions how to prevent my view from being unloaded on Memory Warning? Thanks in advance

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  • Jquery load() help

    - by mtwallet
    Hi. I am creating a portfolio page for m personal site. I have a slider with approx 20 anchors that link to projects I have worked on, each one contains a client logo that when clicked should load some html content then fade that content into a container div on the same page. I have been advised to use the JQuery method load() which seems straight forward. The question I have is do I have to repeat the following code for each of the 20 anchors as the url is different for each one or is there a more efficient way? $('a#project1').click(function() { $('#work').load('ajax/project1.html'); } Also would I have to use the unload() method first to ensure the div I am loading into is empty? Many thanks in advance.

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  • Question about how to read the Safari/Chrome developer tool result

    - by richard
    Hi, I am using the developer tool in chrome (i think it is the same as safari). I did a timeline when I load wwww.yahoo.com. I attached the screen shot: http://yfrog.com/4jpicture2yyp You see: * Send Request (http://www.yahoo.com) * Receive Response (http://www.yahoo.com) * Receive Response (http://www.yahoo.com) * Event (unload) * Function Call * Recalculate Style * Recalculate Style * Recalculate Style * Parse What I don't understand is why 'Parse' happens AFTER Function call and Recalculate Style? Shouldn't it need to parse HTML source FIRST Before it parses CSS file (I assume which triggers the 'Recalculate Style') and Java Script file (I assume which triggers the 'Function Call')

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  • jQuery: 'async: false' Not Working With IE7 / IE6

    - by Norbert
    I created a simple tracking script which adds the users info to a database when the page is unloaded. It works on all browsers except IE7 and IE6. IE7 gives me errors, but I can't open the "debugger" because I'm using the standalone version (or at least that's what I think the problems is). I removed the async: false, from the script below and I didn't get any errors, but I need async set to false in order for the script to work. Any ideas? $(window).unload(function() { $.ajax({ type: "POST", async: false, url: "add.php", data: "ip=" + jIp + "&date=" + jDate + "&time=" + jTime, }); }); Update: I got IE7 to display the error, kinda. When I click OK on the dialog on top, it closes both dialogs. Ugh!

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