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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • DBA Best Practices - A Blog Series: Episode 2 - Password Lists

    - by Argenis
      Digital World, Digital Locks One of the biggest digital assets that any company has is its secrets. These include passwords, key rings, certificates, and any other digital asset used to protect another asset from tampering or unauthorized access. As a DBA, you are very likely to manage some of these assets for your company - and your employer trusts you with keeping them safe. Probably one of the most important of these assets are passwords. As you well know, the can be used anywhere: for service accounts, credentials, proxies, linked servers, DTS/SSIS packages, symmetrical keys, private keys, etc., etc. Have you given some thought to what you're doing to keep these passwords safe? Are you backing them up somewhere? Who else besides you can access them? Good-Ol’ Post-It Notes Under Your Keyboard If you have a password-protected Excel sheet for your passwords, I have bad news for you: Excel's level of encryption is good for your grandma's budget spreadsheet, not for a list of enterprise passwords. I will try to summarize the main point of this best practice in one sentence: You should keep your passwords on an encrypted, access and version-controlled, backed-up, well-known shared location that every DBA on your team is aware of, and maintain copies of this password "database" on your DBA's workstations. Now I have to break down that statement to you: - Encrypted: what’s the point of saving your passwords on a file that any Windows admin with enough privileges can read? - Access controlled: This one is pretty much self-explanatory. - Version controlled: Passwords change (and I’m really hoping you do change them) and version control would allow you to track what a previous password was if the utility you’ve chosen doesn’t handle that for you. - Backed-up: You want a safe copy of the password list to be kept offline, preferably in long term storage, with relative ease of restoring. - Well-known shared location: This is critical for teams: what good is a password list if only one person in the team knows where it is? I have seen multiple examples of this that work well. They all start with an encrypted database. Certainly you could leverage SQL Server's native encryption solutions like cell encryption for this. I have found such implementations to be impractical, for the most part. Enter The World Of Utilities There are a myriad of open source/free software solutions to help you here. One of my favorites is KeePass, which creates encrypted files that can be saved to a network share, Sharepoint, etc. KeePass has UIs for most operating systems, including Windows, MacOS, iOS, Android and Windows Phone. Other solutions I've used before worth mentioning include PasswordSafe and 1Password, with the latter one being a paid solution – but wildly popular in mobile devices. There are, of course, even more "enterprise-level" solutions available from 3rd party vendors. The truth is that most of the customers that I work with don't need that level of protection of their digital assets, and something like a KeePass database on Sharepoint suits them very well. What are you doing to safeguard your passwords? Leave a comment below, and join the discussion! Cheers, -Argenis

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  • Perspective Is Everything

    - by juanlarios
    Sitting on a window seat on my way back from Seattle I looked out the window and saw the large body of water. I was reminded of childhood memories of running as hard as I could through burning hot sand with the anticipation of the splash of the ocean. Looking out the window the water appeared like a sheet draped over land. I couldn’t help but ponder how perspective changes everything.  Over the last several days I had a chance to attend the MVP Summit in Redmond. I had a great time with fellow MVP’s and the SharePoint Product Group. Although I can’t say much about what was discussed and what is coming in the future, I want to share some realizations I had while experiencing the MVP summit.  The SharePoint Product is ever-improving, full of innovation but also a reactionary embodiment of MVP, client and market feedback. There are several features that come to mind that clients complain about where I have felt helpless in informing them that the features are not as mature as they would like it. Together, we figure out a way to make it work and deal with the limitations. It became clear that there are features that have taken a different purpose in the market place from the original vision. The SP Product group is working hard to react to these changes in vision and make SharePoint better for real life implementations.  It is easy to think that SharePoint should be all things to all people. In reality there are products that are very detailed in specific composites, they do this one thing well but severely lack in other areas.  Its easy sometimes to say, “What was Microsoft thinking with this feature?” the Product group is doing all they can to make the moving pieces better and dealing with challenges with having all of them work together.  Sometimes the features don’t fully embody the vision because of the many challenges, but trust me when I say the product group is really focused on delivery and innovation.  As I was speaking with a fellow MVP throughout the session, we spoke about the iPad 2(ironically announced this past week during the MVP summit) and Microsoft’s possible product answer; I realized the days of reactionary products from MS is over. There are many users that will remember Vista and the painful execution in that product, but there has been a lot of success in Windows 7. There was no rush for a reactionary answer to the Nintendo Wii, as a result a ground breaking and game changing product was brought to market, the XBOX –Kinect! I can’t say much here, but it’s safe to say, expect innovation, and execution of products and technology that will change the market instead of react to them!       There are many things I learned and I would love to share that have to do with perspective, technology, etc… but this is far as I can go in details. This might not be new to you or specifically the message that was shared during the summit. These are just my impressions of the event and the spirit of future vision. Great things ahead!

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  • eSTEP Newsletter November 2012

    - by mseika
    Dear Partners,We would like to inform you that the November '12 issue of our Newsletter is now available.The issue contains information to the following topics: News from CorpOracle Celebrates 25 Years of SPARC Innovation; IDC White Papers Finds Growing Customer Comfort with Oracle Solaris Operating System; Oracle Buys Instantis; Pillar Axiom OpenWorld Highlights; Announcement Oracle Solaris 11.1 Availability (data sheet, new features, FAQ's, corporate pages, internal blog, download links, Oracle shop); Announcing StorageTek VSM 6; Announcement Oracle Solaris Cluster 4.1 Availability (new features, FAQ's, cluster corp page, download site, shop for media); Announcement: Oracle Database Appliance 2.4 patch update becomes available Technical SectionOracle White papers on SPARC SuperCluster; Understanding Parallel Execution; With LTFS, Tape is Gaining Storage Ground with additional link to How to Create Oracle Solaris 11 Zones with Oracle Enterprise Manager Ops Center; Provisioning Capabilities of Oracle Enterprise Ops Center Manager 12c; Maximizing your SPARC T4 Oracle Solaris Application Performance with the following articles: SPARC T4 Servers Set World Record on Siebel CRM 8.1.1.4 Benchmark, SPARC T4-Based Highly Scalable Solutions Posts New World Record on SPECjEnterprise2010 Benchmark, SPARC T4 Server Delivers Outstanding Performance on Oracle Business Intelligence Enterprise Edition 11g; Oracle SUN ZFS Storage Appliance Reference Architecture for VMware vSphere4; Why 4K? - George Wilson's ZFS Day Talk; Pillar Axiom 600 with connected subjects: Oracle Introduces Pillar Axiom Release 5 Storage System Software, Driving down the high cost of Storage, This Provisioning with Pilar Axiom 600, Pillar Axiom 600- System overview and architecture; Migrate to Oracle;s SPARC Systems; Top 5 Reasons to Migrate to Oracle's SPARC Systems Learning & EventsRecently delivered Techcasts: Learning Paths; Oracle Database 11g: Database Administration (New) - Learning Path; Webcast: Drill Down on Disaster Recovery; What are Oracle Users Doing to Improve Availability and Disaster Recovery; SAP NetWeaver and Oracle Exadata Database Machine ReferencesARTstor Selects Oracle’s Sun ZFS Storage 7420 Appliances To Support Rapidly Growing Digital Image Library, Scottish Widows Cuts Sales Administration 20%, Reduces Time to Prepare Reports by 75%, and Achieves Return on Investment in First Year, Oracle's CRM Cloud Service Powers Innovation: Applications on Demand; Technology on Demand, How toHow to Migrate Your Data to Oracle Solaris 11 Using Shadow Migration; Using svcbundle to Create SMF Manifests and Profiles in Oracle Solaris 11; How to prepare a Sun ZFS Storage Appliance to Serve as a Storage Devise with Oracle Enterprise Manager Ops Center 12c; Command Summary: Basic Operations with the Image Packaging System In Oracle Solaris 11; How to Update to Oracle Solaris 11.1 Using the Image Packaging System, How to Migrate Oracle Database from Oracle Solaris 8 to Oracle Solaris 11; Setting Up, Configuring, and Using an Oracle WebLogic Server Cluster; Ease the Chaos with Automated Patching: Oracle Enterprise Manager Cloud Control 12c; Book excerpt: Oracle Exalogic Elastic Cloud HandbookYou find the Newsletter on our portal under eSTEP News ---> Latest Newsletter. You will need to provide your email address and the pin below to get access. Link to the portal is shown below.URL: http://launch.oracle.com/PIN: eSTEP_2011Previous published Newsletters can be found under the Archived Newsletters section and more useful information under the Events, Download and Links tab. Feel free to explore and any feedback is appreciated to help us improve the service and information we deliver.Thanks and best regards,Partner HW Enablement EMEA

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • OpenXML SDK: Make Excel recalculate formula

    - by chiccodoro
    I update some cells of an Excel spreadsheet through the Microsoft Office OpenXML SDK 2.0. Changing the values makes all cells containing formula that depend on the changed cells invalid. However, due to the cached values Excel does not recalculate the formular, even if the user clicks on "Calculate now". What is the best way to invalidate all dependent cells of the whole workbook through the SDK? So far, I've found the following code snippet at http://cdonner.com/introduction-to-microsofts-open-xml-format-sdk-20-with-a-focus-on-excel-documents.htm: public static void ClearAllValuesInSheet (SpreadsheetDocument spreadSheet, string sheetName) { WorksheetPart worksheetPart = GetWorksheetPartByName(spreadSheet, sheetName); foreach (Row row in worksheetPart.Worksheet. GetFirstChild().Elements()) { foreach (Cell cell in row.Elements()) { if (cell.CellFormula != null && cell.CellValue != null) { cell.CellValue.Remove(); } } } worksheetPart.Worksheet.Save(); } Besides the fact that this snippet does not compile for me, it has two limitations: It only invalidates a single sheet, although other sheets might contain dependent formula It does not take into account any dependencies. I am looking for a way that is efficient (in particular, only invalidates cells that depend on a certain cell's value), and takes all sheets into account. Update: In the meantime I have managed to make the code compile & run, and to remove the cached values on all sheets of the workbook. (See answers.) Still I am interested in better/alternative solutions, in particular how to only delete cached values of the cells that actually depend on the updated cell.

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  • How much multiple style sheets slow down to website?

    - by metal-gear-solid
    Here is 3 css file (one is only for IE) <link rel="stylesheet" href="css/blueprint/screen.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="css/blueprint/print.css" type="text/css" media="print"> <!--[if lt IE 8]><link rel="stylesheet" href="css/blueprint/ie.css" type="text/css" media="screen, projection"><![endif]--> If i keep divide scree.css into these css in my website Now it will be 6 css ( one is only for IE) <link rel="stylesheet" href="css/blueprint/reset.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="css/blueprint/grid.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="css/blueprint/typography.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="css/blueprint/forms.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="css/blueprint/print.css" type="text/css" media="print"> <!--[if lt IE 8]><link rel="stylesheet" href="css/blueprint/ie.css" type="text/css" media="screen, projection"><![endif]--> If i go for method two for a website even after production . Does it really slowdown the website page loading speed? if yes then how much? How much these 3 extra style sheet will affect site performance?

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • How do I configure CI hudson with PHPunit and how do I run phpunit using hudson?

    - by Vinesh
    Hi, I am getting following error mentioned below. Help is much needed for this... kindly go through the errors. Started by an SCM change Updating https://suppliesguys.unfuddle.com/svn/suppliesguys_frontend2/Frontend-Texity/src U sites\all\modules\print\print_pdf\print_pdf.pages.inc At revision 1134 [workspace] $ sh -xe C:\WINDOWS\TEMP\hudson6292587174545072503.sh The system cannot find the file specified FATAL: command execution failed java.io.IOException: Cannot run program "sh" (in directory "E:\Projects\Hudson.hudson\jobs\TSG\workspace"): CreateProcess error=2, The system cannot find the file specified at java.lang.ProcessBuilder.start(Unknown Source) at hudson.Proc$LocalProc.(Proc.java:149) at hudson.Proc$LocalProc.(Proc.java:121) at hudson.Launcher$LocalLauncher.launch(Launcher.java:636) at hudson.Launcher$ProcStarter.start(Launcher.java:271) at hudson.Launcher$ProcStarter.join(Launcher.java:278) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:83) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:58) at hudson.tasks.BuildStepMonitor$1.perform(BuildStepMonitor.java:19) at hudson.model.AbstractBuild$AbstractRunner.perform(AbstractBuild.java:584) at hudson.model.Build$RunnerImpl.build(Build.java:174) at hudson.model.Build$RunnerImpl.doRun(Build.java:138) at hudson.model.AbstractBuild$AbstractRunner.run(AbstractBuild.java:416) at hudson.model.Run.run(Run.java:1244) at hudson.model.FreeStyleBuild.run(FreeStyleBuild.java:46) at hudson.model.ResourceController.execute(ResourceController.java:88) at hudson.model.Executor.run(Executor.java:122) Caused by: java.io.IOException: CreateProcess error=2, The system cannot find the file specified at java.lang.ProcessImpl.create(Native Method) at java.lang.ProcessImpl.(Unknown Source) at java.lang.ProcessImpl.start(Unknown Source) ... 17 more Publishing Javadoc Publishing Clover coverage report... No Clover report will be published due to a Build Failure [xUnit] Starting to record. [xUnit] [PHPUnit] - Use the embedded style sheet. [xUnit] [ERROR] - No test report file(s) were found with the pattern 'build/logs/phpunit.xml' relative to 'E:\Projects\Hudson.hudson\jobs\TSG\workspace' for the testing framework 'PHPUnit'. Did you enter a pattern relative to the correct directory? Did you generate the result report(s) for 'PHPUnit'? [xUnit] Stopping recording. Finished: FAILURE

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  • How does Silverlight Image Clipping work?

    - by TreeUK
    I've got a very large image which I'd like to use for sprite techniques (à la css image sprites). I've got the code below: <Image x:Name="testImage" Width="24" Height="12" Source="../Resources/Images/sprites.png"> <Image.Clip> <RectangleGeometry Rect="258,10632,24,12" /> </Image.Clip> </Image> This clips the source image to 24x12 at the relative position of 258, 10632 in the source image. The problem is that I want the cropped image to show at 0,0 in the testImage whereas it shows it at 258, 10632. It's using the geometry as a cutting guide but also as a layout guide. Anyone have any idea how this should be done? if at all. Conclusion: There seems to be no good way of doing this at present, Graeme's solution seems to be the closest to achieving this with Silverlight 2.0. That said, if anyone knows of a better way of doing this, please reply with an answer.

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  • Configuring xUnit test output in Hudson

    - by graham.reeds
    I have a simple PoC project in Hudson. The PoC has unit tests written via UnitTest++ and outputs the results as XML for consumption by xUnit to munge into jUnit format. Here are the salient relevant I have my project configured to use MSBuild to build the 2008 solution. The project contains both the dll it is to build and the unit tests which are run as a post-build step. My workspace in Hudson is set to c:\develop\money (Money is the name of the project) and in the Hudson console I can see the workspace folders, the solution file and output folders (/bin, /doc, etc). The test console app outputs its file 'money_unit_tests.xml' to the folder 'reports' (making c:\develop\money\reports). I've restarted Hudson since installing xUnit and setting the workspace. However when I start Hudson building I am given the following message: [xUnit] Starting to record. [xUnit] [UnitTest] - Use the embedded style sheet. [xUnit] [ERROR] - No test report file(s) were found with the pattern 'reports/money_unit_tests.xml' relative to 'C:\.hudson\jobs\Money\workspace' for the testing framework 'UnitTest'. Did you enter a pattern relative to the correct directory? Did you generate the result report(s) for 'UnitTest'? [xUnit] Stopping recording. Finished: FAILURE Why does Hudson seem to think the workspace is in C:.hudson... and not C:\Develop...? What can I do change it? If I can't change it, what can I do to mitigate these changes? (I don't exactly want to hardcode the output for the xml to C:.hudson...)

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  • jQuery modal Dialog over iFrame

    - by Ram
    I am using jQuery UI dialog for modal popups. I have some iframes in my page as well. The iFrame (z-Index = 1500) sits on top of the parent page (z-index =1000). I open the modal dialog from the parent page. I am trying to set the z-index using $('modal').dialog('option','zIndex',3000); but this is not working. I also tried stack:true (to stack it on top), and .dialog( 'moveToTop' ) as well, but they don't seem to work. Here is the code: Parent page: using style sheet : from "css/ui-darkness/jquery-ui-1.7.2.custom.css" using scripts: jquery-1.3.2.min.js && jquery-ui-1.7.2.custom.min.js <script type="text/javascript" language="javascript"> function TestModal() { var modal = "<div id='modal'>Hello popup world</div>"; $(modal).dialog({ modal: true, title: 'Modal Popup', zIndex: 12000, // settin it here works, but I want to set it at runtime instead of setting it at design time close: function() { setTimeout(TestModal, 5000); $(this).remove(); } }); $('modal').dialog('option', 'zIndex', 11000); // these dont work $('modal').dialog('moveToTop'); // these dont work $('modal').dialog('option', 'stack', true); // these dont work } /** Run with defaults **/ $(document).ready(function() { TestModal(); }); </script> <div> Hello World <br /> </div> <iframe src="blocker.htm" width="100%" height="100%" frameborder="0" scrolling="no" name="myInlineFrame" style="z-index:10000;background-color:Gray;position:absolute;top:0px;left:0px" ALLOWTRANSPARENCY="false"> </iframe> iframe : blocker.htm .wrap{width:100%;height:100%} I am an iframe and I am evil

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  • Linq IQueryable variables

    - by kevinw
    Hi i have a function that should return me a string but what is is doing is bringing me back the sql expression that i am using on the database what have i done wrong public static IQueryable XMLtoProcess(string strConnection) { Datalayer.HameserveDataContext db = new HameserveDataContext(strConnection); var xml = from x in db.JobImports where x.Processed == false select new { x.Content }; return xml; } this is the code sample this is what i should be getting back <PMZEDITRI TRI_TXNNO="11127" TRI_TXNSEQ="1" TRI_CODE="600" TRI_SUBTYPE="1" TRI_STATUS="Busy" TRI_CRDATE="2008-02-25T00:00:00.0000000-00:00" TRI_CRTIME="54540" TRI_PRTIME="0" TRI_BATCH="" TRI_REF="" TRI_CPY="main" C1="DEPL" C2="007311856/001" C3="14:55" C4="CUB2201" C5="MR WILLIAM HOGG" C6="CS12085393" C7="CS" C8="Blocked drain" C9="Scheme: CIS Home Rescue edi tests" C10="MR WILLIAM HOGG" C11="74 CROMARTY" C12="OUSTON" C13="CHESTER LE STREET" C14="COUNTY DURHAM" C15="" C16="DH2 1JY" C17="" C18="" C19="" C20="" C21="CIS" C22="0018586965 ||" C23="BD" C24="W/DE/BD" C25="EX-DIRECTORY" C26="" C27="/" C28="CIS Home Rescue" C29="CIS Home Rescue Plus Insd" C30="Homeserve Claims Management Ltd|Upon successful completion of this repair the contractor must submit an itemised and costed Homeserve Claims Management Ltd Job Sheet." N1="79.9000" N2="68.0000" N3="11.9000" N4="0" N5="0" N6="0" D1="2008-02-25T00:00:00.0000000-00:00" T2="EX-DIRECTORY" T4="Blocked drain" TRI_SYSID="9" TRI_RETRY="3" TRI_RETRYTIME="0" /> can anyone help me please

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  • input type file alternative and file upload best practice

    - by Ioxp
    Background: I am working on a file upload page that will extend an existing web portal. This page will allow for an end user to upload files from there local computer to our network (the files will not be stored on the web server, rather a remote workstation). The end user will have the ability to view the data that they have submitted by hyper-linking the files that have been uploaded on this page. Question 1: Is there an ASP.net alternative to the <input type="file" runat="server" /> HTML tag? The reason for asking is i would rather use an image button and display the file as an asp label on the portal to keep with a consistent style. Question 2: So i understand that giving the end user the ability to upload files to the server and then turn around to show them the data that they posted poses a security threat. So far i am using the id.PostedFile.ContentType and the file extension to reject the data if its not an accepted format (i.e. "text/plain", "application/pdf", "application/vnd.ms-excel", or "application/vnd.openxmlformats-officedocument.spreadsheetml.sheet"). Also the location where the files are uploaded to has a sufficient amount of virus and malware protection and this is not a concern. What, from the C# point of view, additional steps should i take to ensure that the end user cant take advantage and compromise the system in regards to allowing them to upload files?

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  • Manual drag-drop operations in Flex

    - by Yarin
    This is a two-part problem: A) I'm implementing several irregular drag-drop operations in Flex (e.g. DataGrid ItemRenderer into Tree). My preference was modifying DragManager operations to meet my needs, and in fact using DragManager allows me to do everything I need, but I'm having serious issues with performance. For example, dragging anything over a many-columned DataGrid, whether the drag was initiated with DragManager.doDrag, or just using native ListBase drag-drop functionality, slows the drag movement to a crawl. Even if the DataGrid is disabled/ not listenening for any move/drag events, this happens. On the other hand, if the drag is initiated by calling .startDrag() on the Sprite, the drag is smooth and performs great over DataGrids and everything else. So part A would be: Is there a reason why .startDrag() operations work so well, while drags initiated through DragManager.doDrag suffer so badly when over certain components? B) If indeed the solution is to handle drag-drops using .startDrag(), how would I go about determining what component the mouse is over when the drag is released? In my example, my dragged object is brought up to the top level of the display list, and so is being moved around in stage coordinates. mouseMove, mouseOver events don't fire on the components I'm dragging over because the mouse is constantly over the dragged component, so I would need some sort of stage.coordinate - visibleComponentAtThatCoordinate conversion. Any thoughts on this? Thanks alot!-- Yarin

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  • zend_form display group inside foreach

    - by Mike
    I want to create a display group generated from foreach() clause output. I can't seem to get the syntax correct. Here's the business logic: for each category row find the associated fees output the category description as a label and the fees as radio buttons then create a display group with the fees as the group elements and the category description as the legend. I then have a style sheet format the elements on the page. and here's the code: foreach ($categoryData as $categoryRow) { $fees[$i] = new Zend_Form_Element_Radio("fees[$i]"); $fees[$i]->setDescription(strval($categoryRow['description'])); foreach ($feeData as $feeRow) { if ($feeRow['categories_idCategory'] == $categoryRow['idCategory']){ $fees[$i] ->addMultiOption($feeRow['idFees'] . '-' . $feeRow['categories_idCategory'], $feeRow['amount'] . '-' . $feeRow['name']); } } $fees[$i]->setRequired(TRUE); $this->addElements(array($fees[$i])); $this->addDisplayGroup($feeRow['name'], 'feeGroup',array('legend' => strval($feeRow['description']))); $i++; } I tried placing the addDisplayGroup() code within the foreach(), but I get the error: Message: No valid elements specified for display group So, my guess is that I'm making some kind of novice mistake that you experts will spot right away. I appreciate your time and attention to this matter.

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  • How do I check to see if my subview is being touched?

    - by Amy
    I went through this tutorial about how to animate sprites: http://icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/ I've been attempting to expand on the tutorial by trying to make Ryu animate only when he is touched. However, the touch is not even being registered and I believe it has something to do with it being a subview. Here is my code: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [touches anyObject]; if([touch view] == ryuView){ NSLog(@"Touch"); } else { NSLog(@"No touch"); } } -(void) ryuAnims{ NSArray *imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], [UIImage imageNamed:@"6.png"], [UIImage imageNamed:@"7.png"], [UIImage imageNamed:@"8.png"], [UIImage imageNamed:@"9.png"], [UIImage imageNamed:@"10.png"], [UIImage imageNamed:@"11.png"], [UIImage imageNamed:@"12.png"], nil]; ryuView.animationImages = imageArray; ryuView.animationDuration = 1.1; [ryuView startAnimating]; } -(void)viewDidLoad { [super viewDidLoad]; UIImageView *image = [[UIImageView alloc] initWithFrame: CGRectMake(100, 125, 150, 130)]; ryuView = image; ryuView.image = [UIImage imageNamed:@"1.png"]; ryuView.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuView]; [image release]; } This code compiles fine, however, when touching or clicking on ryu, nothing happens. I've also tried if([touch view] == ryuView.image) but that gives me this error: "Comparison of distinct Objective-C type 'struct UIImage *' and 'struct UIView *' lacks a cast." What am I doing wrong?

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  • MediaWiki installed on virtual server accessed through Apache ProxyPass

    - by Eugen Mihailescu
    Note: where you will see "xttp" actualy is "http" but stackoverflow rules do not allow me to use more than 1 hyperlink in one post because I do not have enough "credit" to do that :) INTRODUCTION Hi, I have installed a MediaWiki 1.15.3 software on a private LAN on a Linux box (CentOS 5), with: Apache 2.2.3, PHP 5.1.6, MySQL 5.0.45. Let's name this Linux box "wiki box". Public users can't access this wiki as it is hosted on a private LAN. For external users (the Internet users) we have a Linux router (with Apache 2.0.52) where we host our website (ex: xttp://www.cubique.ro). Let's name this Linux box "router". WHAT I WANT What I want to do is: to create a virtual domain (as xttp://wiki.cubique.ro) on the "router" setup the virtual domain to forward all xttp requests to my private "wiki box" (ex: xttp://192.168.0.200/wiki_root/) WHAT I'VE DONE ALREADY On router's Apache (httpd.conf) I have created a VirtualHost as: < VirtualHost 0.0.0.0:80 ServerName wiki.cubique.ro DocumentRoot /someinternalpath/html ScriptAlias /cgi-bin /someinternalpath/cgi-bin ... Well, after I have navigate at wiki.cubique.ro I saw a blank web page, as /someinternalpath/html has an empty index.htm page. No problem, I know that I have to "teach" the router to pass all the access of virtual domain (wiki.cubique.ro) to the wiki box, where the real pages are stored. So I teach the Apache to ProxyPass the access of virtual domain root to the wiki box root like this: ...the following lines lies in the same virtual domain definition, see above ProxyPass / xttp://192.168.0.200/wiki/ ProxyPassReverse / xttp://192.168.0.200/wiki/ < /VirtualHost WHAT IS THE ISSUE If I access the wiki using the internal address (such as xttp://192.168.0.200/wiki/) it looks splendid (style sheets, everything). When I access the wiki using the virtual domain name ( xttp://wiki.cubique.ro ) it shows the content but no style sheet. Worse than that, no internal wiki links are working at all. Make a try: http://wiki.cubique.ro FINALLY, THE QUESTION Anyone has a clue how to deal with this? Thanks.

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  • Best cubicle toys for programming

    - by dlamblin
    I need some employee/co-worker Christmas gift ideas. Do you have any good cubicle toys that help you to do any of: think about programming problems solve programming problems by representing common abstractions can be directly programmed can interface with a PC based IDE to be programmed. it may present problems that can be solved, to kick start problem solving. Disallowed items are: reference material in book, pamphlet, poster or cheat-sheet form, even if it has kick ass pop-cultural references. edibles. [discuss separately] things that need their own lab-space and/or extensive tools to be worked with. So yes, Lego Mindstorms come to mind, but they aren't cubicle toys because they cost more than cubicle toys would, and they have too many losable parts. comments on the answers so far: The 20 Questions game sounds quite neat as it could get you thinking; The bean balls could be used as tokens in a problem, so I can see that working. The magnetic toys like ball of whacks or the ball-and-stick ones present hands on fun of a structural nature... now can there be a similar hands on fun toy that aids in representing a solution to a problem? The Gui Mags clearly could, but they're quite utility oriented. The AVR Butterfly is less of a toy but definitely priced attractively, cheaper and more responsive than a basic stamp. I'm not going to pick an answer; there's several great suggestions here. Thank you.

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  • Problem sorting RSS feed by date using XSL

    - by Buckers
    I'm creating a website where I need to show the top 5 records from an RSS feed, and these need to be sorted by date and time. The date fields in the RSS feed are in the following format: "Mon, 16 Feb 2009 16:02:44 GMT" I'm having big problems getting the records to sort correctly - I've tried lots of different code examples I've seen, but none seem to sort the records correctly. The code for my XSL sheet is shown below, and the feed in question is here. Very grateful for anyones help!!! Thanks, Chris. XSL CODE: <xsl:stylesheet version="1.1" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:digg="http://digg.com//docs/diggrss/" xmlns:dc="http://purl.org/dc/elements/1.1/"> <xsl:template match="/"> <xsl:for-each select="//*[local-name()='item'][position() < 6]"> <p> <a> <xsl:attribute name="href"> <xsl:value-of select="*[local-name()='link']"/></xsl:attribute> <xsl:attribute name="target"> <xsl:text>top</xsl:text> </xsl:attribute> <xsl:value-of select="*[local-name()='title']"/> </a> <br/> <span class="smaller"><xsl:value-of select="*[local-name()='pubDate']" disable-output-escaping="yes"/></span> </p> </xsl:for-each>

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  • XSLT: how to ignore line feeds?

    - by arnaud
    Hi, Given this example XML file: <doc> <tag> Hello ! </tag> <tag> My name is John </tag> </doc> And the following XSLT sheet: <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:template match="/"> <xsl:for-each select="doc/tag"> <xsl:value-of select="."/> </xsl:for-each> </xsl:template> </xsl:stylesheet> How should I change it in order to ignore line feeds in the items? In other words, I would like to obtain: Hello! My name is John Without all those those silly line feeds. ...the question is how. Thanks in advance !

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  • XSLT: how to ignore unnecessary white space?

    - by arnaud
    Hi, Given this example XML file: <doc> <tag> Hello ! </tag> <tag> My name is John </tag> </doc> And the following XSLT sheet: <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:template match="/"> <xsl:for-each select="doc/tag"> <xsl:value-of select="."/> </xsl:for-each> </xsl:template> </xsl:stylesheet> How should I change it in order to ignore line feeds and convert any group of white-space characters to just one space in the items? In other words, I would like to obtain: Hello! My name is John Without all those those silly line feeds. ...the question is how. Thanks in advance !

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  • Draw on screen border in Commodore 64

    - by Stefano Borini
    Ok. I hope it does not get closed because I have this curiosity since 25 years and I would love to understand the trick. In the commodore 64 the border was not addressable by the 6569 VIC. All you could do was to draw pixels in the central area, the one where the cursor moved. The border was always uniform, although you could change its color with poke 53280,color if i remember correctly. Nevertheless I clearly remember games intros where the border was featured with graphics, like it was fully addressable. I tried to understand how it worked but never got to the point. legends say it was a clever use of sprites, which could, under some circumstances, be drawn on the border, but I don't know if it's an urban legend. edit: just read this from one of the provided links Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). Until the Group Crest released Krestage 3 in May 2007 there was the common perception that no more than 8 sprites could appear at one raster line, but assigning new Y coordinates made it reappear further down the screen. This is evil.... you beat the raster and reposition the sprite before it gets there...

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