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  • Android onFling not responding

    - by Kevin Moore
    I am new to android first of all so think of any newbie mistakes first I am trying to add a fling function in my code. public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback, OnGestureListener { private MainThread thread; private Droid droid; private Droid droid2; private static final String TAG = gameView.class.getSimpleName(); private GestureDetector gestureScanner; public MainGamePanel(Context context){ super(context); getHolder().addCallback(this); droid = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 270, 300); droid2 = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 50, 300); thread = new MainThread(getHolder(), this); setFocusable(true); gestureScanner = new GestureDetector(this); } public boolean onTouchEvent(MotionEvent event){ return gestureScanner.onTouchEvent(event); } @Override protected void onDraw(Canvas canvas){ canvas.drawColor(Color.BLACK); droid.draw(canvas); droid2.draw(canvas); } @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { droid.setX(50); droid.setY(50); Log.d(TAG, "Coords: x=" + e1.getX() + ",y=" + e2.getY()); return true; } @Override public boolean onDown(MotionEvent e) { droid2.setX((int)e.getX()); droid2.setY((int)e.getY()); Log.d(TAG, "Coords: x=" + e.getX() + ",y=" + e.getY()); return false; } I got the gestureListener to work with: onDown, onLongPress, and onShowPress. But i can't get any response with onFling, onSingleTapUp, and onScroll. What mistake am I making? does it have to do with views? I don't know what code would be useful to see.... so any suggestions would be much appreciated. Thank You!

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  • Collision between 2 objects of the same class

    - by user1826033
    Okay, so I have an enemy class(With rotation, position, texture and so on). I spawn a few enemies on the screen, they move around, but they overlap each other. So I tried to do a collision check between two enemies of the same class. But no matter what method I try, it isn't quite working. The best thing I tried was: foreach (Enemy enemy1 in enemies) { enemy1Pos = new Vector2(enemy1.position.X, enemy1.position.Y) foreach (Enemy enemy2 in enemies) { enemy2Pos = new Vector2(enemy2.position.X, enemy2.position.Y) if (Vector2.Distance(enemy2Pos, enemy1Pos) < 200) { enemy1Pos += new Vector2((float)(enemy1.Speed * Math.Cos(enemy1.Rotation)), (float)(enemy1.Speed * Math.Sin(enemy1.Rotation))); } } } This is not to exact code, so it might have some mistakes in it. Anyway when i implemented this solution, the enemies were not overlapping so everything was fine on that part. But, they were always moving to the right side of the screen. I've also looked up flocking etc, but I would like to know, how can I detect collision between 2 objects of the same class?

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  • How to use vertical-align: middle; properly?

    - by Andrew
    I want to have my list (nav) align to the center of an image (logo). I tried using vertical-align: middle;, but I couldn't get it to work when I floated the images left and right. Here's my code: HTML: <div id="head"> <img id="logo" src="logo.png" /> <ul id="nav"> <li><a href="#">Item 1</a></li> <li><a href="#">Item 2</a></li> <li><a href="#">Item 3</a></li> </ul> </div> CSS: #head { margin-top: 2px; width: 100%; } #logo { float: left; } ul#nav { float: right; } ul#nav li { display: inline; list-style-type: none; } I took all the vertical-align: middle;'s from where I put them (I tested it in each element, even though it was only supposed to be applied to #logo, from what I've read.) Anyways, any help would be appreciated.

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  • Aligning divs with different dimensions horizontally.

    - by serg555
    I have a tag cloud with different font sizes. <div> <a style="font-size:15px;">tag1</a> <a style="font-size:10px;">tag1</a> </div> And it looks like this: Now I need to wrap each tag into its own div: <style> .cloud {float:left} .tag {float:left} </style> <div class="cloud"> <div class="tag"><a style="font-size:15px;">tag1</a></div> <div class="tag"><a style="font-size:10px;">tag1</a></div> </div> Which puts them all over the place. How to make them look like on the first picture?

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  • Optimal (Time paradigm) solution to check variable within boundary

    - by kumar_m_kiran
    Hi All, Sorry if the question is very naive. I will have to check the below condition in my code 0 < x < y i.e code similar to if(x > 0 && x < y) The basic problem at system level is - currently, for every call (Telecom domain terminology), my existing code is hit (many times). So performance is very very critical, Now, I need to add a check for boundary checking (at many location - but different boundary comparison at each location). At very normal level of coding, the above comparison would look very naive without any issue. However, when added over my statistics module (which is dipped many times), performance will go down. So I would like to know the best possible way to handle the above scenario (kind of optimal way for limits checking technique). Like for example, if bit comparison works better than normal comparison or can both the comparison be evaluation in shorter time span? Other Info x is unsigned integer (which must be checked to be greater than 0 and less than y). y is unsigned integer. y is a non-const and varies for every comparison. Here time is the constraint compared to space. Language - C++. Now, later if I need to change the attribute of y to a float/double, would there be another way to optimize the check (i.e will the suggested optimal technique for integer become non-optimal solution when y is changed to float/double). Thanks in advance for any input. PS : OS used is SUSE 10 64 bit x64_64, AIX 5.3 64 bit, HP UX 11.1 A 64.

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  • what's the reason that the left ,right column always equal the center height.

    - by enjoylife
    this is the code. the css: #content{overflow:hidden;} .left{width:200px; margin-bottom:-200px;padding-bottom:200px; background:#cad5eb; float:left;} .right{width:400px; margin-bottom:-200px; padding-bottom:200px; background:#f0f3f9; float:right; border:1px solid red;} .center{margin:0 410px 0 210px; background:#ffe6b8; height:100px;} HTML: <div id="content"> <div class="left">hello</div> <div class="right">right </div> <div class="center">center</div> </div> what's the reason that the left ,right column always equal the center's height.

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  • Efficiently get the size of a parameter pack up to a certain index

    - by NmdMystery
    I want to be able to determine the number of bytes that are in a subset of a parameter pack from 0 to a given index. Right now I'm using a non-constexpr way of doing this. Below is my code: template <size_t index, typename... args> struct pack_size_index; template <size_t index, typename type_t, typename... args> struct pack_size_index <index, type_t, args...> { static const size_t index_v = index; static const size_t value(void) { if (index_v > 0) { return sizeof(type_t) + pack_size_index<index - 1, args...>::value(); } return 0; } }; template <size_t index> struct pack_size_index <index> { static const size_t index_v = index; static const size_t value(void) { return 0; } }; Usage: //output: 5 (equal to 1 + 4) std::cout << pack_size_index<2, bool, float, int, double>::value() << std::endl; //output: 20 (equal to 8 + 8 + 4) std::cout << pack_size_index<3, double, double, float, int>::value() << std::endl; This gets the job done, but this uses runtime comparison and the resulting executable increases in size rapidly whenever this is used. What's a less expensive way of doing this?

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  • How to center a List(ul)

    - by BlackPearl
    I have a ul List that contain some li elements and I float them to left. It currently looks like below; | A | B | C | D | E < space empty| I want it to be | A | B | C | D | E | that is center on the page and contents should be centered too HTML <div class="profile-content"> <ul class="content-btn"> <li> <div class="digits">83</div>Followers </li> <li> <div class="digits">1507</div>Tweets </li> <li> <div class="digits">234</div>Friends </li> <li> <div class="digits">51</div>Likes </li> <li> <div class="digits">42</div>Gits </li> </ul> <div class="clear"></div> </div> CSS .content-btn { width:100%; margin: 0 auto; } .profile-content ul li { float: left; padding: 5px 8px; text-align: center; border-right: 1px solid #eeeeee; border-left: 1px solid #ffffff; } .profile-content ul li .digits { font-weight: bold; font-size: 16px; }

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  • PHP: Trying to come up with a "prev" and "next" link

    - by fwaokda
    I'm displaying 10 records per page. The variables I have currently that I'm working with are.. $total = total number of records $page = whats the current page I'm displaying I placed this at the top of my page... if ( $_GET['page'] == '' ) { $page = 1; } //if no page is specified set it to `1` else { $page = ($_GET['page']); } // if page is specified set it Here are my two links... if ( $page != 1 ) { echo '<div style="float:left" ><a href="index.php?page='. ( $page - 1 ) .'" rev="prev" >Prev</a></div>'; } if ( !( ( $total / ( 10 * $page ) ) < $page ) ) { echo '<div style="float:right" ><a href="index.php?page='. ( $page + 1 ) .'" rev="next" >Next</a></div>'; } Now I guess (unless I'm not thinking of something) that I can display the "Prev" link every time except when the page is '1'. How can make it where the "Next" link doesn't show on the last page though?

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  • CSS 3 columns, why is the third column taking over the other 2?

    - by Matt Dawdy
    Here is the smallest amount of code that clearly illustrates my problem: <html> <body> <div style="float: left; width: 200px;">One</div> <div style="float: left; width: 200px;">Two</div> <div style="background-color: #f0f;">Three</div> </body> </html> The first 2 divs are supposed to be 2 left columns. The 3rd should take up the rest of the page. Eventually, I'm going to add options to hide and show the 2 columns on the left. But, why is the color purple extending all the way to the browser's left edge? I am trying to get it to start at the word "Three".

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  • Implement two functions with the same name but different, non-covariant return types due to multiple abstract base classes

    - by user1508167
    If I have two abstract classes defining a pure virtual function with the same name, but different, non-covariant return types, how can I derive from these and define an implementation for both their functions? #include <iostream> class ITestA { public: virtual ~ITestA() {}; virtual float test() =0; }; class ITestB { public: virtual ~ITestB() {}; virtual bool test() =0; }; class C : public ITestA, public ITestB { public: /* Somehow implement ITestA::test and ITestB::test */ }; int main() { ITestA *a = new C(); std::cout << a->test() << std::endl; // should print a float, like "3.14" ITestB *b = dynamic_cast<ITestB *>(a); if (b) { std::cout << b->test() << std::endl; // should print "1" or "0" } delete(a); return 0; } As long as I don't call C::test() directly there's nothing ambiguous, so I think that it should work somehow and I guess I just didn't find the right notation yet. Or is this impossible, if so: Why?

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  • Looking for something to add some standard rules for my c++ project.

    - by rkb
    Hello all, My team is developing a C++ project on linux. We use vim as editor. I want to enforce some code standard rules in our team in such a way that if the code is not in accordance with it, some sort of warning or error will be thrown when it builds or compiles. Not necessarily it builds but at least I can run some plugin or tools on that code to make sure it meets the standard. So that before committing to svn everyone need to run the code through some sort of plugin or script and make sure it meets the requirement and then only he/she can commit. Not sure if we can add some rules to vim, if there are any let me know about it. For eg. In our code standards all the member variables and private functions should start with _ class A{ private: int _count; float _amount; void _increment_count(){ ++_count; } } So I want to throw some warning or error or some sort of messages for this class if the variables are declared as follows. class A{ private: int count; float amount; void increment_count(){ ++_count; } } Please note that warning and error are not from compiler becoz program is still valid. Its from the tool I want to use so that code goes to re-factoring but still works fine on the executable side. I am looking for some sort of plugin or pre parsers or scripts which will help me in achieving all this. Currently we use svn; just to anser the comment.

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  • load different images for each item on the listbox

    - by user161179
    Javascript: function changeMap() { imagesource = "http://maps.google.com/maps/api/staticmap?size=500x500&maptype=hybrid&zoom=16&sensor=false&markers=color:blue|label:K|28.541250,77.204100" ; mapimage.src = imagesource ; } Html code : <select name="choose_colony" id="choose_colony" size="8" onchange="changeMap()" style="float: left;"> <option value="1" >Big apartments</option> . . <option value="999">plaza</option> </select> <img name="mapimage" src="" alt="Select your Colony" style="float: right;"> In this whenever a selection on the listbox is made changeMap is called and an image is loaded. What I want is for a different image to be loaded everytime depending upon the option selected . there will be over 2000 entries in the listbox. Considering this what is the best way of going about this ? I can figure out the if/then part , but my main question is whether its ok to put all the 2000 long image addresses in the html file itself ? I hope I was clear ..

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  • 'area' not declared in this scope

    - by user1641173
    I've just started learning c++ and am trying to write a program for finding the area of a circle. I've written the program and whenever I try to compile it I get 2 error messages. The first is: areaofcircle.cpp:9:14: error: expected unqualified-id before numeric constant and the second is: areaofcircle.cpp:18:5: error: 'area' was not declared in this scope What should I do? I would post a picture, but I'm a new user, so I can't. #include <iostream> using namespace std; #define pi 3.1415926535897932384626433832795 int main() { // Create three float variable values: r, pi, area float r, pi, area; cout << "This program computes the area of a circle." << endl; // Prompt user to enter the radius of the circle, read input value into variable r cout << "Enter the radius of the circle " << endl; cin >> r; // Square r and then multiply by pi area = r * r * pi; cout << "The area is " << area << "." << endl; }

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  • Multiple Rectangle Generation

    - by user1610541
    In my code i wrote a method that creates a rectangle at mouseX, mouseY. but all it does is update the position of that rectangle so it follows the mouse, i want it to create a new one at the mouse every time the method runs, can someone please help? this is my method public void drawParticle(float x, float y){ g.drawRect(x, y, 4, 4); } The main class Control call the drawParticle method; import java.awt.Point; import java.awt.geom.Point2D; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class Control extends BasicGameState { public static final int ID = 1; public Methods m = new Methods(); public Graphics g = new Graphics(); int mouseX; int mouseY; public void init(GameContainer container, StateBasedGame game) throws SlickException{ } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { m.drawParticle(mouseX, mouseY); } public void update(GameContainer container, StateBasedGame game, int delta) { } public void mousePressed(int button, int x, int y) { mouseX = x; mouseY = y; } public int getID() { return ID; } } Thanks - Shamus

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  • Simple gradient issue with OpenGL on iphone simulator

    - by Paul
    i was following the tutorial from raywenderlich website, the gradient seems not to work perfectly, is it only because of the iphone simulator, or is it something else? I can't try myself with an iphone. Here is the image : And the code : -(CCSprite *)spriteWithColor:(ccColor4F)bgColor textureSize:(float)textureSize { // 1: Create new CCRenderTexture CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureSize height:screenSize.height]; // 2: Call CCRenderTexture:begin [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; // 3: Draw into the texture glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); float gradientAlpha = 0.5; CGPoint vertices[4]; ccColor4F colors[4]; int nVertices = 0; vertices[nVertices] = CGPointMake(0, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, 0); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; vertices[nVertices] = CGPointMake(0, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, 0}; vertices[nVertices] = CGPointMake(textureSize, screenSize.height); colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha}; glVertexPointer(2, GL_FLOAT, 0, vertices); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); // 4: Call CCRenderTexture:end [rt end]; // 5: Create a new Sprite from the texture return [CCSprite spriteWithTexture:rt.sprite.texture]; } Thanks

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  • Tomato VPN connect but cannot ping LAN IP

    - by David Hamilton
    I've setup TomatoVPN using these settings on the server: TAP UDP 1194 Client address pool 10.10.9.1 -10.10.9.254 LAN clients are configured with 10.10.10.x I can connect from a remote client, but pinging anything in the 10.10.10.x results in a "Destination Host Unreachable" error. Here's my client configuration script: remote x.x.x.x 1194 client dev tap0 proto udp resolv-retry infinite nobind persist-key persist-tun float ca ca.crt cert client1.crt key client1.key ns-cert-type server Any suggestions as how I can make this properly bridge the two networks?

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  • Git push write access for deployment denied

    - by Stepchik
    I have strange issue when try git push. Git clone and commit works fine. W access for my_project DENIED to deploy_my_project_ My gitolite.conf repo my_project R = deploy_my_project_111 RW+ = my_name I wonder why git push takes wrong user (deploy_project_111) with read access. This error is float. Twice i had to change rsa key(rsa keys is unchangeble) and restart computer. May be my computer do something wrong.

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  • CSS import or multiple CSS files

    - by David H
    I originally wanted to include a .css in my HTML doc that loads multiple other .css files in order to divide up some chunks of code for development purposes. I have created a test page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>The Recipe Site</title> <link rel='stylesheet' href='/css/main.css'> <link rel='stylesheet' href='/css/site_header.css'> <!-- Let google host jQuery for us, maybeb replace with their api --> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.1/jquery.min.js"></script> <script type="text/javascript" src="/js/main.js"></script> </head> <body> <div id="site_container"> <div id="site_header"><?php include_once($r->base_dir . "inc/site_header.inc.php"); ?><!-- Include File, Update on ajax request. --></div> <div id="site_content"> Some main content. </div> <div id="site_footer"><?php include_once($r->base_dir . "inc/site_footer.inc.php"); ?><!-- Include File, Update on ajax request. --></div> </div> </body> </html> File: /css/main.css /* Reset Default Padding & Margin */ * { margin: 0; padding: 0; border: 0; } /* Set Our Float Classes */ .clear { clear: both; } .right { float: right; } .left { float: left; } /* Setup the main body/site container */ body { background: url(/images/wallpaper.png) repeat; color: #000000; text-align: center; font: 62.5%/1.5 "Lucida Grande", "Lucida Sans", Tahoma, Verdana, sans-serif; } site_container { background-color: #FFFFFF; height: 100%; margin-left: auto; margin-right: auto; text-align: left; width: 100%; } /* Some style sheet includes / / @import "/css/site_header.css"; */ /* Default Font Sizes */ h1 { font-size: 2.2em; } h2 { font-size: 2.0em; } h3 { font-size: 1.8em; } h4 { font-size: 1.6em; } h5 { font-size: 1.4em; } p { font-size: 1.2em; } /* Default Form Layout */ input.text { padding: 3px; border: 1px solid #999999; } /* Default Table Reset */ table { border-spacing: 0; border-collapse: collapse; } td{ text-align: left; font-weight: normal; } /* Cause not all browsers know what HTML5 is... */ header { display:block;} footer { display:block;} and now the file: /css/site_header.css: site_header { background-color: #c0c0c0; height: 100px; position: absolute; top: 100px; width: 100%; } Problem: When I use the above code, the site_header div does not have any formatting/background. When I remove the link line from the HTML doc for site_header.css and instead use an @import url("/css/site_header.css"); in my main.css file, the same results -- nothing gets rendered for for the same div. Now when I take the CSS markup from site_header.css and add it to main.css, the div gets rendered fine... So I am wondering if having multiple css files is somehow not working... or maybe having that css markup at the end of my previous css is somehow conflicting, though I cannot find a reason why it would.

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • jqgrid sample using array data, what am I missing

    - by Dennis
    Hello. I'm new in jqgrid, I'm just trying thes example to work. I have a html file only, nothing more. When I ran this file, array data is not showing. What am I missing here? Thanks in advance. <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>jqGrid Demos</title> <link rel="stylesheet" type="text/css" media="screen" href="lib/jquery-ui-1.7.1.custom.css" /> <link rel="stylesheet" type="text/css" media="screen" href="lib/ui.jqgrid.css" /> <link rel="stylesheet" type="text/css" media="screen" href="lib/ui.multiselect.css" /> <style type="text/css"> html, body { margin: 0; /* Remove body margin/padding */ padding: 0; overflow: hidden; /* Remove scroll bars on browser window */ font-size: 75%; } /*Splitter style */ #LeftPane { /* optional, initial splitbar position */ overflow: auto; } /* * Right-side element of the splitter. */ #RightPane { padding: 2px; overflow: auto; } .ui-tabs-nav li {position: relative;} .ui-tabs-selected a span {padding-right: 10px;} .ui-tabs-close {display: none;position: absolute;top: 3px;right: 0px;z-index: 800;width: 16px;height: 14px;font-size: 10px; font-style: normal;cursor: pointer;} .ui-tabs-selected .ui-tabs-close {display: block;} .ui-layout-west .ui-jqgrid tr.jqgrow td { border-bottom: 0px none;} .ui-datepicker {z-index:1200;} </style> <script src="lib/jquery-1.4.2.js" type="text/javascript"></script> <script src="lib/jquery-ui-1.7.2.custom.min.js" type="text/javascript"></script> <script src="lib/jquery.layout.js" type="text/javascript"></script> <script src="lib/grid.locale-en.js" type="text/javascript"></script> <script src="lib/jquery.jqGrid.min.js" type="text/javascript"></script> <script src="lib/jquery.tablednd.js" type="text/javascript"></script> <script src="lib/jquery.contextmenu.js" type="text/javascript"></script> <script src="lib/ui.multiselect.js" type="text/javascript"></script> <script type="text/javascript"> // We use a document ready jquery function. jQuery(document).ready(function(){ jQuery("#list").jqGrid({ datatype: "local", height: 250, colNames:['Inv No','Date', 'Client', 'Amount','Tax','Total', 'Notes'], colModel:[ {name:'id',index:'id', width:60, sorttype:"int"}, {name:'invdate',index:'invdate', width:90, sorttype:"date"}, {name:'name',index:'name', width:100}, {name:'amount',index:'amount', width:80, align:"right",sorttype:"float"}, {name:'tax',index:'tax', width:80, align:"right",sorttype:"float"}, {name:'total',index:'total', width:80,align:"right",sorttype:"float"}, {name:'note',index:'note', width:150, sortable:false} ], pager: '#pager', rowNum:10, rowList:[10,20,30], sortname: 'id', sortorder: 'desc', viewrecords: true, multiselect: true, imgpath: "lib/basic/images", caption: "Manipulating Array Data" }); }); var mydata = [ {id:"1",invdate:"2007-10-01",name:"test",note:"note",amount:"200.00",tax:"10.00",total:"210.00"}, {id:"2",invdate:"2007-10-02",name:"test2",note:"note2",amount:"300.00",tax:"20.00",total:"320.00"}, {id:"3",invdate:"2007-09-01",name:"test3",note:"note3",amount:"400.00",tax:"30.00",total:"430.00"}, {id:"4",invdate:"2007-10-04",name:"test",note:"note",amount:"200.00",tax:"10.00",total:"210.00"}, {id:"5",invdate:"2007-10-05",name:"test2",note:"note2",amount:"300.00",tax:"20.00",total:"320.00"}, {id:"6",invdate:"2007-09-06",name:"test3",note:"note3",amount:"400.00",tax:"30.00",total:"430.00"}, {id:"7",invdate:"2007-10-04",name:"test",note:"note",amount:"200.00",tax:"10.00",total:"210.00"}, {id:"8",invdate:"2007-10-03",name:"test2",note:"note2",amount:"300.00",tax:"20.00",total:"320.00"}, {id:"9",invdate:"2007-09-01",name:"test3",note:"note3",amount:"400.00",tax:"30.00",total:"430.00"} ]; for(var i=0;i<=mydata.length;i++) jQuery("#list").jqGrid('addRowData',i + 1, mydata1[i]); </script> </head> <body> <table id="list" class="scroll"></table> <div id="pager" class="scroll" style="text-align:center;"></div> </body>

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  • Flash video playing on top of everything else in IE7

    - by Brett
    Hi everyone, I've been spending hours now reading up on IE7's issue with rendering Flash content on top of other elements, particularly navigation menus (this is often a problem with dropdown menus and Flash ad banners, for example). I've tried a few of the suggested solutions but none have worked for me so far. I'll do my best to explain the circumstances, and would appreciate any advice in the matter! Update At Mercator's request, I am providing a large code-sample to assist in any advice you might have. Consider the HTML below: <body> <div id="page-wrap"> <div id="content-wrap"> <div id="main"> <h1>Page Title</h1> <p>Paragraph text before video.</p> <div class="video-container"> <script type="text/javascript"> AC_FL_RunContent('id','player','name','player','width','480','height','294','src','player','allowscriptaccess','always','allowfullscreen','true','flashvars','file=mp4/VIDEO_FILE.mp4','movie','player' ); //end AC code </script> <noscript> <object id="player" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" name="player" width="480" height="294"> <param name="wmode" value="transparent" /> <param name="movie" value="player.swf" /> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <param name="flashvars" value="file=mp4/VIDEO_FILE.mp4" /> <embed wmode="transparent" type="application/x-shockwave-flash" id="player2" name="player2" src="player.swf" width="480" height="294" allowscriptaccess="always" allowfullscreen="true" flashvars="file=mp4/VIDEO_FILE.mp4" ></embed> </object> </noscript> </div> <p>Paragraph after video.</p> </div><!-- end main --> <div id="subContent"> <p>Sub-content.</p> </div><!-- end subContent --> <div id="content-clear"></div> </div><!-- end content-wrap --> </div><!-- end page-wrap --> <div id="footpanel"> <ul id="mainpanel"> <li id="panel-link"><a href="#"><span class="icon"></span>Panel Link</a> <div class="subpanel"> <h3><span> &ndash; </span>Panel Link</h3> <ul> <li><p>Revealed content</p></li> </ul> </div> </li> </ul> </div> <!-- END footpanel --> </body> Below are the non-presentational CSS selectors that apply to the divs above: body { /*no positioning styles applied */ } #page-wrap { width: 100%; } #content-wrap { width: 960px; margin 0 auto; } #main { float: left; width: 573px; } .video-container { position: relative; width: 480px; z-index: 1; } #sub { float: left; width: 347px; } #content-clear { clear: both; } #foot-panel { position: fixed; width: 94%; bottom: 0; left: 0; z-index: 3000; } ul#main-panel { float: left; } The footpanel uses jQuery-powered flyout menus, if that provides any further context. These menus have z-indexes in the 300X range to appear above the footpanel. The Flash in question is JW player playing a flash video or mp4. Currently, the object and embed tags are inside a container div. My understanding of previous solutions was that the combination of the param changes and the positioning/z-index change on the container div should have resolved the issue. Alas, it is not so. The player resides on top of the footpanel. Other information that may or may not be helpful is that the page is XHTML 1.0 Transitional and that Dreamweaver reports 1 error in the HTML code: <embed> is not in the XHTML 1.0 specification. This fact does not prevent the video from being viewed in any browser tested, and the page still displays correctly in FF. Thanks in advance!

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  • Memory Leaks - Objective-C

    - by reising1
    Can anyone help point out memory leaks? I'm getting a bunch within this method and I'm not sure exactly how to fix it. - (NSMutableArray *)getTop5AndOtherKeysAndValuesFromDictionary:(NSMutableDictionary *)dict { NSLog(@"get top 5"); int sumOfAllValues = 0; NSMutableArray *arr = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict){ NSString *value = [[dict objectForKey:key] retain]; [arr addObject:value]; sumOfAllValues += [value intValue]; } //sort values NSArray *sorted = [[arr sortedArrayUsingFunction:sort context:NULL] retain]; [arr release]; //top 5 values int sumOfTop5 = 0; NSMutableArray *top5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < 5; i++) { int proposedIndex = [sorted count] - 1 - i; if(proposedIndex >= 0) { [top5 addObject:[sorted objectAtIndex:([sorted count] - i - 1)]]; sumOfTop5 += [[sorted objectAtIndex:([sorted count] - i - 1)] intValue]; } } [sorted release]; //copy of all keys NSMutableArray *copyOfKeys = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict) { [copyOfKeys addObject:key]; } //copy of top 5 values NSMutableArray *copyOfTop5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { [copyOfTop5 addObject:[top5 objectAtIndex:i]]; } //get keys with top 5 values NSMutableArray *outputKeys = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { NSString *targetValue = [top5 objectAtIndex:i]; for(int j = 0; j < [copyOfKeys count]; j++) { NSString *key = [copyOfKeys objectAtIndex:j]; NSString *val = [dict objectForKey:key]; if([val isEqualToString:targetValue]) { [outputKeys addObject:key]; [copyOfKeys removeObjectAtIndex:j]; break; } } } [outputKeys addObject:@"Other"]; [top5 addObject:[[NSString stringWithFormat:@"%d",(sumOfAllValues - sumOfTop5)] retain]]; NSMutableArray *output = [[NSMutableArray alloc] init]; [output addObject:outputKeys]; [output addObject:top5]; NSMutableArray *percents = [[NSMutableArray alloc] init]; int sum = sumOfAllValues; float leftOverSum = sum * 1.0f; int count = [top5 count]; float val1, val2, val3, val4, val5; if(count >= 1) val1 = ([[top5 objectAtIndex:0] intValue] * 1.0f)/sum; else val1 = 0.0f; if(count >=2) val2 = ([[top5 objectAtIndex:1] intValue] * 1.0f)/sum; else val2 = 0.0f; if(count >= 3) val3 = ([[top5 objectAtIndex:2] intValue] * 1.0f)/sum; else val3 = 0.0f; if(count >= 4) val4 = ([[top5 objectAtIndex:3] intValue] * 1.0f)/sum; else val4 = 0.0f; if(count >=5) val5 = ([[top5 objectAtIndex:4] intValue] * 1.0f)/sum; else val5 = 0.0f; if(val1 >= .00001f) { NSMutableArray *a1 = [[NSMutableArray alloc] init]; [a1 addObject:[outputKeys objectAtIndex:0]]; [a1 addObject:[top5 objectAtIndex:0]]; [a1 addObject:[NSString stringWithFormat:@"%.01f",(val1*100)]]; [percents addObject:a1]; leftOverSum -= ([[top5 objectAtIndex:0] intValue] * 1.0f); } if(val2 >= .00001f) { NSMutableArray *a2 = [[NSMutableArray alloc] init]; [a2 addObject:[outputKeys objectAtIndex:1]]; [a2 addObject:[top5 objectAtIndex:1]]; [a2 addObject:[NSString stringWithFormat:@"%.01f",(val2*100)]]; [percents addObject:a2]; leftOverSum -= ([[top5 objectAtIndex:1] intValue] * 1.0f); } if(val3 >= .00001f) { NSMutableArray *a3 = [[NSMutableArray alloc] init]; [a3 addObject:[outputKeys objectAtIndex:2]]; [a3 addObject:[top5 objectAtIndex:2]]; [a3 addObject:[NSString stringWithFormat:@"%.01f",(val3*100)]]; [percents addObject:a3]; leftOverSum -= ([[top5 objectAtIndex:2] intValue] * 1.0f); } if(val4 >= .00001f) { NSMutableArray *a4 = [[NSMutableArray alloc] init]; [a4 addObject:[outputKeys objectAtIndex:3]]; [a4 addObject:[top5 objectAtIndex:3]]; [a4 addObject:[NSString stringWithFormat:@"%.01f",(val4*100)]]; [percents addObject:a4]; leftOverSum -= ([[top5 objectAtIndex:3] intValue] * 1.0f); } if(val5 >= .00001f) { NSMutableArray *a5 = [[NSMutableArray alloc] init]; [a5 addObject:[outputKeys objectAtIndex:4]]; [a5 addObject:[top5 objectAtIndex:4]]; [a5 addObject:[NSString stringWithFormat:@"%.01f",(val5*100)]]; [percents addObject:a5]; leftOverSum -= ([[top5 objectAtIndex:4] intValue] * 1.0f); } float valOther = (leftOverSum/sum); if(valOther >= .00001f) { NSMutableArray *a6 = [[NSMutableArray alloc] init]; [a6 addObject:[outputKeys objectAtIndex:5]]; [a6 addObject:[top5 objectAtIndex:5]]; [a6 addObject:[NSString stringWithFormat:@"%.01f",(valOther*100)]]; [percents addObject:a6]; } [output addObject:percents]; NSLog(@"mu - a"); //[arr release]; NSLog(@"mu - b"); //[copyOfKeys release]; NSLog(@"mu - c"); //[copyOfTop5 release]; NSLog(@"mu - c"); //[outputKeys release]; //[top5 release]; //[percents release]; return output; }

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  • Why is my "Page [0]" not centered in my webpage?

    - by William
    My "Page [0]" text isn't centered on my webpage. Anyone know why? I could really use some help please. Here is the html: <html> <head> <title>Test Forum</title> <link href="http://prime.programming-designs.com/test_forum/style.css" rel="stylesheet" type="text/css" /> </head> <body> <a href="http://prime.programming-designs.com/test_forum/"><img src="http://prime.programming-designs.com/test_forum//images/banner1.png" alt="" id="banner" /></a> <h1>Test Forums</h1> <hr /> <div id="navi"><div id="naviheader">Boards</div><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=0">Testing</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=1">General Discussion</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=2">Video Games</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=3">Anime and Manga</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=4">BlazBlue</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=5">Shin Megami Tensei</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=6">Earthbound</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=7">Phantasy Star</a><br /><a href="http://prime.programming-designs.com/test_forum/viewboard.php?board=8">Mobile Suit Gundam</a><br /></div> <div class="postbox"><h4>CyanPrime</h4><hr />Welcome to the King's Gate BBS!</div>Page: [<a href="http://prime.programming-designs.com/test_forum/index.php?page=0">0</a>] </body> </html> Here is the CSS: @charset "windows-1252"; body{ background-color: #EEFFF8; color: #000000; text-align: center; } .postbox{ text-align: left; margin: auto; background-color: #dbfef8; border: 1px solid #82FFCD; width: 50%; margin-top: 10px; } .stickypostbox{ text-align: left; margin: auto; background-color: #F5FFFA; border: 1px solid #82FFCD; width: 50%; margin-top: 10px; } h4{ margin: 0px 0px 0px 0px; padding: 0px 0px 0px 0px; color: #9932CC; } h1{ color: #551A8B; } hr{ color: #82FFCD; background-color: #82FFCD; height: 1px; border: 0px dotted #82FFCD; } a{ color: #7F00FF; text-decoration: none; } a:hover{ color: #7F00FF; text-decoration: underline; } form{ margin: 0px auto; width: 50%; } #formdiv { background-color:#dbfef8; border:1px solid #82FFCD; } .fielddiv1{ background-color: #f9f9f9; border: 1px solid #DBFEF8; vertical-align: middle; width: 45%; float: left; } .fielddiv2{ background-color: #f9f9f9; border: 1px solid #DBFEF8; vertical-align: middle; width: 100%; } .fieldtext1{ width: 50%; background-color: #82FFCD; float: left; } .fieldtext2{ width: 100%; background-color: #82FFCD; } #replydiv{ width: 100%; background-color: #DBFEF8; margin: 10px 0 10px 0; } #admindiv{ width: 100%; background-color: #DBFEF8; margin: 10px 0 10px 0; } #navi{ width: 200px; background-color: #dbfef8; border: 1px solid #82FFCD; text-align: left; float: left; } #naviheader{ width: 100%; background-color: #82FFCD; } #submitbutton{ border: 1px solid #82FFCD; background-color: #DBFEF8; color: #000000; margin-top: 5px; width: 100px; height: 20px; } #banner{ border: 1px solid #82FFCD; } .postbar{ margin-right: 0px; margin-top: 0px; } .bannedtext{ margin: 0px 0px 0px 0px; padding: 0px 0px 0px 0px; color: #FF0000; } And here is the webpage so you can get some context (you'll notice that my "page [0]" is centered on the other boards, but not the index. http://prime.programming-designs.com/test_forum/

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  • Tracking finger move in order to rotate a triangle : tracking is not perfect

    - by Laurent BERNABE
    I've written a custom view, with the OpenGL_1 technology, in order to let user rotate a red triangle just by dragging it along x axis. (Will give a rotation around Y axis). It works, but there is a bit of latency when dragging from one direction to the other (without releasing the mouse/finger). So it seems that my code is not yet "goal perfect". (I am convinced that no code is perfect in itself). I thought of using a quaternion, but maybe it won't be so usefull : must I really use a Quaternion (or a kind of Matrix) ? I've designed application for Android 4.0.3, but it could fit into Android api 3 (Android 1.5) as well (at least, I think it could). So here is my main layout : activity_main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <com.laurent_bernabe.android.triangletournant3d.MyOpenGLView android:layout_width="match_parent" android:layout_height="match_parent" /> </LinearLayout> Here is my main activity : MainActivity.java package com.laurent_bernabe.android.triangletournant3d; import android.app.Activity; import android.os.Bundle; import android.support.v4.app.NavUtils; import android.view.Menu; import android.view.MenuItem; public class MainActivity extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.activity_main, menu); return true; } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case android.R.id.home: NavUtils.navigateUpFromSameTask(this); return true; } return super.onOptionsItemSelected(item); } } And finally, my OpenGL view MyOpenGLView.java package com.laurent_bernabe.android.triangletournant3d; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Point; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; import android.util.AttributeSet; import android.view.MotionEvent; public class MyOpenGLView extends GLSurfaceView implements Renderer { public MyOpenGLView(Context context, AttributeSet attrs) { super(context, attrs); setRenderer(this); } public MyOpenGLView(Context context) { this(context, null); } @Override public boolean onTouchEvent(MotionEvent event) { int actionMasked = event.getActionMasked(); switch(actionMasked){ case MotionEvent.ACTION_DOWN: savedClickLocation = new Point((int) event.getX(), (int) event.getY()); break; case MotionEvent.ACTION_UP: savedClickLocation = null; break; case MotionEvent.ACTION_MOVE: Point newClickLocation = new Point((int) event.getX(), (int) event.getY()); int dx = newClickLocation.x - savedClickLocation.x; angle += Math.toRadians(dx); break; } return true; } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0f, 0f, 5f, 0f, 0f, 0f, 0f, 1f, 0f ); gl.glRotatef(angle, 0f, 1f, 0f); gl.glColor4f(1f, 0f, 0f, 0f); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, triangleCoordsBuff); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 60f, (float) width / height, 0.1f, 10f); gl.glMatrixMode(GL10.GL_MODELVIEW); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearDepthf(1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); buildTriangleCoordsBuffer(); } private void buildTriangleCoordsBuffer() { ByteBuffer buffer = ByteBuffer.allocateDirect(4*triangleCoords.length); buffer.order(ByteOrder.nativeOrder()); triangleCoordsBuff = buffer.asFloatBuffer(); triangleCoordsBuff.put(triangleCoords); triangleCoordsBuff.rewind(); } private float [] triangleCoords = {-1f, -1f, +1f, -1f, +1f, +1f}; private FloatBuffer triangleCoordsBuff; private float angle = 0f; private Point savedClickLocation; } I don't think I really have to give you my manifest file. But I can if you think it is necessary. I've just tested on Emulator, not on real device. So, how can improve the reactivity ? Thanks in advance.

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