Search Results

Search found 215 results on 9 pages for 'coords'.

Page 9/9 | < Previous Page | 5 6 7 8 9 

  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

    Read the article

  • touchend event doesn't work on Android

    - by Protos
    Hi, I've just started looking at doing some basic mobile web development on the android and an writing a test script to investigate the touch events. I've run the following code in the android emulator, and the touchend event never gets fired. Can anyone tell me why ? I've tried in three versions of the emulator (1.6, 2.1 and 2.2) and all three behave in the same way. Thanks in advance for any help you can give me. Cheers, Colm EDIT - I've also tried this using the XUI framework and have the same problem so I'm guessing I have a fundamental misunderstanding of how this stuff works ...... Map Test <meta name="description" content="" /> <meta name="keywords" content="" /> <meta name="language" content="english" /> <meta name="viewport" content="minimum-scale=1.0, width=device-width, height=device-height, user-scalable=no"> <script type="text/javascript"> window.onload = function(){ document.body.appendChild( document.createTextNode("w: " + screen.width + " x " + "h : " +screen.height) ); attachTouchEvents(); } function attachTouchEvents() { console = document.getElementById("console"); var map = document.getElementById("map"); map.addEventListener ('touchstart', function (event) { event.preventDefault(); var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "S : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch Start"; }, false); map.addEventListener ('touchmove', function (event) { event.preventDefault(); var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "M : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch Move"; }, false); map.addEventListener ('touchend', function (event) { var touch = event.touches[0]; document.getElementById("touchCoord").innerHTML = "E : " + touch.pageX + " " + touch.pageY; document.getElementById("touchEvent").innerHTML = "Touch End"; event.preventDefault(); }, false); console.innerHTML = "event attached"; } </script> <style type="text/css"> html, body { height:100%; width:100%; margin: 0; background-color:red; } #map { height: 300px; width: 300px; background-color:yellow; } </style> </head> <body> <div id="map"></div> <div id="touchCoord">Touch Coords</div> <div id="touchEvent">Touch Evnt</div> <div id="console">Console</div> </body>

    Read the article

  • Building an interleaved buffer for pyopengl and numpy

    - by Nick Sonneveld
    I'm trying to batch up a bunch of vertices and texture coords in an interleaved array before sending it to pyOpengl's glInterleavedArrays/glDrawArrays. The only problem is that I'm unable to find a suitably fast enough way to append data into a numpy array. Is there a better way to do this? I would have thought it would be quicker to preallocate the array and then fill it with data but instead, generating a python list and converting it to a numpy array is "faster". Although 15ms for 4096 quads seems slow. I have included some example code and their timings. #!/usr/bin/python import timeit import numpy import ctypes import random USE_RANDOM=True USE_STATIC_BUFFER=True STATIC_BUFFER = numpy.empty(4096*20, dtype=numpy.float32) def render(i): # pretend these are different each time if USE_RANDOM: tex_left, tex_right, tex_top, tex_bottom = random.random(), random.random(), random.random(), random.random() left, right, top, bottom = random.random(), random.random(), random.random(), random.random() else: tex_left, tex_right, tex_top, tex_bottom = 0.0, 1.0, 1.0, 0.0 left, right, top, bottom = -1.0, 1.0, 1.0, -1.0 ibuffer = ( tex_left, tex_bottom, left, bottom, 0.0, # Lower left corner tex_right, tex_bottom, right, bottom, 0.0, # Lower right corner tex_right, tex_top, right, top, 0.0, # Upper right corner tex_left, tex_top, left, top, 0.0, # upper left ) return ibuffer # create python list.. convert to numpy array at end def create_array_1(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = numpy.array(ibuffer, dtype=numpy.float32) return ibuffer # numpy.array, placing individually by index def create_array_2(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) for v in data: ibuffer[index] = v index += 1 return ibuffer # using slicing def create_array_3(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer[index:index+20] = data index += 20 return ibuffer # using numpy.concat on a list of ibuffers def create_array_4(): ibuffer_concat = [] for x in xrange(4096): data = render(x) # converting makes a diff! data = numpy.array(data, dtype=numpy.float32) ibuffer_concat.append(data) return numpy.concatenate(ibuffer_concat) # using numpy array.put def create_array_5(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer.put( xrange(index, index+20), data) index += 20 return ibuffer # using ctype array CTYPES_ARRAY = ctypes.c_float*(4096*20) def create_array_6(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = CTYPES_ARRAY(*ibuffer) return ibuffer def equals(a, b): for i,v in enumerate(a): if b[i] != v: return False return True if __name__ == "__main__": number = 100 # if random, don't try and compare arrays if not USE_RANDOM and not USE_STATIC_BUFFER: a = create_array_1() assert equals( a, create_array_2() ) assert equals( a, create_array_3() ) assert equals( a, create_array_4() ) assert equals( a, create_array_5() ) assert equals( a, create_array_6() ) t = timeit.Timer( "testing2.create_array_1()", "import testing2" ) print 'from list:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_2()", "import testing2" ) print 'array: indexed:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_3()", "import testing2" ) print 'array: slicing:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_4()", "import testing2" ) print 'array: concat:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_5()", "import testing2" ) print 'array: put:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_6()", "import testing2" ) print 'ctypes float array:', t.timeit(number)/number*1000.0, 'ms' Timings using random numbers: $ python testing2.py from list: 15.0486779213 ms array: indexed: 24.8184704781 ms array: slicing: 50.2214789391 ms array: concat: 44.1691994667 ms array: put: 73.5879898071 ms ctypes float array: 20.6674289703 ms edit note: changed code to produce random numbers for each render to reduce object reuse and to simulate different vertices each time. edit note2: added static buffer and force all numpy.empty() to use dtype=float32 note 1/Apr/2010: still no progress and I don't really feel that any of the answers have solved the problem yet.

    Read the article

  • How to fix width of DIV that contains floated elements?

    - by joe
    I have a DIV container with several inner DIVs layed out by floating them all left. The inner DIVs may change width on certain events, and the containing DIV adjusts accordingly. I use float:left in the container to keep it shrunk to the width of the inner divs. I use float:left in the inner divs so the layout is clean even when their contents change. The catch is that I want the DIV container width and height to remain constant, UNLESS a particular event causes a change to the inner widths. Conceptually I want to use float on the inners for the layout benefit, but then I want to "fix" them so they don't float around. So if the container is 700px wide, I want it to remain so even if the user narrows the browser window. I'd like the container, and it's internal DIVs to just be clipped by the browser window. I sense this can all be done nicely in CSS, I just can't quite figure out how. I'm not averse to adding another container if necessary... Since the only desired layout changes are event-based, I am also willing to use a bit of JS. But is this necessary? (And I'm still not sure I know what to modify: container dimensions? inner floatiness? other?) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <style type="text/css"> #canvas { overflow:auto; /* for clearing floats */ } #container { float:left; /* so container shrinks around contained divs */ border:thin solid blue; } .inner { float:left; /* so inner elems line up nicely w/o saying fixed coords */ padding-top:8px; padding-bottom:4px; padding-left:80px; padding-right:80px; } #inner1 { background-color:#ffdddd; } #inner2 { background-color:#ddffdd; } #inner3 { background-color:#ddddff; } </style> </head> <body> <div id="canvas"> <div id="container"> <div id="inner1" class="inner"> inner 1 </div> <div id="inner2" class="inner"> inner 2 </div> <div id="inner3" class="inner"> inner 3 </div> </div> </div> cleared element </body> </html>

    Read the article

  • jQuery Map Highlight - works fine at DOM ready but failed when loaded by AJAX

    - by Michael Mao
    Hi all: This is uni assignment and I have already done some stuff. Please go to the password protected directory on : my server Enter username "uts" and password "10479475", both without quotes, into the prompt and you shall be able to see the webpage. Basically, if you hover your mouse on top of the contents in worldmap to the upperleft corner, you can see the underneath area is "highlighted" by a gray region and a red border. This is done using one jQuery plugin : at here This part works fine, however, after I use jQuery to load the specific continent map asynchronously, the newly loaded image cannot work correctly. Tested under Firebug, I can see the plugin doesn't "like" the new image cause I cannot find the canvas or other auto-generated stuff which can be founded around the worldmap. All the functionality is done in master.js, I believe you can just download a copy and check the code there. I do hope that I have followed the tutorials on the plugin's doc page, but I just cannot get through the final stage. Code used for worldmap in html: <img id="worldmap" src="./img/world.gif" alt="world.gif" width="398" height="200" class="map" usemap="#worldmap"/> <map name="worldmap"> <area class='continent' href="#" shape="poly" title="North_America" coords="1,39, 40,23, 123,13, 164,17, 159,40, 84,98, 64,111, 29,89" /> </map> Code used for worldmap in master.js //when DOM is ready, do something $(document).ready(function() { $('.map').maphilight(); //call the map highlight main function } On contrast, code used for specific continent map: //helper function to load specific continent map using AJAX function loadContinentMap(continent) { $('#continent-map-wrapper').children().remove(); //remove all children nodes first //inspiration taken from online : http://jqueryfordesigners.com/image-loading/ $('#continent-map-wrapper').append("<div id='loader' class='loading'><div>"); var img = new Image(); // wrap our new image in jQuery, then: // once the image has loaded, execute this code $(img).load(function () { $(this).hide(); // set the image hidden by default // with the holding div #loader, apply: // remove the loading class (so no background spinner), // then insert our image $('#loader').removeClass('loading').append(this); // fade our image in to create a nice effect $(this).fadeIn(); }).error(function () { // if there was an error loading the image, react accordingly // notify the user that the image could not be loaded $('#loader').removeClass('loading').append("<h1><div class='errormsg'>Loading image failed, please try again! If same error persists, please contact webmaster.</div></h1>"); }) //set a series of attributes to the img tag, these are for the map high lighting plugin. .attr('id', continent).attr('alt', '' + continent).attr('width', '576').attr('height', '300') .attr('usemap', '#city_' + continent).attr('class', 'citymap').attr('src', './img/' + continent + '.gif'); // *finally*, set the src attribute of the new image to our image //After image is loaded, apply the map highlighting plugin function again. $('.citymap').maphilight(); $('area.citymap').click(function() { alert($(this).attr('title') + ' is clicked!'); }); } Sorry about the messy code, havn't refactored it yet. I am wondering why the canvas disappers for the continent map. Did I do anything wrong. Any hint is much appreciated and thanks for any suggestion in advance!

    Read the article

  • Working on a jQuery plugin : viewport simulator

    - by pixelboy
    Hi community, i'm working on a jQuery plugin that's aiming to simulate one axis camera movements. The first step to achieving this is simple : use conventional, clean markup, and get the prototype to work. Heres how to initiate the plugin : $('#wrapper').fluidGrids({exclude: '.exclude'}); Here's a working demo of the WIP thing : http://sandbox.test.everestconseil.com/protoCitroen/home.html Where am I having issues : Is there a fast way to detect if parent of each target (clickable animated element) is a href link, and if so to save this url ? My clone uses the original background image to then animate it.fade it to black/white. But when you clik on an element, image url is found, but doesn't seem to be injected. Do you see anything ? Finally, about animation of elements : as you can see in source code, I'm using the container $('#wrapper') to position all animated children. What would be the perfect properties to apply to make this cross browser proof ? Here's the source code for the plugin, fully commented. (function($){ $.fn.extend({ //plugin name - fluidGrids fluidGrids: function(options) { //List and default values for available options var defaults = { //The target that we're going to use to handle click event hitTarget: '.animateMe', exclude: '.exclude', animateSpeed: 1000 }; var options = $.extend(defaults, options); return this.each(function() { var o = options; //Assign current element to variable var obj = $(this); //We assign default width height and positions to each object in order to get them back when necessary var objPosition = obj.position(); //Get all ready to animate targets in innerViewport var items = $(o.hitTarget, obj); //Final coords of innerViewport var innerViewport = new Object(); innerViewport.top = parseInt(objPosition.top); innerViewport.left = parseInt(objPosition.left); innerViewport.bottom = obj.height(); innerViewport.right = obj.width(); items.each(function(e){ //Assign a pointer cursor to each clickable element $(this).css("cursor","pointer"); //To load distant url at last, we look for it in Title Attribute if ($(this).attr('title').length){ var targetUrl = $(this).attr('title'); } //We assign default width height and positions to each object in order to get them back when necessary var itemPosition = $(this).position(); var itemTop = itemPosition.top; var itemLeft = itemPosition.left; var itemWidth = $(this).width(); var itemHeight = $(this).height(); //Both the original and it's animated clone var original = $(this); //To give the if (original.css('background-image')){ var urlImageOriginal = original.css('background-image').replace(/^url|[("")]/g, ''); var imageToInsert = "<img src="+urlImageOriginal+"/>" } var clone = $(this).clone(); original.click(function() { $(clone).append(imageToInsert); $(clone).attr("id","clone"); $(clone).attr('top',itemTop); $(clone).attr('left',itemLeft); $(clone).css("position","absolute"); $(clone).insertAfter(this); $(this).hide(); $(clone).animate({ top: innerViewport.top, left: innerViewport.left, width: innerViewport.bottom, height: innerViewport.right }, obj.animateSpeed); $("*",obj).not("#clone, #clone * , a , "+ o.exclude).fadeOut('fast'); //Si l'objet du click est un lien return false; }); }); }); } }); })(jQuery);

    Read the article

  • Android SQLlite crashes after trying retrieving data from it

    - by Pavel
    Hey everyone. I'm kinda new to android programming so please bear with me. I'm having some problems with retrieving records from the db. Basically, all I want to do is to store latitudes and longitudes which GPS positioning functions outputs and display them in a list using ListActivity on different tab later on. This is how the code for my DBAdapter helper class looks like: public class DBAdapter { public static final String KEY_ROWID = "_id"; public static final String KEY_LATITUDE = "latitude"; public static final String KEY_LONGITUDE = "longitude"; private static final String TAG = "DBAdapter"; private static final String DATABASE_NAME = "coords"; private static final String DATABASE_TABLE = "coordsStorage"; private static final int DATABASE_VERSION = 1; private static final String DATABASE_CREATE = "create table coordsStorage (_id integer primary key autoincrement, " + "latitude integer not null, longitude integer not null);"; private final Context context; private DatabaseHelper DBHelper; private SQLiteDatabase db; public DBAdapter(Context ctx) { this.context = ctx; DBHelper = new DatabaseHelper(context); } private static class DatabaseHelper extends SQLiteOpenHelper { DatabaseHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } @Override public void onCreate(SQLiteDatabase db) { db.execSQL(DATABASE_CREATE); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(TAG, "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS titles"); onCreate(db); } } //---opens the database--- public DBAdapter open() throws SQLException { db = DBHelper.getWritableDatabase(); return this; } //---closes the database--- public void close() { DBHelper.close(); } //---insert a title into the database--- public long insertCoords(int latitude, int longitude) { ContentValues initialValues = new ContentValues(); initialValues.put(KEY_LATITUDE, latitude); initialValues.put(KEY_LONGITUDE, longitude); return db.insert(DATABASE_TABLE, null, initialValues); } //---deletes a particular title--- public boolean deleteTitle(long rowId) { return db.delete(DATABASE_TABLE, KEY_ROWID + "=" + rowId, null) 0; } //---retrieves all the titles--- public Cursor getAllTitles() { return db.query(DATABASE_TABLE, new String[] { KEY_ROWID, KEY_LATITUDE, KEY_LONGITUDE}, null, null, null, null, null); } //---retrieves a particular title--- public Cursor getTitle(long rowId) throws SQLException { Cursor mCursor = db.query(true, DATABASE_TABLE, new String[] { KEY_ROWID, KEY_LATITUDE, KEY_LONGITUDE}, KEY_ROWID + "=" + rowId, null, null, null, null, null); if (mCursor != null) { mCursor.moveToFirst(); } return mCursor; } //---updates a title--- /*public boolean updateTitle(long rowId, int latitude, int longitude) { ContentValues args = new ContentValues(); args.put(KEY_LATITUDE, latitude); args.put(KEY_LONGITUDE, longitude); return db.update(DATABASE_TABLE, args, KEY_ROWID + "=" + rowId, null) 0; }*/ } Now my question is - am I doing something wrong here? If yes could someone please tell me what? And how I should retrieve the records in organised list manner? Help would be greatly appreciated!!

    Read the article

  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

    Read the article

  • problem with my texture coordinates on a square.

    - by Evan Kimia
    Im very new to OpenGL ES, and have been doing a tutorial to build a square. The square is made, and now im trying to map a 256 by 256 image onto it. The problem is, im only seeing a very zoomed in portion of this bitmap; Im fairly certain my texture coords are whats wrong here. Thanks! package se.jayway.opengl.tutorial; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; public class Square { // Our vertices. private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right }; //Our texture. private float texture[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; // The order we like to connect them. private short[] indices = { 0, 1, 2, 0, 2, 3 }; // Our vertex buffer. private FloatBuffer vertexBuffer; // Our index buffer. private ShortBuffer indexBuffer; //texture buffer. private FloatBuffer textureBuffer; //Our texture pointer. private int[] textures = new int[1]; public Square() { // a float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // a float is 4 bytes, therefore we multiply the number of // vertices with 4. ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length * 4); vbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); // short is 2 bytes, therefore we multiply the number if // vertices with 2. ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } /** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Enable texture buffer array gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //Disable the texture buffer. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } /** * Load the textures * * @param gl - The GL Context * @param context - The Activity context */ public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory InputStream is = context.getResources().openRawResource(R.drawable.test); 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) { } } //Generate one texture pointer... gl.glGenTextures(1, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //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); //Clean up bitmap.recycle(); } }

    Read the article

  • Detect when mouse leaves my app

    - by user593747
    Hello I am creating an app in win32 that will display the x, y position(In screen coords) of the mouse whereever the mouse is (inside my app client/NC area & outside). I am at the stage where I want to detect when the mouse leaves my application completely. I have written a simple win32 app that should detect & notify myself when the mouse leaves my app, BUT its not working, I never receive the messages WM_MOUSELEAVE & WM_NCMOUSELEAVE. What do you think is wrong? Am I using the wrong win32 functions? // Track Mouse.cpp : Defines the entry point for the application. // #include "stdafx.h" #include <windows.h> #include <vector> #include <string> #include <cstdlib> static HINSTANCE gInstance; // Globals // enum MouseStatus { DEFAULT = 50001, LEFT_CLIENT, LEFT_NCLIENT }; static MouseStatus mouseState = DEFAULT; static COLORREF bkCol = RGB(0,255,255); // Functions List // BOOL TrackMouse( HWND hwnd ) { // Post: TRACKMOUSEEVENT mouseEvt; ZeroMemory( &mouseEvt, sizeof(TRACKMOUSEEVENT) ); mouseEvt.cbSize = sizeof(TRACKMOUSEEVENT); mouseEvt.dwFlags = TME_LEAVE | TME_NONCLIENT; //mouseEvt.dwHoverTime = HOVER_DEFAULT; mouseEvt.hwndTrack = hwnd; return TrackMouseEvent( &mouseEvt ); } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_CREATE: { // Track mouse so I can be notified when it leaves my application (Client & NC areas) BOOL trackSuccess = TrackMouse( hwnd ); // Returns successful, so I correctly track the mouse if ( trackSuccess == 0 ) { MessageBoxW( hwnd, L"Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); } break; case WM_MOUSELEAVE: { // I never receive this message // Detect when the mouse leaves the client area mouseState = LEFT_CLIENT; bkCol = RGB(50,50,50); InvalidateRect( hwnd, NULL, true ); } break; case WM_NCMOUSELEAVE : { // I never receive this message // If the mouse has left the client area & then leaves the NC area then I know // that the mouse has left my app if ( mouseState == LEFT_CLIENT ) { mouseState = LEFT_NCLIENT; BOOL trackSuccess = TrackMouse( hwnd ); if ( trackSuccess == 0 ) { bkCol = RGB(255,255,0); MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Failed to track mouse", L"Error", MB_OK|MB_ICONEXCLAMATION ); } else MessageBoxW( hwnd, L"On WM_NCMOUSELEAVE: Tracking mouse", L"Success", MB_OK|MB_ICONEXCLAMATION ); InvalidateRect( hwnd, NULL, true ); } } break; case WM_ACTIVATE: case WM_MOUSEHOVER: { // The mouse is back in my app mouseState = DEFAULT; bkCol = RGB(0,255,255); InvalidateRect( hwnd, NULL, true ); } break; case WM_PAINT: { HDC hdc; PAINTSTRUCT ps; hdc = BeginPaint( hwnd, &ps ); SetBkColor( hdc, bkCol ); Rectangle( hdc, 10, 10, 200, 200 ); EndPaint( hwnd, &ps ); } break; case WM_CLOSE: DestroyWindow(hwnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: break; } return DefWindowProc(hwnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE gInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hwnd; MSG Msg; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = gInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(DKGRAY_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = L"Custom Class"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // if registration of main class fails if(!RegisterClassEx(&wc)) { MessageBoxW(NULL, L"Window Registration Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } hwnd = CreateWindowEx( WS_EX_CLIENTEDGE, L"Custom Class", L"App Name", WS_CAPTION|WS_MINIMIZEBOX|WS_VISIBLE|WS_OVERLAPPED|WS_SYSMENU, CW_USEDEFAULT, CW_USEDEFAULT, 600, 500, NULL, NULL, gInstance, NULL); if(hwnd == NULL) { MessageBoxW(NULL, L"Window Creation Failed!", L"Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&Msg, NULL, 0, 0) > 0) { TranslateMessage(&Msg); DispatchMessage(&Msg); } return Msg.wParam; }

    Read the article

  • Why is JSON outputting out of order?

    - by dcp3450
    I'm am trying to get a list of weather information for 8 locations. I'm using a weather API that accepts longitude and latitude and spits back json output with the weather info for that location. I feed the coords in order 0-7 but when json processes the data it comes back in a seemingly random order. I assume it's because some process faster than others and json is outputing what it gets back as it gets it. The output is correct, only the order is wrong. var loc = null; var body = ""; var campuses = new Array(8); campuses[0] = "34.47242,-84.42489,1"; campuses[1] = "33.81488,-84.62048,2"; campuses[2] = "34.27502,-84.46976,3"; campuses[3] = "33.92987,-84.55065,4"; campuses[4] = "34.03433,-84.46723,5"; campuses[5] = "34.08362,-84.67115,6"; campuses[6] = "33.91124,-84.82634,7"; campuses[7] = "34.10409,-84.51804,8"; function getWeather(campusArray) { body += '<p class="topTitle">Campus Weather</p>'; var cSplit = new Array(); cSplit = campusArray.split(','); var loc = "http://www.worldweatheronline.com/feed/weather.ashx?q="+cSplit[0]+","+cSplit[1]+"&format=json&num_of_days=2&key=0a05fff921162948110401&callback=?"; $('#content').html('asdf'); $.getJSON(loc,function(js) { var data = js.data; var humidity = data.current_condition[0].humidity; var tempF = data.current_condition[0].temp_F; var iconDESC = data.current_condition[0].weatherDesc[0].value; var iconURL = data.current_condition[0].weatherIconUrl[0].value; var windDir = data.current_condition[0].winddir16Point; var windSpeed = data.current_condition[0].windspeedMiles; var tempMaxF = data.weather[0].tempMaxF; var tempMinF = data.weather[0].tempMinF; body += '<p class="title">'+cSplit[2]+'</p>'+ '<span class="body">'+tempF+ ' '+windSpeed+ '<img src="'+iconURL+'" /></span>'; $('#content').html(body); }); } getWeather(campuses[0]); getWeather(campuses[1]); getWeather(campuses[2]); getWeather(campuses[3]); getWeather(campuses[4]); getWeather(campuses[5]); getWeather(campuses[6]); getWeather(campuses[7]); I have also tried it as $.ajax var loc = null; var body = ""; var campuses = new Array(8); campuses[0] = "34.47242,-84.42489,1"; campuses[1] = "33.81488,-84.62048,2"; campuses[2] = "34.27502,-84.46976,3"; campuses[3] = "33.92987,-84.55065,4"; campuses[4] = "34.03433,-84.46723,5"; campuses[5] = "34.08362,-84.67115,6"; campuses[6] = "33.91124,-84.82634,7"; campuses[7] = "34.10409,-84.51804,8"; function getWeather(campusArray) { body += '<p class="topTitle">Campus Weather</p>'; var cSplit = new Array(); cSplit = campusArray.split(','); var loc = "http://www.worldweatheronline.com/feed/weather.ashx?q="+cSplit[0]+","+cSplit[1]+"&format=json&num_of_days=2&key=0a05fff921162948110401&callback=?"; $.ajax({ url: loc, async: true, dataType: "json", success: function(js) { var data = js.data; var humidity = data.current_condition[0].humidity; var tempF = data.current_condition[0].temp_F; var iconDESC = data.current_condition[0].weatherDesc[0].value; var iconURL = data.current_condition[0].weatherIconUrl[0].value; var windDir = data.current_condition[0].winddir16Point; var windSpeed = data.current_condition[0].windspeedMiles; var tempMaxF = data.weather[0].tempMaxF; var tempMinF = data.weather[0].tempMinF; body += '<p class="title">'+cSplit[2]+'</p>'+ '<span class="body">'+tempF+ ' '+windSpeed+ '<img src="'+iconURL+'" /></span>'; $('#content').html(body); } }); } getWeather(campuses[0]); getWeather(campuses[1]); getWeather(campuses[2]); getWeather(campuses[3]); getWeather(campuses[4]); getWeather(campuses[5]); getWeather(campuses[6]); getWeather(campuses[7]); EDIT: example of json output: { "data": { "current_condition": [ {"cloudcover": "100", "humidity": "93", "observation_time": "04:04 PM", "precipMM": "0.0", "pressure": "1009", "temp_C": "2", "temp_F": "36", "visibility": "8", "weatherCode": "116", "weatherDesc": [ {"value": "Mist" } ], "weatherIconUrl": [ {"value": "http:\/\/www.worldweatheronline.com\/images\/wsymbols01_png_64\/wsymbol_0006_mist.png" } ], "winddir16Point": "WNW", "winddirDegree": "290", "windspeedKmph": "7", "windspeedMiles": "4" } ], "request": [ {"query": "Lat 34.47 and Lon -84.42", "type": "LatLon" } ], "weather": [ {"date": "2011-01-06", "precipMM": "9.3", "tempMaxC": "7", "tempMaxF": "45", "tempMinC": "2", "tempMinF": "35", "weatherCode": "113", "weatherDesc": [ {"value": "Sunny" } ], "weatherIconUrl": [ {"value": "http:\/\/www.worldweatheronline.com\/images\/wsymbols01_png_64\/wsymbol_0001_sunny.png" } ], "winddir16Point": "WNW", "winddirDegree": "293", "winddirection": "WNW", "windspeedKmph": "20", "windspeedMiles": "13" }, {"date": "2011-01-07", "precipMM": "0.0", "tempMaxC": "6", "tempMaxF": "44", "tempMinC": "0", "tempMinF": "31", "weatherCode": "116", "weatherDesc": [ {"value": "Partly Cloudy" } ], "weatherIconUrl": [ {"value": "http:\/\/www.worldweatheronline.com\/images\/wsymbols01_png_64\/wsymbol_0002_sunny_intervals.png" } ], "winddir16Point": "WNW", "winddirDegree": "286", "winddirection": "WNW", "windspeedKmph": "25", "windspeedMiles": "16" } ] }}

    Read the article

  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //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); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

    Read the article

  • Class structure for the proposed data and its containers ?

    - by Prix
    First I would like to wish a happy new year to everyone that may read this :) I am having trouble on how to make a container for some data that I am importing into my application, and I am not sure on how to explain this very well and my english is not really a that good so I hope you can bear with my mistake and help me with some guidance. Currently with a foreach I am importing the follow fields from the data I receive: guid, itemid, name, owner(optional, can be null), zoneid, titleid, subid, heading, x, y, z, typeA, typeB, typeC From the above fields I need to store a Waypoint list of all coords a given item has moved to BUT for each guid I have a new list of waypoints. And from the waypoint list the first entry is also my initial item start location which would be my item initial position (if you notice i have a separate list for it which I was not sure would be better or not) not all items have a waypoint list but all items have the first position. So the first idea I came with to store this data was a list with a class with 2 inner classes with their list: public List<ItemList> myList = new List<ItemList>(); public class ItemList { public int guid { get; set; } public int itemid { get; set; } public string name { get; set; } public int titleid { get; set; } public itemType status { get; set; } public class Waypoint { public float posX { get; set; } public float posY { get; set; } public float posZ { get; set; } } public List<Waypoint> waypoint = new List<Waypoint>(); public class Location { public int zone { get; set; } public int subid { get; set; } public int heading { get; set; } public float posX { get; set; } public float posY { get; set; } public float posZ { get; set; } } public List<Location> position = new List<Location>(); } So here is an example of how I would add a new waypoint to a GUID that exists in the list bool itemExists = myList.Exists(item => item.guid == guid && item.itemid == itemid); if (itemExists) { int lastDistance = 3; ItemList.Waypoint nextWaypoint; ItemList myItem = myList.Find(item => item.guid == guid && item.itemid == itemid); if (myItem.waypoint.Count == 0) { nextWaypoint = new ItemList.Waypoint(); nextWaypoint.posX = PosX; nextWaypoint.posY = PosY; nextWaypoint.posZ = PosZ; } else { ItemList.Waypoint lastWaypoint = myItem.waypoint[myItem.waypoint.Count - 1]; if (lastWaypoint != null) { lastDistance = getDistance(x, y, z, lastWaypoint.posX, lastWaypoint.posY, lastWaypoint.posZ); } if (lastDistance > 2) { nextWaypoint = new ItemList.Waypoint(); nextWaypoint.posX = PosX; nextWaypoint.posY = PosY; nextWaypoint.posZ = PosZ; } } myItem.waypoint.Add(nextWaypoint); } Then to register a new item I would take advantage of the itemExist above so I won't register the same GUID again: ItemList newItem = new ItemList(); newItem.guid = guid; newItem.itemid = itemid; newItem.name = name; newItem.status = status; newItem.titleid = titleid; // Item location ItemList.Location itemLocation = new ItemList.Location(); itemLocation.subid = 0; itemLocation.zone= zone; itemLocation.heading = convertHeading(Heading); itemLocation.posX = PosX; itemLocation.posY = PosY; itemLocation.posZ = PosZ; newItem.position.Add(itemLocation); myList.Add(newItem); Could you help me with advices on how my class structure and lists should look like ? Are there better ways to interate with the lists to get lastWaypoint of a GUID or verify wether an item exist or not ? What else would you advise me in general ? PS: If you have any questions or if there is something I missed to post please let me know and I will update it.

    Read the article

  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

    Read the article

  • How to correctly populate records from SQLlite in ListActivity?

    - by Pavel
    Hi. Can someone please tell me how can I easily display every record from sqllite in ListActivity tab? I'm kinda confused with this. Do I have to create db from my helper class in TabActivity or ListActivity or both? My db helper class is as follow: package tabs.app; import android.content.ContentValues; import android.content.Context; import android.database.Cursor; import android.database.SQLException; import android.database.sqlite.SQLiteDatabase; import android.database.sqlite.SQLiteOpenHelper; import android.util.Log; public class DBAdapter { private static String DB_PATH = "/data/data/tabs.app/databases/"; public static final String KEY_ROWID = "_id"; public static final String KEY_LATITUDE = "latitude"; public static final String KEY_LONGITUDE = "longitude"; private static final String TAG = "DBAdapter"; private static final String DATABASE_NAME = "coords"; private static final String DATABASE_TABLE = "coordsStorages"; private static final int DATABASE_VERSION = 2; /* private static final String DATABASE_CREATE = "create table coordsStorage (_id integer primary key autoincrement, latitude integer not null, longitude integer not null)"; */ public Context context; private DatabaseHelper DBHelper; private SQLiteDatabase db; public DBAdapter(Context ctx) { this.context = ctx; DBHelper = new DatabaseHelper(context); } private static class DatabaseHelper extends SQLiteOpenHelper { DatabaseHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); } @Override public void onCreate(SQLiteDatabase db) { db.execSQL("create table coordsStorages (_id integer primary key autoincrement, latitude integer not null, longitude integer not null)"); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(TAG, "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS titles"); onCreate(db); } } //---opens the database--- public DBAdapter open() throws SQLException { db = DBHelper.getWritableDatabase(); return this; } //---closes the database--- public void close() { DBHelper.close(); } //---insert a title into the database--- public long insertCoords(int latitude, int longitude) { ContentValues initialValues = new ContentValues(); initialValues.put(KEY_LATITUDE, latitude); initialValues.put(KEY_LONGITUDE, longitude); return db.insert(DATABASE_TABLE, null, initialValues); } public void openDataBase() throws SQLException{ //Open the database String myPath = DB_PATH + DATABASE_NAME; db = SQLiteDatabase.openDatabase(myPath, null, SQLiteDatabase.OPEN_READONLY); } //---deletes a particular title--- public boolean deleteTitle(long rowId) { return db.delete(DATABASE_TABLE, KEY_ROWID + "=" + rowId, null) > 0; } //---retrieves all the titles--- public Cursor getAllTitles() { return db.query(DATABASE_TABLE, new String[] { KEY_ROWID, KEY_LATITUDE, KEY_LONGITUDE}, null, null, null, null, null); } //---retrieves a particular title--- public Cursor getTitle(long rowId) throws SQLException { Cursor mCursor = db.query(true, DATABASE_TABLE, new String[] { KEY_ROWID, KEY_LATITUDE, KEY_LONGITUDE}, KEY_ROWID + "=" + rowId, null, null, null, null, null); if (mCursor != null) { mCursor.moveToFirst(); } return mCursor; } //---updates a title--- /*public boolean updateTitle(long rowId, int latitude, int longitude) { ContentValues args = new ContentValues(); args.put(KEY_LATITUDE, latitude); args.put(KEY_LONGITUDE, longitude); return db.update(DATABASE_TABLE, args, KEY_ROWID + "=" + rowId, null) > 0; }*/ } And Im trying to retrieve the records in TabActivity like this: public class Areas extends ListActivity { DBAdapter db; SimpleCursorAdapter mAdapter; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.areas_layout); db = new DBAdapter(this); db.open(); Cursor c = db.getAllTitles(); startManagingCursor(c); String[] display = new String[] { db.KEY_LATITUDE }; int[] to = new int[] { R.id.row_latitude}; /* String[] display2 = new String[] { db.KEY_LONGITUDE }; int[] to2 = new int[] { R.id.row_longitude};*/ mAdapter = new SimpleCursorAdapter(this, R.layout.areas_layout, c, display, to); setListAdapter(mAdapter); /* mAdapter2 = new SimpleCursorAdapter(this, R.layout.areas_layout, c, display2, to2); setListAdapter(mAdapter2);*/ db.close(); } /* private void fillData() { // Get all of the rows from the database and create the item list Cursor c = db.getAllTitles(); startManagingCursor(c); }*/ } Whenever I'm trying to do that the error log outputs this: 06-07 09:51:56.529: ERROR/AndroidRuntime(2034): Uncaught handler: thread main exiting due to uncaught exception 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): java.lang.RuntimeException: Unable to start activity ComponentInfo{tabs.app/tabs.app.Areas}: java.lang.RuntimeException: Your content must have a ListView whose id attribute is 'android.R.id.list' 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2401) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.ActivityThread.startActivityNow(ActivityThread.java:2242) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.LocalActivityManager.moveToState(LocalActivityManager.java:127) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.LocalActivityManager.startActivity(LocalActivityManager.java:339) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.widget.TabHost$IntentContentStrategy.getContentView(TabHost.java:631) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.widget.TabHost.setCurrentTab(TabHost.java:317) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.widget.TabHost$2.onTabSelectionChanged(TabHost.java:127) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.widget.TabWidget$TabClickListener.onClick(TabWidget.java:346) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.View.performClick(View.java:2344) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.View.onTouchEvent(View.java:4133) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.View.dispatchTouchEvent(View.java:3672) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:850) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:882) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1712) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1202) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.Activity.dispatchTouchEvent(Activity.java:1987) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1696) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.view.ViewRoot.handleMessage(ViewRoot.java:1658) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.os.Handler.dispatchMessage(Handler.java:99) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.os.Looper.loop(Looper.java:123) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.ActivityThread.main(ActivityThread.java:4203) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at java.lang.reflect.Method.invokeNative(Native Method) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at java.lang.reflect.Method.invoke(Method.java:521) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at dalvik.system.NativeStart.main(Native Method) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): Caused by: java.lang.RuntimeException: Your content must have a ListView whose id attribute is 'android.R.id.list' 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.ListActivity.onContentChanged(ListActivity.java:236) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:316) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.Activity.setContentView(Activity.java:1620) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at tabs.app.Areas.onCreate(Areas.java:18) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1123) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2364) 06-07 09:51:56.559: ERROR/AndroidRuntime(2034): ... 30 more 06-07 09:51:56.619: INFO/Process(51): Sending signal. PID: 2034 SIG: 3 06-07 09:51:56.619: INFO/dalvikvm(2034): threadid=7: reacting to signal 3 06-07 09:51:56.619: ERROR/dalvikvm(2034): Unable to open stack trace file '/data/anr/traces.txt': Permission denied Can someone please tell me what I'm doing wrong? Help greatly appreciated!

    Read the article

< Previous Page | 5 6 7 8 9