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  • Remote Control Holder Mod Stores Tablet Close At Hand

    - by Jason Fitzpatrick
    If you spend most of your iPad time lounging on your couch or in bed, this simple IKEA hack will keep your favorite tablet stowed right at your finger tips. IKEA’s inexpensive remote control holder, the $4.99 Flort, is easy to hack from a remote holster into an tablet holder. You simply flip it around, sew up the edge of the back flap, and holster your tablet in it–your tablet fits all the way inside, in the above image the iPad is tucked in semi-precariously to demonstrate it sliding inside. Hit up the link below for step-by-step pictures. Smartest Way to Store Your iPad for $4.99 [IKEAHackers] HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • How can I fix TTF fonts' ligatures (tt, ti, fi, ff, etc) in Firefox?

    - by Oli
    With certain Windows fonts there is a display issue where ligature-kerning seems to flip out and make the two letters bold. Here's a screenshot of an email using Helvetica in Firefox: As you can see, it seems to be something about the way crossed characters (t and f) connect to each other and letters like i. I've had this problem for a very long time (over multiple systems) and wondered if anybody has ever seen similar issues popping up and found a way to fix them. Note: I think this does just affect Firefox. Chrome and LibreOffice are both fine.

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  • game performance

    - by iQue
    I'm making a game for android, and earlier today I was trying to add some cool stuff to my game. The problem is this thing needs like 5 timers. I build my timers like this: timer += deltaTime; if(timer >= 2.0f){ doStuff; timer -= 2.0f; } // this timers gets stuff done every 2 secs Will having to many timers like this, getting checked every frame, screw up my games performance? The effect I wanted to add was a crosshair every 2 sec, then remove it after 2 sec and do a timed animation. So an array of crosshairs dependent on a bunch of timers to be exact. This caused my game to shut down when used, so thats why Im wondering if using that many timers causes my game to flip out.

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  • DBMS agnostic - What to name the COUNT column from a SQL Query

    - by cyberkiwi
    I have trouble naming the COUNT() column from SQL queries and will swap between various variants _Count [Count] (sql, or "count" or backticks for MySQL etc) C Cnt CountSomething (where "something" is the field being counted, or "CountAll") NoOfRows RowCount etc Has anyone come up with any name that you are happy with and always use without hesitation? This is bothering me because after joining SO just recently, my answers have shown this tendency of flip-flopping with no consistency. I need to get this sorted. Please help. (While we're at it, what do you use for SUM etc?) Note: Before you close this question, consider that this one was not: What's the best name for a non-mutating “add” method on an immutable collection?

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  • Developer Day - Hands-on Oracle 11g Applications Developmen

    - by [email protected]
    Developer Day - Hands-on Oracle 11g Applications DevelopmentSpend a day with us learning the key tools, frameworks, techniques, and best practices for building database-backed applications. Gain hands-on experience developing database-backed applications with innovative and performance-enhancing methods. Meet, learn from, and network with Oracle database application development experts and your peers. Get a chance to win a Flip video camera and Oracle prizes, and enjoy post-event benefits such as advanced lab content downloads.Bring your own laptop (Windows, Linux, or Mac with minimum 2Gb RAM) and take away scripts, labs, and applications*.Space is limited. "Register Now"  for this FREE event. Don't miss your exclusive opportunity to meet with Oracle application development & database experts, win Oracle Trainings, and discuss today's most vital application development topics.Information how to register soon.

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  • How are Java ByteBuffer's limit and position variable's updated?

    - by Dummy Derp
    There are two scenarios: writing and reading Writing: Whenever I write something to the ByteBuffer by calling its put(byte[]) method the position variable is incremented as: current position + size of byte[] and limit stays at the max. If, however, I put the data in a view buffer then I will have to, manually, calculate and update the position Before I call the write(ByteBuffer) method of the channel to write something, I will have to flip() the Bytebuffer so that position points to zero and limit points to the last byte that was written to the ByteBuffer. Reading: Whenever I call the read(ByteBuffer) method of a channel to read something, the position variable stays at 0 and the limit variable of the ByteBuffer points to the last byte that was read. So, if the ByteBuffer is smaller than the file being read, the limit variable is pushed to max This means that the ByteBuffer is already flipped and I can proceed to extracting the values from the ByteBuffer. Please, correct me where I am wrong :)

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  • Frame timing for GLFW versus GLUT

    - by linello
    I need a library which ensures me that the timing between frames are more constant as possible during an experiment of visual psychophics. This is usually done synchronizing the refresh rate of the screen with the main loop. For example if my monitor runs at 60Hz I would like to specify that frequency to my framework. For example if my gameloop is the following void gameloop() { // do some computation printDeltaT(); Flip buffers } I would like to have printed a constant time interval. Is it possible with GLFW?

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  • How to get innovation in product development?

    - by simonsabin
    I was at Redgate last week and say plastered all over the canteen wall flip chart sheets with ideas scrawled over them. I was going to take a photo but thought it might not be allowed. I asked what it was all about and they told me that ALL the development team are going to stop working on what they are doing and do whatever they want. Whatever they want? yes So thats the whole team working on something? No, it can be individual or in groups. Having worked in product teams before I and the others...(read more)

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • lwjgl custom icon

    - by melchor629
    I have a little problem with the icon in lwjgl, it doesn't work. I google about it, but i haven't found anything that works for me yet. This is my code for now: PNGDecoder imageDecoder = new PNGDecoder(new FileInputStream("res/images/Icon.png")); ByteBuffer imageData = BufferUtils.createByteBuffer(4 * imageDecoder.getWidth() * imageDecoder.getHeight()); imageDecoder.decode(imageData, imageDecoder.getWidth() * 4, PNGDecoder.Format.RGBA); imageData.flip(); System.err.println(Display.setIcon(new ByteBuffer[]{imageData}) == 0 ? "No se ha creado el icono" : "Se ha creado el icono"); The png file is a 128x128px with transparency. PNGDecoder is from the matthiasmann utility (de.matthiasmann.twl.utils). I'm using Mac OS, 10.8.4 with lwjgl 2.9.0. Thanks :)

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  • What should I worry about when changing OpenGL origin to upper left of screen?

    - by derivative
    For self education, I'm writing a 2D platformer engine in C++ using SDL / OpenGL. I initially began with pure SDL using the tutorials on sdltutorials.com and lazyfoo.net, but I'm now rendering in an OpenGL context (specifically immediate mode but I'm learning about VAOs/VBOs) and using SDL for interface, audio, etc. SDL uses a coordinate system with the origin in the upper left of the screen and the positive y-axis pointing down. It's easy to set up my orthographic projection in OpenGL to mirror this. I know that texture coordinates are a right-hand system with values from 0 to 1 -- flipping the texture vertically before rendering (well, flip the file before loading) yields textures that render correctly... which is fine if I'm drawing the entire texture, but ultimately I'll be using tilesets and can imagine problems. What should I be concerned about in terms of rendering when I do this? If anybody has any advice or they've done this themselves and can point out future pitfalls, that would be great, but really any thoughts would be appreciated.

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  • What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

    - by coneybeare
    The title pretty much says it all, but I can elaborate. I have a paid iOS app that has plenty of existing customers. I think i want to convert to a free app now, and allow full upgrade via in-app-purchase. The problem is, I don't want to make my existing customers buy the app again to use it, nor do I want to make it easy for hackers to just flip a switch and get the pro version. What is the most secure way to "Grandfather In" existing users of a paid iOS app that will go free?

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • understanding computers [closed]

    - by Ashwin
    Possible Duplicate: Good resources to understand how a program interacts with machine hardware I don't know if this is the correct StackExchange site to ask this question. But I could not find any other. I want to understand how a computer works from the software level to the internal structure. For example what happens when I press a button on keyboard. The OS interprets it and then what changes happen in the flip-flops. How is an operating system written? If it is written using some programming language, then how is that interpreter written. At some point it has to come down to the hardware, right? I know to program in c, c++ and java. But after all these years I am still not sure about what is happening inside. I would be grateful to anyone who points me to to a link or a video that explains this to the deep.

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  • How do I put different textures on different walls? LWJGL

    - by lehermj
    So far I have it so you are running around in a box, but all of the walls are the same texture! I've loaded up other textures for the walls (I want the walls a different texture than the floor) but it seems as if its being ignored... Here's my code: int floorTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("floor.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, floorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, floorTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int wallTexture = glGenTextures(); { InputStream in = null; try { in = new FileInputStream("walls.png"); PNGDecoder decoder = new PNGDecoder(in); ByteBuffer buffer = BufferUtils.createByteBuffer(4 * decoder.getWidth() * decoder.getHeight()); decoder.decode(buffer, decoder.getWidth() * 4, Format.RGBA); buffer.flip(); glBindTexture(GL_TEXTURE_2D, wallTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(), decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); glBindTexture(GL_TEXTURE_2D, wallTexture); } catch (FileNotFoundException ex) { System.err.println("Failed to find the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } catch (IOException ex) { System.err.println("Failed to load the texture files."); ex.printStackTrace(); Display.destroy(); System.exit(1); } finally { if (in != null) { try { in.close(); } catch (IOException e) { e.printStackTrace(); } } } } int ceilingDisplayList = glGenLists(1); glNewList(ceilingDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, gridSize); glEnd(); glEndList(); int wallDisplayList = glGenLists(1); glNewList(wallDisplayList, GL_COMPILE); glBegin(GL_QUADS); // North wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); // West wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, +gridSize); // East wall glTexCoord2f(0, 0); glVertex3f(+gridSize, floorHeight, -gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(+gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, -gridSize); // South wall glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(-gridSize, ceilingHeight, +gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(+gridSize, ceilingHeight, +gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(+gridSize, floorHeight, +gridSize); glEnd(); glEndList(); int floorDisplayList = glGenLists(1); glNewList(floorDisplayList, GL_COMPILE); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-gridSize, floorHeight, -gridSize); glTexCoord2f(0, gridSize * 10 * tileSize); glVertex3f(-gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, gridSize * 10 * tileSize); glVertex3f(gridSize, floorHeight, gridSize); glTexCoord2f(gridSize * 10 * tileSize, 0); glVertex3f(gridSize, floorHeight, -gridSize); glEnd(); glEndList();

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  • TGA loader: reverse y-axis

    - by aVoX
    I've written a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option origin set to Top Left (Note: Actually TGA files are meant to be stored upside down - Bottom Left in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGA, so my question is: How do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • Why is my animation getting aborted?

    - by Homer_Simpson
    I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can call the animation class like this: Animation Playeranimation; Playeranimation = new Animation(TimeSpan.FromSeconds(2.5f), 80, 40, Animation.Sequences.forwards, 0, 5, false, true); //updating the animation public void Update(GameTime gametime) { Playeranimation.Update(gametime); } //drawing the animation public void Draw(SpriteBatch batch) { playeranimation.Draw(batch, PlayerAnimationSpritesheet, PosX, PosY, 0, SpriteEffects.None); } The class Lion.cs can call the animation class with the same code, only the animation parameters are changing because it's another animation that should be played: Animation Lionanimation; Lionanimation = new Animation(TimeSpan.FromSeconds(2.5f), 100, 60, Animation.Sequences.forwards, 0, 8, false, true); Other classes can call the animation class with the same code like the Player class. But sometimes I have some trouble with the animations. If an animation is running and then shortly afterwards another class calls the animation class too, the second animation starts but the first animation is getting aborted. In this case, the first animation couldn't run until it's end because another class started a new instance of the animation class. Why is an animation sometimes getting aborted when another animation starts? How can I solve this problem? My animation class: public class Animation { private int _animIndex, framewidth, frameheight, start, end; private TimeSpan PassedTime; private List<Rectangle> SourceRects = new List<Rectangle>(); private TimeSpan Duration; private Sequences Sequence; public bool Remove; private bool DeleteAfterOneIteration; public enum Sequences { forwards, backwards, forwards_backwards, backwards_forwards } private void forwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } private void backwards() { for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void forwards_backwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); } private void backwards_forwards() { for (int i = start; i < end - 1; i++) SourceRects.Add(new Rectangle((end - 1 - i) * framewidth, 0, framewidth, frameheight)); for (int i = start; i < end; i++) SourceRects.Add(new Rectangle(i * framewidth, 0, framewidth, frameheight)); } public Animation(TimeSpan duration, int frame_width, int frame_height, Sequences sequences, int start_interval, int end_interval, bool remove, bool deleteafteroneiteration) { Remove = remove; DeleteAfterOneIteration = deleteafteroneiteration; framewidth = frame_width; frameheight = frame_height; start = start_interval; end = end_interval; switch (sequences) { case Sequences.forwards: { forwards(); break; } case Sequences.backwards: { backwards(); break; } case Sequences.forwards_backwards: { forwards_backwards(); break; } case Sequences.backwards_forwards: { backwards_forwards(); break; } } Duration = duration; Sequence = sequences; } public void Update(GameTime dt) { PassedTime += dt.ElapsedGameTime; if (PassedTime > Duration) { PassedTime -= Duration; } var percent = PassedTime.TotalSeconds / Duration.TotalSeconds; if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) Remove = true; _animIndex = (int)Math.Round(percent * (SourceRects.Count)); } else { _animIndex = (int)Math.Round(percent * (SourceRects.Count - 1)); } } public void Draw(SpriteBatch batch, Texture2D Textures, float PositionX, float PositionY, float Rotation, SpriteEffects Flip) { if (DeleteAfterOneIteration == true) { if (_animIndex >= SourceRects.Count) return; } batch.Draw(Textures, new Rectangle((int)PositionX, (int)PositionY, framewidth, frameheight), SourceRects[_animIndex], Color.White, Rotation, new Vector2(framewidth / 2.0f, frameheight / 2.0f), Flip, 0f); } }

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  • Dual monitor with different resolutions problem

    - by Mackemint
    I'm on an LG R405 with a PM965 chipset and a NVIDIA GeForce Go 8400M GS gaphics card. I'm trying to use an external monitor (Benq senseye3 G2222HDL) through a VGA out port. All was fine when installing except for the screen layouts were flip-flopped (computer defalut setup so external monitor was to the right instead of left). When I moved the secondary monitor to its real position in the setup, I started getting strange problems. I loose representation of large portions of the screen, on both screens, and have to reboot. If I plug the monitor in after rebooting I get more problems than when booting up with the monitor already plugged in, but in both cases I can barely see what I'm doing. Please advice! Regards /M

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  • Cannot get laptop wifi to work in ubuntu 12.4

    - by Coda
    Hi i have a Toshiba Satellite L645D-S4106 laptop and i recently installed ubuntu 12.4 on it and i cannot get the wifi to connect for the life of me. When i tried ubuntu out before installing it, the wifi worked while windows was still installed on it. Then i installed ubuntu and now there is no wifi. I can't even flip the wifi network switch to the on position. I installed the driver from realtek for the linux driver and still nothing. Doing rfkill list all shows soft blocked: no and hard blocked: yes. Can anyone help me :p haha very frusterating. It probably is something very dumb. Thanks

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  • Kindle App Available for WP7!

    - by D'Arcy Lussier
    It’s finally here: the Kindle app for Windows Phone 7! Finally we can have our books on the go as well! It’s not sitting atop the “new” list on the WP7 marketplace though. I had to go to the Books section of the marketplace, and there its set to the top spot of free apps. I’m going to read the next chapter in my current book on it to see what the experience is like. After playing quickly with it, here’s some observations: - You flip pages going left to right, not up and down. No setting to change this if you don’t like it. - Good options for changing font size, background colour, and setting bookmarks. - *No* option for highlighting though. However, previous highlights do show up and you can review notes made in other programs Still, for a free Kindle reader and the ability to catch up on books wherever on the phone, so far so good!

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  • Print.css issue in Webkit

    - by Andrew
    The page in question is featured here: http://www.allwebcafe.com/news/news-article.php?id=78 For some reason, when a user attempts to print any article of this type from a Webkit-based browser (I've confirmed this in both Safari and Chrome), the pages are all blank. On the flip side, everything behaves as expected in both Firefox and Internet Explorer. Thoughts?

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  • Globally Log Catch Exception e

    - by sqlBugs
    Suppose that I have a legacy java application with thousands of lines of code which do: try { // stuff } catch (Exception e) { // eat the exception } Is there any global option that I could flip or 3rd party JAR which would log all "eaten" exceptions? I know that I could do a massive find replace (search for catch (Exception e) { and replace it with catch(Exception e) { logException(e);) but I was wondering if there was a better solution. Thanks!

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  • XCode Build and Run

    - by Josh
    I recently reinstalled OSX, and am having a slight annoyance with XCode. Before I reinstalled, I could just hit CMD + Enter, and it would build, then flip the main editor screen to the debugger, where it would show NSLogs, crashes, etc. Now, when I hit CMD + Enter, it just runs the app and stays in the code editor screen. Is there an option I'm missing? I've scoured the preferences, and can't seem to find anything.

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  • Logic Circuits & Shift Registers?

    - by Thomas Covenant
    Hey all, Could anyone point me to a logical diagram of, or show me how to create, a Parrallel In/Serial Out shift register that uses J-K Flip flops? I've found diagrams that use D types, but no J-K's. Any help would be greatly appreciated. Thanks.

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