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  • Menu widget - no jQuery nor Javascript required - pure CSS

    - by Renso
    Goal: Create a menu widget that does not require any javascript, extremely lightweight, very fast, soley based on CSS, compatible with FireFox and Chrome. Issues: May have some rendering issues in some versions of IE, sorry :-) Instruments: css file html with specific menu format jQuery-ui library - optional if you want to use your own images/colors Implementation Details: HTML: <div id="header">   <div id="header_Menubar">     <ul class="linkList0 ui-tabs-nav ui-helper-reset ui-helper-clearfix ui-widget-header ui-corner-all">         <li class="first more ui-state-default ui-corner-top ui-tabs-selected"><a title="Home" href="/Home">Home</a>             <ul class="linkList01 ui-tabs-nav ui-helper-reset ui-helper-clearfix ui-widget-header ui-corner-all">                 <li class="ifirst ui-state-default ui-corner-top"><abbr title="Go Home"></abbr><a title="Home" href="/Home">Home</a></li>             </ul>         </li>         <li class="more ui-state-default ui-corner-top ui-tabs-selected"><a title="Menu 2" href="/Menu2a">Menu 2</a>             <ul class="linkList01 ui-tabs-nav ui-helper-reset ui-helper-clearfix ui-widget-header ui-corner-all">                 <li class="ifirst ui-state-default ui-corner-top"><abbr title="Menu 2 a"></abbr><a title="Menu 2 a" href="/Menu2a">Menu 2 a</a></li>                 <li class="ilast ui-state-default ui-corner-top"><abbr title="Menu 2 b"></abbr><a title="Menu 2 b" href="/Menu2b">Menu 2 b</a></li>             </ul>         </li>         <li class="more red ui-state-default ui-corner-top ui-tabs-selected"><a title="Menu 3" href="/Menu3 d">Menu 3</a>             <ul class="linkList01 ui-tabs-nav ui-helper-reset ui-helper-clearfix ui-widget-header ui-corner-all">                 <li class="ifirst ui-state-default ui-corner-top"><abbr title="Menu 3 a"><a title="Menu 3 a" href="/Menu3a">Menu 3 a</a></abbr></li>                 <li class="ui-state-default ui-corner-top"><abbr title="Menu 3 b"><a title="Menu 3 b" href="/Menu3b">Menu 3 b</a></abbr></li>                 <li class="ui-state-default ui-corner-top"><abbr title="Menu 3 c"><a title="Menu 3 c" href="/Menu3c">Menu 3 c</a></abbr></li>                 <li class="ilast ui-state-default ui-corner-top"><abbr title="Menu 3 d"><a title="Menu 3 d" href="/Menu3d">Menu 3 d</a></abbr></li>             </ul>         </li>     </ul>     </div> </div> CSS: /*    =Menu     -----------------------------------------------------------------------------------------    */ #header #header_Menubar {     margin: 0;     padding: 0;     border: 0;     width: 100%;     height: 22px; } #header {     background-color: #99cccc;     background-color: #aaccee;     background-color: #5BA3E0;     background-color: #006cb1; } /* Set menu bar background color     */ #header #header_Menubar {     background-attachment: scroll;     background-position: left center;     background-repeat: repeat-x; } /*    Set main (horizontal) menu typology    */ #header .linkList0 {     padding: 0 0 1em 0;     margin-bottom: 1em;     font-family: 'Trebuchet MS', 'Lucida Grande',           Verdana, Lucida, Geneva, Helvetica,           Arial, sans-serif;     font-weight: bold;     font-size: 1.085em;     font-size: 1em; } /*    Set all ul properties    */ #header .linkList0, #header .linkList0 ul {     list-style: none;     margin: 0;     padding: 0;     list-style-position: outside; } /*    Set all li properties    */ #header .linkList0 > li {     float: left;     position: relative;     font-size: 90%;     margin: 0 0 -1px;     width: 9.7em;     padding-right: 2em;     z-index: 100;    /*IE7:    Fix for IE7 hiding drop down list behind some other page elements    */ } /*    Set all li properties    */ #header .linkList01 > li {     width: 190px; } #header .linkList0 .linkList01 li {     margin-left: 0px; } /*    Set all list background image properties    */ /*#header .linkList0 li a {     background-position: left center;     background-image: url(  '../Content/Images/VerticalButtonBarGradientFade.png' );     background-repeat: repeat-x;     background-attachment: scroll; }*/ /*    Set all A ancor properties    */ #header .linkList0 li a {     display: block;     text-decoration: none;     line-height: 22px; } /*    IE7: Fix for a bug in IE7 where the margins between list items is doubled - need to set height explicitly    */ *+html #header .linkList0 ul li {     height: auto;     margin-bottom: -.3em; } /*    Menu:    Set different borders for different nested level lists     --------------------------------------------------------------    */ #header .linkList0 > li a {     border-left: 10px solid Transparent;     border-right: none; } #header .linkList0 > li a {     border-left: 0px;     margin-left: 0px;     border-right: none; } #header .linkList0 .linkList01 > li a {     border-left: 8px solid #336699;     border-right: none;     border: 1px solid Transparent;     -moz-border-radius: 5px 5px 5px 5px;     -moz-box-shadow: 3px 3px 4px #696969; } #header .linkList0 .linkList01 .linkList001 > li a {     border-left: 6px solid #336699;     border-right: none;     border: 1px solid Transparent;     -moz-border-radius: 5px 5px 5px 5px;     -moz-box-shadow: 3px 3px 4px #696969; } #header .linkList0 .linkList01 .linkList001 .linkList0001 > li a {     border-left: 4px solid #336699;     border-right: none;     border: 1px solid Transparent;     -moz-border-radius: 5px 5px 5px 5px;     -moz-box-shadow: 3px 3px 4px #696969; }     /*    Link and Visited pseudo-class settings for all lists (ul)    */ #header .linkList0 a:link, #header .linkList0 a:visited {     display: block;     text-decoration: none;     padding-left: 1em; } /*    Hide all the nested/sub menu items    */ #header .linkList0 ul {     display: none;     padding: 0;     position: absolute;    /*Important: must not impede on other page elements when drop down opens up    */ } /*    Hide all detail popups    */ #header .detailPopup {     display: none; } /*    Set the typology of all sub-menu list items li    */ /*#header .linkList0 ul li {     background-color: #AACCEE;     background-position: left center;     background-image: url(  '../Content/Images/VerticalButtonBarGradientFade.png' );     background-repeat: repeat-x;     background-attachment: scroll; }*/ #header .linkList0 ul li.more {     background: Transparent url('../Content/Images/ArrowRight.gif') no-repeat right center; } /*    Header list's margin and padding for all list items    */ #header .linkList0 ul li {     margin: 0 0 0 1em;     padding: 0; } #header .linkList01 ul li {     margin: 0;     padding: 0;     width: 189px; } /*    Set margins for the third li sibling (Plan a Call) to display to the right of the parent menu     to avoid the sub-menu overlaying the menu items below    */ #header .linkList0 li.more .linkList01 li.more > ul.linkList001 {     margin: -1.7em 0 0 13.2em;    /*Important, must be careful, if tbe EM since gap increases too much bewteen nested lists the gap will make the nested-list collapse prematurely    */ } /*    Set right hand arrow for list items with sub-menus (class-more)    */ #header li.more {     background: Transparent url('../Content/Images/ArrowRight.gif') no-repeat right center;     padding-right: 48px; } /*    Menu:    Dynamic Behavior of menu items (hover, visted, etc)     -----------------------------------------------------------    */ #header .linkList0 li a:link, #header .linkList01 li a:link {     display: block; } #header .linkList0 li a:visited, #header .linkList01 li a:visited {     display: block; } #header .linkList0 > li:hover { } #header .linkList01 > li:hover a ,#header .linkList001 > li:hover a {     text-decoration: underline; } #header .linkList0 > li abbr:hover span.detailPopup {     display: block;     position: absolute;     top: 1em;     left: 17em;     border: double 1px #696969;     border-style: outset;     width: 120%;     height: auto;     padding: 5px;     font-weight: 100; } #header .linkList0 > li:hover ,#header .linkList0 .linkList01 > li:hover { } #header .linkList0 .linkList01 .linkList001 > li:hover { } #header .linkList0 .linkList01 .linkList001 .linkList0001 > li:hover { } /*    Display the hidden sub menu when hovering over the parent ul's li    */ #header .linkList0 li:hover > ul {     display: block; } /*    Display the hidden sub menu when hovering over the parent ul's li    */ #header .linkList0 .linkList01 li:hover > ul {     display: block;         background: -moz-linear-gradient(top, #1E83CC, #619FCD);     /* Chrome, Safari:*/     background: -webkit-gradient(linear,                 center top, center bottom, from(#1E83CC), to(#619FCD)); } /*    Display the hidden sub menu when hovering over the parent ul's li    */ #header .linkList0 .linkList01 .linkList001 li:hover > ul {     display: block; } /*    Set right hand arrow for list items with sub-menus (class-more) on hover    */ #header li.more:hover { } Also some CSS for global settings that will affect this menu, you of course will have some other styling, but included it here so you can see how/why some css properties were set here: /* Neutralize styling:    Elements we want to clean out entirely: */ html, body {     margin: 0;     padding: 0;     font: 62.5%/120% Verdana, Arial, Helvetica, sans-serif; } /* Neutralize styling:    Elements with a vertical margin: */ h1, h2, h3, h4, h5, h6, p, pre, blockquote, ul, ol, dl, address {     margin: 0;    /*    most browsers set some default value that is not shared by all browsers    */     padding: 0;        /*    some borowsers default padding, set to 0 for all    */ } /* Apply left margin:    Only to the few elements that need it: */ li, dd, blockquote {     margin-left: 1em; }

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  • Weird CSS-behaviour [migrated]

    - by WMRKameleon
    <!DOCTYPE html> <html> <head> <title>PakHet</title> <link rel="stylesheet" type="text/css" href="css/basis.css" /> </head> <body> <div class="wrapper"> <div id='cssmenu'> <ul> <li class="active"><a href='index.html'><span>Start</span></a></li> <li><a href='pakhet.html'><span>Over PakHet</span></a></li> <li><a href='overons.html'><span>Over Ons</span></a></li> <li class='has-sub '><a href='#'><span>Uw pakket</span></a> <ul> <li><a href='aanmelden.php'><span>Aanmelden</span></a></li> <li><a href='traceren.php'><span>Traceren</span></a></li> </ul> </li> </ul> </div> <div class="header"> <h1>Hier komt de titel van de website</h1> </div> <div class="content"> <p>Dit is de tekst van de content. Dit is de indexpagina.</p> </div> </div> </body> </html> And this is the CSS: /* CSS RESET */ html, body, div, span, applet, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, a, abbr, acronym, address, big, cite, code, del, dfn, em, img, ins, kbd, q, s, samp, small, strike, strong, sub, sup, tt, var, b, u, i, center, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, canvas, details, embed, figure, figcaption, footer, header, hgroup, menu, nav, output, ruby, section, summary, time, mark, audio, video, *{ margin: 0; padding: 0; border: 0; vertical-align: baseline; } table { border-collapse: collapse; border-spacing: 0; } /* Einde CSS RESET, nu echte code */ html, body{ background:url(../images/bg_picture.jpg) fixed no-repeat; } .wrapper{ margin:0 auto; } .header{ margin:0 auto; background-color:rgba(0, 0, 0, 0.4); } .content{ background-color:rgba(0, 0, 0, 0.4); width:600px; margin:0 auto; margin-top:50px; } .content p{ color:white; text-shadow:1px 1px 0 rgba(0,0,0, 0.5); font-family:"Lucida Grande", sans-serif; } #cssmenu{ height:37px; display:block; padding:0; margin: 0; border:1px solid; } #cssmenu > ul {list-style:inside none; padding:0; margin:0;} #cssmenu > ul > li {list-style:inside none; padding:0; margin:0; float:left; display:block; position:relative;} #cssmenu > ul > li > a{ outline:none; display:block; position:relative; padding:12px 20px; font:bold 13px/100% "Lucida Grande", Helvetica, sans-serif; text-align:center; text-decoration:none; text-shadow:1px 1px 0 rgba(0,0,0, 0.4); } #cssmenu > ul > li:first-child > a{border-radius:5px 0 0 5px;} #cssmenu > ul > li > a:after{ content:''; position:absolute; border-right:1px solid; top:-1px; bottom:-1px; right:-2px; z-index:99; } #cssmenu ul li.has-sub:hover > a:after{top:0; bottom:0;} #cssmenu > ul > li.has-sub > a:before{ content:''; position:absolute; top:18px; right:6px; border:5px solid transparent; border-top:5px solid #fff; } #cssmenu > ul > li.has-sub:hover > a:before{top:19px;} #cssmenu ul li.has-sub:hover > a{ background:#3f3f3f; border-color:#3f3f3f; padding-bottom:13px; padding-top:13px; top:-1px; z-index:999; } #cssmenu ul li.has-sub:hover > ul, #cssmenu ul li.has-sub:hover > div{display:block;} #cssmenu ul li.has-sub > a:hover{background:#3f3f3f; border-color:#3f3f3f;} #cssmenu ul li > ul, #cssmenu ul li > div{ display:none; width:auto; position:absolute; top:38px; padding:10px 0; background:#3f3f3f; border-radius:0 0 5px 5px; z-index:999; } #cssmenu ul li > ul{width:200px;} #cssmenu ul li > ul li{display:block; list-style:inside none; padding:0; margin:0; position:relative;} #cssmenu ul li > ul li a{ outline:none; display:block; position:relative; margin:0; padding:8px 20px; font:10pt "Lucida Grande", Helvetica, sans-serif; color:#fff; text-decoration:none; text-shadow:1px 1px 0 rgba(0,0,0, 0.5); } #cssmenu, #cssmenu > ul > li > ul > li a:hover{ background:#333333; background:-moz-linear-gradient(top, #333333 0%, #222222 100%); background:-webkit-gradient(linear, left top, left bottom, color-stop(0%,#333333), color-stop(100%,#222222)); background:-webkit-linear-gradient(top, #333333 0%,#222222 100%); background:-o-linear-gradient(top, #333333 0%,#222222 100%); background:-ms-linear-gradient(top, #333333 0%,#222222 100%); background:linear-gradient(top, #333333 0%,#222222 100%); filter:progid:DXImageTransform.Microsoft.gradient( startColorstr='#333333', endColorstr='#222222',GradientType=0 ); } #cssmenu{border-color:#000;} #cssmenu > ul > li > a{border-right:1px solid #000; color:#fff;} #cssmenu > ul > li > a:after{border-color:#444;} #cssmenu > ul > li > a:hover{background:#111;} #cssmenu > ul > li.active > a{ color:orange; } .header{ clear:both; } The problem is that, whenever I hover on the dropdown-menu, that a 1px margin appears in between the menu and the header. Can I solve that? I can't seem to find the solution.

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  • Hyperlinked, externalized source code documentation

    - by Dave Jarvis
    Why do we still embed natural language descriptions of source code (i.e., the reason why a line of code was written) within the source code, rather than as a separate document? Given the expansive real-estate afforded to modern development environments (high-resolution monitors, dual-monitors, etc.), an IDE could provide semi-lock-step panels wherein source code is visually separated from -- but intrinsically linked to -- its corresponding comments. For example, developers could write source code comments in a hyper-linked markup language (linking to additional software requirements), which would simultaneously prevent documentation from cluttering the source code. What shortcomings would inhibit such a software development mechanism? A mock-up to help clarify the question: When the cursor is at a particular line in the source code (shown with a blue background, above), the documentation that corresponds to the line at the cursor is highlighted (i.e., distinguished from the other details). As noted in the question, the documentation would stay in lock-step with the source code as the cursor jumps through the source code. A hot-key could switch between "documentation mode" and "development mode". Potential advantages include: More source code and more documentation on the screen(s) at once Ability to edit documentation independently of source code (regardless of language?) Write documentation and source code in parallel without merge conflicts Real-time hyperlinked documentation with superior text formatting Quasi-real-time machine translation into different natural languages Every line of code can be clearly linked to a task, business requirement, etc. Documentation could automatically timestamp when each line of code was written (metrics) Dynamic inclusion of architecture diagrams, images to explain relations, etc. Single-source documentation (e.g., tag code snippets for user manual inclusion). Note: The documentation window can be collapsed Workflow for viewing or comparing source files would not be affected How the implementation happens is a detail; the documentation could be: kept at the end of the source file; split into two files by convention (filename.c, filename.c.doc); or fully database-driven By hyperlinked documentation, I mean linking to external sources (such as StackOverflow or Wikipedia) and internal documents (i.e., a wiki on a subdomain that could cross-reference business requirements documentation) and other source files (similar to JavaDocs). Related thread: What's with the aversion to documentation in the industry?

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  • Quickly Preview Songs in Windows Media Center 12 in Windows 7

    - by DigitalGeekery
    Do you ever wish you could quickly preview a song without having to play it? Today we look at a quick and easy way to do that in Windows Media Player 12. Open Windows Media Player in Library Mode and select your Music library. Hover your cursor over the Title of the song and a Preview pop-up window will appear after a few seconds.    Click on the Preview in the pop-up window and the song will begin to play. As the preview begins to play, you will see the Skip link and a song timer. Click on Skip to jump ahead 15 seconds in the song. When you are finished previewing the song, simply move your mouse away from the preview window to stop playback. Automatically Preview Songs You can adjust settings in Windows Media Player to automatically preview songs when you hover your cursor over the title. Select Tools  from the menu and click Options. On the Options window, select the Library tab and click on Automatically preview songs on title hover. Click OK.   Now when you simply hover your cursor over the song title the preview window will appear and playback will begin automatically. This feature works just as well in Details view as it does in Expanded Tile view. Would you like to stream your music to other computers on your network? Check out our article on how to stream media to other Windows 7 computers. Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Add Color Coding to Windows 7 Media Center Program GuideSchedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Integrate Boxee with Media Center in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { 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); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); 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); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; 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); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); 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); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

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  • Dual Boot ubuntu 12.04 and Windows 7 on two separate SSDs with UEFI

    - by Björn
    With the following setup I get a blinking cursor after installation: Windows 7 64bit installed in first SSD (not UEFI, using MBR) Installation of Ubuntu 12.04 64Bit on gpt partioned disk seems to work without problems but does not boot. It stops with a blinking cursor. I used the partitioning scheme described here. Partitioning scheme: sdb1 efi boot partition fat32 sdb2 root btrfs sdb3 home btrfs sdb4 swap Is it possible to mix uefi BIOS with MBR and gpt when using two separate SSDs? I tried grub2 into a MBR as well but it would not install there...

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  • My Name is Andy and I Have an Associates of Applied Science Degree

    - by andyleonard
    Introduction This post is the forty-first part of a ramble-rant about the software business. The current posts in this series can be found on the series landing page . This post is about the education requirements for job listings. Bachelor’s Degree Required I’m not qualified for any job that requires a bachelor’s degree because I don’t have one. I regularly receive email from recruiters asking if I’m available and interested in a position they have open, or a position they’ve been asked to fill...(read more)

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  • Implicit Intent is not working [migrated]

    - by Sayem Siam
    I have a activity class named Notelist.In the Notelist class i have tried to insert a new note.For that i have used implicit Intent.But when i click to insert a new note it gives a run time error. public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case R.id.menu_add: Log.d("sayem", "in case of fd"); Toast.makeText(this, "in the", Toast.LENGTH_LONG).show(); startActivity(new Intent(Intent.ACTION_INSERT, getIntent() .getData())); break; default: throw new IllegalArgumentException("not matched"); } return true; } And i have NoteEditor activity clas to Insert a new note. And here is my Androidmanifesto.xml file. <uses-sdk android:minSdkVersion="14" /> <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:label="@string/app_name" android:name=".NotesList" > <intent-filter > <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <action android:name="android.intent.action.EDIT" /> <action android:name="android.intent.action.PICK" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="vnd.android.cursor.dir/vnd.google.note" /> </intent-filter> <intent-filter > <action android:name="android.intent.action.GET_CONTENT" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="vnd.android.cursor.item/vnd.google.note" /> </intent-filter> </activity> <activity android:name="NoteEditor" > <intent-filter> <action android:name="NoteEditor"></action> <action android:name="android.intent.action.INSERT" /> <action android:name="android.intent.action.PASTE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="vnd.android.cursor.dir/vnd.google.note" /> </intent-filter> </activity> </application>

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  • No anti-aliasing with Xmonad

    - by Leon
    I'm looking into Xmonad. One problem I'm having is that most of my applications in Xmonad don't have anti-aliasing. For example gnome-terminal & evolution. I have this in my .Xresources: Xft.dpi: 96 Xft.lcdfilter: lcddefault Xft.antialias: true Xft.autohint: true Xft.hinting: true Xft.hintstyle: hintfull Xft.hintstyle: slight Xft.rgba: rgb And this in my .gtkrc-2.0: gtk-theme-name="Ambiance" gtk-icon-theme-name="ubuntu-mono-dark" gtk-font-name="Sans 10" gtk-cursor-theme-name="DMZ-White" gtk-cursor-theme-size=0 gtk-toolbar-style=GTK_TOOLBAR_BOTH gtk-toolbar-icon-size=GTK_ICON_SIZE_LARGE_TOOLBAR gtk-button-images=1 gtk-menu-images=1 gtk-enable-event-sounds=1 gtk-enable-input-feedback-sounds=1 gtk-xft-antialias=1 gtk-xft-hinting=1 gtk-xft-hintstyle="hintfull" gtk-xft-rgba="rgb" include "/home/leon/.gtkrc-2.0.mine" But I still have no anti-aliasing. When I launch gnome-settings-daemon I do get anti-aliasing. But I don't want to run gnome-settings-daemon. What could be the problem? I'm running Ubuntu 12.04 Desktop.

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  • Is hiring a "chief intern" a good idea?

    - by dukeofgaming
    I'm starting an internship program for our software department and I was wondering about creating a position ("chief intern", intern supervisor, or whatever one should call it) with the following responsibilities: Train interns Coach interns Manage projects and tasks for interns Supervise intern's work in terms of rhythm and quality Act as a liaison between the main team's needs and interns performance/aspirations Evaluate and facilitate intern's progress when they want to grab a higher-level domain-specific task (at this point, a main dev team member can do mentoring) Get freely involved in the main team's software development tasks so that he himself can grow, and have full mentorship from the main dev team. I'm thinking that an apprentice-level engineer (below Jr., or Jr.; but being a graduate and working full-time) can handle this for a while (he will be trained by the main dev team first), until one of two things happen: He/she decides to move on to the main dev team by recommending an appropriate replacement (or me finding another one as a new hire) Keep leading the interns while still being able to grow to Jr. Eng., Eng., Sr. Eng I know the notion of a "chief intern" is common within the medical world, but I don't really know about that in the software world (I was a freelancer for most of my university years). A side-intention to this is also that, if this ends up being a higher rotation position (organically) because the intern supervisor wants to join the main dev team, this could help interns that aspire this position emerge as leaders. My main intention for this, though, is removing distractions from the main team but without making the interns suffer the lack of attention, which could lead to boredom and little intern retention. Is this "chief intern" idea common (or good at least)?, are there any obvious risks to it that I might not be seeing? Edit: I have a draft plan for the kind of work the interns would be doing: Are R&D mini-projects a good activity for interns? Edit #2: My intention is not keeping them isolated, but having someone focus on giving attention to them when we cannot. Edit #3: I'm now convince it is a good idea, but I will take the organic approach to hiring someone in such position: do it myself until I cannot. This way I'll know better what to expect from a person I hire for this role in the future, as well as what works and what doesn't with interns.

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  • Exciting New Job Announcement!

    - by John Blumenauer
    I’m extremely excited to announce that I’ve accepted a position with Applied Information Sciences (AIS).  The innovative work and company values at AIS are aligned with what I was seeking in my next position.  Also, over the past year or so, I’ve met some really talented individuals who work at AIS, so when the opportunity presented itself, I decided it was time to make a change. I look forward to the challenges ahead and working with a team of highly talented and motivated individuals.

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  • JavaFX, Google Maps, and NetBeans Platform

    - by Geertjan
    Thanks to a great new article by Rob Terpilowski, and other work and research he describes in that article, it's now trivial to introduce a map component to a NetBeans Platform application. Making use of the GMapsFX library, as described in Rob's article, which provides a JavaFX API for Google Maps, you can very quickly knock this application together. Click to enlarge the image. Here's all the code (from Rob's article): @TopComponent.Description( preferredID = "MapTopComponent", persistenceType = TopComponent.PERSISTENCE_ALWAYS ) @TopComponent.Registration(mode = "editor", openAtStartup = true) @ActionID(category = "Window", id = "org.map.MapTopComponent") @ActionReference(path = "Menu/Window" /*, position = 333 */) @TopComponent.OpenActionRegistration( displayName = "#CTL_MapWindowAction", preferredID = "MapTopComponent" ) @NbBundle.Messages({ "CTL_MapWindowAction=Map", "CTL_MapTopComponent=Map Window", "HINT_MapTopComponent=This is a Map window" }) public class MapWindow extends TopComponent implements MapComponentInitializedListener { protected GoogleMapView mapComponent; protected GoogleMap map; private static final double latitude = 52.3667; private static final double longitude = 4.9000; public MapWindow() { setName(Bundle.CTL_MapTopComponent()); setToolTipText(Bundle.HINT_MapTopComponent()); setLayout(new BorderLayout()); JFXPanel panel = new JFXPanel(); Platform.setImplicitExit(false); Platform.runLater(() -> { mapComponent = new GoogleMapView(); mapComponent.addMapInializedListener(this); BorderPane root = new BorderPane(mapComponent); Scene scene = new Scene(root); panel.setScene(scene); }); add(panel, BorderLayout.CENTER); } @Override public void mapInitialized() { //Once the map has been loaded by the Webview, initialize the map details. LatLong center = new LatLong(latitude, longitude); MapOptions options = new MapOptions(); options.center(center) .mapMarker(true) .zoom(9) .overviewMapControl(false) .panControl(false) .rotateControl(false) .scaleControl(false) .streetViewControl(false) .zoomControl(false) .mapType(MapTypeIdEnum.ROADMAP); map = mapComponent.createMap(options); //Add a couple of markers to the map. MarkerOptions markerOptions = new MarkerOptions(); LatLong markerLatLong = new LatLong(latitude, longitude); markerOptions.position(markerLatLong) .title("My new Marker") .animation(Animation.DROP) .visible(true); Marker myMarker = new Marker(markerOptions); MarkerOptions markerOptions2 = new MarkerOptions(); LatLong markerLatLong2 = new LatLong(latitude, longitude); markerOptions2.position(markerLatLong2) .title("My new Marker") .visible(true); Marker myMarker2 = new Marker(markerOptions2); map.addMarker(myMarker); map.addMarker(myMarker2); //Add an info window to the Map. InfoWindowOptions infoOptions = new InfoWindowOptions(); infoOptions.content("<h2>Center of the Universe</h2>") .position(center); InfoWindow window = new InfoWindow(infoOptions); window.open(map, myMarker); } } Awesome work Rob, will be useful for many developers out there.

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  • LINQ und ArcObjects

    - by Marko Apfel
    LINQ und ArcObjects Motivation LINQ1 (language integrated query) ist eine Komponente des Microsoft .NET Frameworks seit der Version 3.5. Es erlaubt eine SQL-ähnliche Abfrage zu verschiedenen Datenquellen wie SQL, XML u.v.m. Wie SQL auch, bietet LINQ dazu eine deklarative Notation der Problemlösung - d.h. man muss nicht im Detail beschreiben wie eine Aufgabe, sondern was überhaupt zu lösen ist. Das befreit den Entwickler abfrageseitig von fehleranfälligen Iterator-Konstrukten. Ideal wäre es natürlich auf diese Möglichkeiten auch in der ArcObjects-Programmierung mit Features zugreifen zu können. Denkbar wäre dann folgendes Konstrukt: var largeFeatures = from feature in features where (feature.GetValue("SHAPE_Area").ToDouble() > 3000) select feature; bzw. dessen Äquivalent als Lambda-Expression: var largeFeatures = features.Where(feature => (feature.GetValue("SHAPE_Area").ToDouble() > 3000)); Dazu muss ein entsprechender Provider zu Verfügung stehen, der die entsprechende Iterator-Logik managt. Dies ist leichter als man auf den ersten Blick denkt - man muss nur die gewünschten Entitäten als IEnumerable<IFeature> liefern. (Anm.: nicht wundern - die Methoden GetValue() und ToDouble() habe ich nebenbei als Erweiterungsmethoden deklariert.) Im Hintergrund baut LINQ selbständig eine Zustandsmaschine (state machine)2 auf deren Ausführung verzögert ist (deferred execution)3 - d.h. dass erst beim tatsächlichen Anfordern von Entitäten (foreach, Count(), ToList(), ..) eine Instanziierung und Verarbeitung stattfindet, obwohl die Zuweisung schon an ganz anderer Stelle erfolgte. Insbesondere bei mehrfacher Iteration durch die Entitäten reibt man sich bei den ersten Debuggings verwundert die Augen wenn der Ausführungszeiger wie von Geisterhand wieder in die Iterator-Logik springt. Realisierung Eine ganz knappe Logik zum Konstruieren von IEnumerable<IFeature> lässt sich mittels Durchlaufen eines IFeatureCursor realisieren. Dazu werden die einzelnen Feature mit yield ausgegeben. Der einfachen Verwendung wegen, habe ich die Logik in eine Erweiterungsmethode GetFeatures() für IFeatureClass aufgenommen: public static IEnumerable GetFeatures(this IFeatureClass featureClass, IQueryFilter queryFilter, RecyclingPolicy policy) { IFeatureCursor featureCursor = featureClass.Search(queryFilter, RecyclingPolicy.Recycle == policy); IFeature feature; while (null != (feature = featureCursor.NextFeature())) { yield return feature; } //this is skipped in unit tests with cursor-mock if (Marshal.IsComObject(featureCursor)) { Marshal.ReleaseComObject(featureCursor); } } Damit kann man sich nun ganz einfach die IEnumerable<IFeature> erzeugen lassen: IEnumerable features = _featureClass.GetFeatures(RecyclingPolicy.DoNotRecycle); Etwas aufpassen muss man bei der Verwendung des "Recycling-Cursors". Nach einer verzögerten Ausführung darf im selben Kontext nicht erneut über die Features iteriert werden. In diesem Fall wird nämlich nur noch der Inhalt des letzten (recycelten) Features geliefert und alle Features sind innerhalb der Menge gleich. Kritisch würde daher das Konstrukt largeFeatures.ToList(). ForEach(feature => Debug.WriteLine(feature.OID)); weil ToList() schon einmal durch die Liste iteriert und der Cursor somit einmal durch die Features bewegt wurde. Die Erweiterungsmethode ForEach liefert dann immer dasselbe Feature. In derartigen Situationen darf also kein Cursor mit Recycling verwendet werden. Ein mehrfaches Ausführen von foreach ist hingegen kein Problem weil dafür jedes Mal die Zustandsmaschine neu instanziiert wird und somit der Cursor neu durchlaufen wird – das ist die oben schon erwähnte Magie. Ausblick Nun kann man auch einen Schritt weiter gehen und ganz eigene Implementierungen für die Schnittstelle IEnumerable<IFeature> in Angriff nehmen. Dazu müssen nur die Methode und das Property zum Zugriff auf den Enumerator ausprogrammiert werden. Im Enumerator selbst veranlasst man in der Reset()-Methode das erneute Ausführen der Suche – dazu übergibt man beispielsweise ein entsprechendes Delegate in den Konstruktur: new FeatureEnumerator( _featureClass, featureClass => featureClass.Search(_filter, isRecyclingCursor)); und ruft dieses beim Reset auf: public void Reset() {     _featureCursor = _resetCursor(_t); } Auf diese Art und Weise können Enumeratoren für völlig verschiedene Szenarien implementiert werden, die clientseitig restlos identisch nach obigen Schema verwendet werden. Damit verschmelzen Cursors, SelectionSets u.s.w. zu einer einzigen Materie und die Wiederverwendbarkeit von Code steigt immens. Obendrein lässt sich ein IEnumerable in automatisierten Unit-Tests sehr einfach mocken - ein großer Schritt in Richtung höherer Software-Qualität.4 Fazit Nichtsdestotrotz ist Vorsicht mit diesen Konstrukten in performance-relevante Abfragen geboten. Dadurch dass im Hintergrund eine Zustandsmaschine verwalten wird, entsteht einiges an Overhead dessen Verarbeitung zusätzliche Zeit kostet - ca. 20 bis 100 Prozent. Darüber hinaus ist auch das Arbeiten ohne Recycling schnell ein Performance-Gap. Allerdings ist deklarativer LINQ-Code viel eleganter, fehlerfreier und wartungsfreundlicher als das manuelle Iterieren, Vergleichen und Aufbauen einer Ergebnisliste. Der Code-Umfang verringert sich erfahrungsgemäß im Schnitt um 75 bis 90 Prozent! Dafür warte ich gerne ein paar Millisekunden länger. Wie so oft muss abgewogen werden zwischen Wartbarkeit und Performance - wobei für mich Wartbarkeit zunehmend an Priorität gewinnt. Zumeist ist sowieso nicht der Code sondern der Anwender die Bremse im Prozess. Demo-Quellcode support.esri.de   [1] Wikipedia: LINQ http://de.wikipedia.org/wiki/LINQ [2] Wikipedia: Zustandsmaschine http://de.wikipedia.org/wiki/Endlicher_Automat [3] Charlie Calverts Blog: LINQ and Deferred Execution http://blogs.msdn.com/b/charlie/archive/2007/12/09/deferred-execution.aspx [4] Clean Code Developer - gelber Grad/Automatisierte Unit Tests http://www.clean-code-developer.de/Gelber-Grad.ashx#Automatisierte_Unit_Tests_8

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Timestep schemes for physics simulations

    - by ktodisco
    The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I came across this paper from Stanford that proposed an alternative scheme, which is as follows: Collision detection and resolution Integrate velocity Contact resolution Integrate position It's intriguing because it allows for robust solutions to the stacking problem. So it got me wondering... What, if any, alternative schemes are available, either simple or complex? What are their benefits, drawbacks, and performance considerations?

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  • Thinkpad x201 Tablet - Touch doesn't work correctly under 12.04

    - by Joachim
    running 12.04 on my Thinkpad X201t. On the login screen the touch works fine, the mouse cursor appears where I touch the screen. After I logged in, it doesn't work anymore. If I touch the display, the cursor stays on the point where it was before, it doesn't jump to the touchpoint. I can move it, yes, but its chaotic. With the pen it works fine, but without the touch-function it's not enought for real tablet usage. So, would be glad if touch-function can be fixed. I'm very new to Linux/Ubuntu, so don't know where I can start. Haven't found anything in the system settings & Compiz so far, also no luck in google etc. Would be glad for help ;-). Of course I could go back to 11.04... but I would prefer to stay with the new system. Best, Joachim

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  • I can't get ubunutu installation to start

    - by tyler
    AZUS Sabertooth Motherboard, Intel I5 2500 CPU, Windows 7 installed I'm trying to install linux. I first attempted to install pin guy. I burned the ISO; booted from it; got the initial menu; attempting either run the live version from DVD, or install to system; the process stops at a blank screen with the blinking cursor in left corner. So I downloaded Ubuntu and got the same results. Then tried wubi, and ended up in the same position; blinking cursor in left corner.

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  • Issues with touch buttons in XNA (Release state to be precise)

    - by Aditya
    I am trying to make touch buttons in WP8 with all the states (Pressed, Released, Moved), but the TouchLocationState.Released is not working. Here's my code: Class variables: bool touching = false; int touchID; Button tempButton; Button is a separate class with a method to switch states when touched. The Update method contains the following code: TouchCollection touchCollection = TouchPanel.GetState(); if (!touching && touchCollection.Count > 0) { touching = true; foreach (TouchLocation location in touchCollection) { for (int i = 0; i < menuButtons.Count; i++) { touchID = location.Id; // store the ID of current touch Point touchLocation = new Point((int)location.Position.X, (int)location.Position.Y); // create a point Button button = menuButtons[i]; if (GetMenuEntryHitBounds(button).Contains(touchLocation)) // a method which returns a rectangle. { button.SwitchState(true); // change the button state tempButton = button; // store the pressed button for accessing later } } } } else if (touchCollection.Count == 0) // clears the state of all buttons if no touch is detected { touching = false; for (int i = 0; i < menuButtons.Count; i++) { Button button = menuButtons[i]; button.SwitchState(false); } } menuButtons is a list of buttons on the menu. A separate loop (within the Update method) after the touched variable is true if (touching) { TouchLocation location; TouchLocation prevLocation; if (touchCollection.FindById(touchID, out location)) { if (location.TryGetPreviousLocation(out prevLocation)) { Point point = new Point((int)location.Position.X, (int)location.Position.Y); if (prevLocation.State == TouchLocationState.Pressed && location.State == TouchLocationState.Released) { if (GetMenuEntryHitBounds(tempButton).Contains(point)) // Execute the button action. I removed the excess } } } } The code for switching the button state is working fine but the code where I want to trigger the action is not. location.State == TouchLocationState.Released mostly ends up being false. (Even after I release the touch, it has a value of TouchLocationState.Moved) And what is more irritating is that it sometimes works! I am really confused and stuck for days now. Is this the right way? If yes then where am I going wrong? Or is there some other more effective way to do this? PS: I also posted this question on stack overflow then realized this question is more appropriate in gamedev. Sorry if it counts as being redundant.

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  • how to implement motion blur effect?

    - by PlayerOne
    I wanted to know how one would implement this motion blur or fade effect behind the soccer ball . Here is what I was thinking . You have the balls current position and you also keep its previous position(couple of sec back). and you draw a "streak" sprite between the 2 points. I have seen this effect lots of time implemented for projects in various 2d games and wanted to know if there is a standard technique. http://i45.tinypic.com/2n24j7r.png

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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