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  • Define Javascript slider hit/rollover area

    - by Rob
    Hey, Im having an issue defining the hit area for a javascript sliding element. See example: http://www.warface.co.uk/clients/warface.co.uk/ Please slide over the grey box on the right side to reveal the button, although this works I would only like for the slider to only be triggered by rolling over the red block. CSS .slidingtwitter { /* -- This is the hit area -- */ background: #ccc; width:255px; height:55px; overflow: hidden; top:50%; right: 0px; /* -- This is the sliding start point -- */ position: fixed; font-family: Gotham, Sans-Serif; z-index: 50; } .slidingtwitter.right { right:0px; } .slidingtwitter .caption { /* -- This is the sliding area -- */ background: #fff; position: absolute; width:260px; height:55px; right: -205px; /* -- This is the sliding start point -- */ } .slidingtwitter a { color: #484848; font-size: 20px; text-transform: uppercase; } .slidingtwitter a:hover { color: black; } .slidingtwitter .smaller { font-size: 12px; font-family: Gotham Medium; } .twitterblock { background: #f35555 url("styles/images/button_twitter.png") no-repeat 14px 15px ; width:35px; height:35px; padding:10px; float:left; display:block; } .slidingtwitter .followme { background: url("styles/images/button_arrowheadthin.jpg")no-repeat right 0; height:35px; display:block; float:left; line-height:14px; width:140px; margin:10px 0px 0px 14px; padding-top:6px; padding-right: 40px; } JS $('.slidingtwitter').hover(function(){ $(".slide", this).stop().animate({right:'0px'},{queue:false,duration:400}); //Position on rollover },function() { $(".slide", this).stop().animate({right:'-205px'},{queue:false,duration:400}); //Position on rollout }); Any suggestions would be much appreciated.

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  • need help with a simple SQL update statement.

    - by Tony
    There's a field with type of varchar. It actually stores a float point string. Like 2.0 , 12.0 , 34.5 , 67.50 ... What I need is a update statement that remove the ending zeros of fields like 2.0 , 12.0 , change them to their integer representation , that is 2 , 12 ...,and leave 3.45 , 67.50 unchanged . How should I do this ? I am using oracle 10.

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  • What is Logically and semantically correct, A-grade browsers compatible and W3C valid way to clear f

    - by metal-gear-solid
    What is Logically correct and W3C valid way to clear float? zoom:1 is not valid by W3C and IE8 don't have hash layout problem overflow:hidden and overflow:hidden were not made to do this,as the spec intended overflow to be used <div class="clear"/> is not semantically correct and i don't want to add extra markup. clearfix hack generates content that really hasn’t any semantic value. I've asked many questions and read many articles on this issue but haven't find best way.

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  • How to resize the UIView when CGAffineTransformIdentity

    - by Gowtham
    I am doing an app which has a feature to rotate and re size a view. i have implemented this feature but i do face an issue. My problem The View wil be resized when dragging its four corners, after resizing it i can rotate the view in both directions. Once the rotation is done, if i try again to resize the view by dragging its corner, the view's size gone to unpredictable value and its moving all around the screen. I googled lot finally i got the following solution The frame property is undefined when transform != CGAffineTransformIdentity, as per the docs on UIView I saw one app which has implemented the feature exactly what i wish to implement. How can i resize the UIView after rotation of UIView My code for resize the view Touches Began - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; NSLog(@"[touch view]:::%@",[touch view]); touchStart = [[touches anyObject] locationInView:testVw]; isResizingLR = (testVw.bounds.size.width - touchStart.x < kResizeThumbSize && testVw.bounds.size.height - touchStart.y < kResizeThumbSize); isResizingUL = (touchStart.x <kResizeThumbSize && touchStart.y <kResizeThumbSize); isResizingUR = (testVw.bounds.size.width-touchStart.x < kResizeThumbSize && touchStart.y<kResizeThumbSize); isResizingLL = (touchStart.x <kResizeThumbSize && testVw.bounds.size.height -touchStart.y <kResizeThumbSize); } Touches Moved - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ CGPoint touchPoint = [[touches anyObject] locationInView:testVw]; CGPoint previous=[[touches anyObject]previousLocationInView:testVw]; float deltaWidth = touchPoint.x-previous.x; float deltaHeight = touchPoint.y-previous.y; NSLog(@"CVTM:%@",NSStringFromCGRect(testVw.frame)); if (isResizingLR) { testVw.frame = CGRectMake(testVw.frame.origin.x, testVw.frame.origin.y,touchPoint.x + deltaWidth, touchPoint.y + deltaWidth); } if (isResizingUL) { testVw.frame = CGRectMake(testVw.frame.origin.x + deltaWidth, testVw.frame.origin.y + deltaHeight, testVw.frame.size.width - deltaWidth, testVw.frame.size.height - deltaHeight); } if (isResizingUR) { testVw.frame = CGRectMake(testVw.frame.origin.x ,testVw.frame.origin.y + deltaHeight, testVw.frame.size.width + deltaWidth, testVw.frame.size.height - deltaHeight); } if (isResizingLL) { testVw.frame = CGRectMake(testVw.frame.origin.x + deltaWidth ,testVw.frame.origin.y , testVw.frame.size.width - deltaWidth, testVw.frame.size.height + deltaHeight); } if (!isResizingUL && !isResizingLR && !isResizingUR && !isResizingLL) { testVw.center = CGPointMake(testVw.center.x + touchPoint.x - touchStart.x,testVw.center.y + touchPoint.y - touchStart.y); } }

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  • Ordering sql query results

    - by user343409
    My sql query gives the columns: product_id (which is an integer) pnl (which is float - can be negative) I get more than 100 rows. I want to filter out the top 40 rows based on abs(pnl). But the results should be ordered by pnl column only and not by abs(pnl). I want to do this for MSSQL 2005. Is there a way to do this?

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  • Change Label Control Property Based on Data from SqlDataSource Inside a Repeater

    - by Furqan Muhammad Khan
    I am using a repeater control to populate data from SqlDataSource into my custom designed display-box. <asp:Repeater ID="Repeater1" runat="server" DataSourceID="SqlDataSource1" OnDataBinding="Repeater_ItemDataBound"> <HeaderTemplate> </HeaderTemplate> <ItemTemplate> <div class="bubble-content"> <div style="float: left;"> <h2 class="bubble-content-title"><%# Eval("CommentTitle") %></h2> </div> <div style="text-align: right;"> <asp:Label ID="lbl_category" runat="server" Text=""><%# Eval("CommentType") %> </asp:Label> </div> <div style="float: left;"> <p><%# Eval("CommentContent") %></p> </div> </div> </ItemTemplate> <FooterTemplate> </FooterTemplate> </asp:Repeater> <asp:SqlDataSource ID="mySqlDataSource" runat="server" ConnectionString="<%$ ConnectionStrings:myConnectionString %>" SelectCommand="SELECT [CommentTitle],[CommentType],[CommentContent] FROM [Comments] WHERE ([PostId] = @PostId)"> <SelectParameters> <asp:QueryStringParameter Name="PostId" QueryStringField="id" Type="String" /> </SelectParameters> </asp:SqlDataSource> Now, there can be three types of "CommentTypes" in the database. I want to change the CssClass property of "lbl_category" based on the value of [CommentType]. I tried doing this: <asp:Label ID="lbl_category" runat="server" CssClass="<%# Eval("CommentType") %>" Text=""><%# Eval("CommentType") %></asp:Label> But this gives an error: "The server control is not well formed" and haven't been able to find a way to achieve this in the code behind. Can someone please help?

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  • memset for initialization in C++

    - by skydoor
    memset is sometimes used to initialize data in a constructor like the example below. Does it work in general ? Is it a good idea in general? class A { public: A(); private: int a; float f; char str[35]; long *lp; }; A::A() { memset(this, 0, sizeof(*this)); }

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  • When can Java produce a NaN (with specific code question)

    - by Brent
    I'm a bit perplexed by some code I'm currently writing. I am trying to preform a specific gradient descent (main loop included below) and depending on the initial conditions I will alternatively get good looking results (perhaps 20% of the time) or everything becomes NaN (the other 80% of the time). However it seems to me that none of the operations in my code could produce NaN's when given honest numbers! My main loop is: // calculate errors delta = m1 + m2 - M; eta = f1 + f2 - F; for (int i = 0; i < numChildren; i++) { epsilon[i] = p[i]*m1+(1-p[i])*m2+q[i]*f1+(1-q[i])*f2-C[i]; } // use errors in gradient descent // set aside differences for the p's and q's float mDiff = m1 - m2; float fDiff = f1 - f2; // first update m's and f's m1 -= rate*delta; m2 -= rate*delta; f1 -= rate*eta; f2 -= rate*eta; for (int i = 0; i < numChildren; i++) { m1 -= rate*epsilon[i]*p[i]; m2 -= rate*epsilon[i]*(1-p[i]); f1 -= rate*epsilon[i]*q[i]; f2 -= rate*epsilon[i]*(1-q[i]); } // now update the p's and q's for (int i = 0; i < numChildren; i++) { p[i] -= rate*epsilon[i]*mDiff; q[i] -= rate*epsilon[i]*fDiff; } This behavior can be seen when we have rate = 0.01; M = 30; F = 30; C = {15, 25, 35, 45}; with the p[i] and q[i] chosen randomly uniformly between 0 and 1, m1 and m2 chosen randomly uniformly to add to M, and f1 and f2 chosen randomly uniformly to add up to F. Does anyone see anything that could create these NaN's?

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  • How to place div side by side

    - by markt
    Hi, I have a main wrapper div that is set 100% width. Inside that i would like to have two divs, one that is fixed width and the other that fills the rest of the space. How do i float the second div to fill the rest of the space. Thanks for any help.

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  • how to make sub-muens line up below their parents in horizontal navbars?

    - by Joel
    Hi folks. I'm just putting together a simple nav bar using something similar to this tutorial: http://www.cssnewbie.com/horizontal-dropdown-menus/ The thing is, that I'd like to have the children lists first item to line up directly below the parent. Right now, they just go wherever I float them. Is there a way to do this without absolute positioning? I'd like to achieve something similar to what these guys have in their top nav bar: http://michaelfranti.com/

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  • JNA array structure

    - by Burny
    I want to use a dll (IEC driver) in Java, for that I am using JNA. The problem in pseudo code: start the server allocate new memory for an array (JNA) client connect writing values from an array to the memory sending this array to the client client disconnect new client connect allocate new memory for an array (JNA) - JVM crash (EXCEPTION_ACCESS_VIOLATION) The JVM crash not by primitve data types and if the values will not writing from the array to the memory. the code in c: struct DataAttributeData CrvPtsArrayDAData = {0}; CrvPtsArrayDAData.ucType = DATATYPE_ARRAY; CrvPtsArrayDAData.pvData = XYValDAData; XYValDAData[0].ucType = FLOAT; XYValDAData[0].uiBitLength = sizeof(Float32)*8; XYValDAData[0].pvData = &(inUpdateValue.xVal); XYValDAData[1].ucType = FLOAT; XYValDAData[1].uiBitLength = sizeof(Float32)*8; XYValDAData[1].pvData = &(inUpdateValue.yVal); Send(&CrvPtsArrayDAData, 1); the code in Java: DataAttributeData[] data_array = (DataAttributeData[]) new DataAttributeData() .toArray(d.bitLength); for (DataAttributeData d_temp : data_array) { d_temp.data = new Memory(size / 8); d_temp.type = type_iec; d_temp.bitLength = size; d_temp.write(); } d.data = data_array[0].getPointer(); And then writing values whith this code: for (int i = 0; i < arraySize; i++) { DataAttributeData dataAttr = new DataAttributeData(d.data.share(i * d.size())); dataAttr.read(); dataAttr.data.setFloat(0, f[i]); dataAttr.write(); } the struct in c: struct DataAttributeData{ unsigned char ucType; int iArrayIndex; unsigned int uiBitLength; void * pvData;}; the struct in java: public static class DataAttributeData extends Structure { public DataAttributeData(Pointer p) { // TODO Auto-generated constructor stub super(p); } public DataAttributeData() { // TODO Auto-generated constructor stub super(); } public byte type; public int iArrayIndex; public int bitLength; public Pointer data; @Override protected List<String> getFieldOrder() { // TODO Auto-generated method stub return Arrays.asList(new String[] { "type", "iArrayIndex", "bitLength", "data" }); } } Can anybody help me?

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  • removing elements incrementally from a list

    - by Javier
    Dear all, I've a list of float numbers and I would like to delete incrementally a set of elements in a given range of indexes, sth. like: for j in range(beginIndex, endIndex+1): print ("remove [%d] => val: %g" % (j, myList[j])) del myList[j] However, since I'm iterating over the same list, the indexes (range) are not valid any more for the new list. Does anybody has some suggestions on how to delete the elements properly? Best wishes

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  • C/C++ __restrict type

    - by aaa
    hello. Is there a way to define using typedef integral/float type which implies no aliasng? something equivalent to (but primitive construct): template < typename T > struct restrict { T* __restrict data; };

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  • why IEEE floating point number calculate exponent using a biased form?

    - by lenatis
    let's say, for the float type in c, according to the IEEE floating point specification, there are 8-bit used for the fraction filed, and it is calculated as first taken these 8-bit and translated it into an unsigned number, and then minus the BIASE, which is 2^7 - 1 = 127, and the result is an exponent ranges from -127 to 128, inclusive. But why can't we just treat these 8-bit pattern as a signed number, since the resulting range is [-128,127], which is almost the same as the previous one.

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  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

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  • SQL Server: how to set return format ?

    - by Quandary
    Question: The new SQL Server 2008 database returns me values formatted English (date/float). Is there a way I can set the return format ? For example temporarely switching the database language? Or just set the language for the current query ?

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  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

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  • Calculating the Angle Between Two vectors Using Dot Product

    - by P. Avery
    I'm trying to calculate the angle between two vectors so that I can rotate a character in the direction of an object in 3D space. I have two vectors( character & object), loc_look, and modelPos respectively. For simplicity's sake I am only trying to rotate along the up axis...yaw. loc_look = D3DXVECTOR3 (0, 0, 1), modelPos = D3DXVECTOR3 (0, 0, 15); I have written this code which seems to be the correct calculations. My problem arises, seemingly, because the rotation I apply to the character's look vector(loc_look) exceeds the value of the object's position (modelPos). Here is my code: BOOL CEntity::TARGET() { if(graphics.m_model->m_enemy) { D3DXVECTOR3 modelPos = graphics.m_model->position; D3DXVec3Normalize(&modelPos, &modelPos); //D3DXVec3Normalize(&loc_look, &loc_look); float dot = D3DXVec3Dot(&loc_look, &modelPos); float yaw = acos(dot); BOOL neg = (loc_look.x > modelPos.x) ? true : false; switch ( neg ) { case false: Yaw(yaw); return true; case true: Yaw(-yaw); return true; } } else return false; } I rotate the character's orientation matrix with the following code: void CEntity::CalculateOrientationMatrix(D3DXMATRIX *orientationMatrix) { D3DXMatrixRotationAxis(&rotY, &loc_up, loc_yaw); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotY); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotY); D3DXMatrixRotationAxis(&rotX, &loc_right, loc_pitch); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotX); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotX); D3DXMatrixRotationAxis(&rotZ, &loc_look, loc_roll); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotZ); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotZ); *orientationMatrix *= rotX * rotY * rotZ; orientationMatrix->_41 = loc_position.x; orientationMatrix->_42 = loc_position.y; orientationMatrix->_43 = loc_position.z; //D3DXVec3Normalize(&loc_look, &loc_look); SetYawPitchRoll(0,0,0); // Reset Yaw, Pitch, & Roll Amounts } Also to note, the modelPos.x increases by 0.1 each iteration so the character will face the object as it moves along the x-axis... Now, when I run program, in the first iteration everything is fine(I haven't rotated the character yet). On the second iteration, the loc_look.x value is greater than the modelPos.x value(I rotated the character too much using the angle specified with the dot product calculations in the TARGET function). Therefore on the second iteration my code will rotate the character left to adjust for the difference in the vectors' x values... How can I tighten up the measurements so that I do not rotate my character's look vector by too great a value?

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