Search Results

Search found 18026 results on 722 pages for 'background position'.

Page 103/722 | < Previous Page | 99 100 101 102 103 104 105 106 107 108 109 110  | Next Page >

  • How does a CS student negotiate in/after a job interview?

    - by Billy ONeal
    Alright, I've gotten to the second step in the interview process. At this point I'm working under the assumption that I might be offered a position -- flying my butt to Redmond would be quite an expense if they weren't at least considering me for something (*crosses fingers*). So, if one is offered a position, how should a CS student negotiate? I've heard a few strategies about dealing with software companies when you are being considered for a hire, but most of them are considering the developer in a powerful position. In such examinations, (s)he has lots of job experience, and may even be overqualified for what the employer is looking for. (s)he is part of a small job market of qualified developers, because 99% of applications companies receive are from those who are woefully under qualified. I'm in a completely different position. I think I compare favorably to most of my fellow students, and I have been a programmer for almost 10 years, but often I still feel green compared to most of my coworkers. I'm in a position where the employer holds most of the chips; they'd be doing me quite a favor by hiring me. I think this scenario is considerably different than the targets for most of the advice I've seen. Above all, I don't want to be such a prick negotiating that it damages my chances to actually operate in a position, even if it means not negotiating at all. How should one approach a scenario like this? P.S. If this is off topic feel free to close it -- I think it's borderline and I'm of the opinion that it's better to ask and be closed than not ask at all ;)

    Read the article

  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

    Read the article

  • Kinect Click counter function

    - by Sweta Dwivedi
    So i have the following kinect click function which will check if the hand is within the bounds then it will click with a counter . . however there is a slight problem . .the first few button clicks work fine.. but after it clicks one of the buttons it changes the game state and immediately clicks the other button without the counter reaching 200. . . Kinect click is a method in the button class. . .and each button inside a list can access the Kinect click method. . . public bool KinectClick(int x,int y) { if ((x >= position.X && x <= position.X + position.Width) && (y >= position.Y && y <= position.Y + position.Height)) { counter++; if (counter > 200) { counter = 0; return true; } } else { counter = 0; } return false; } I call to check if this property is true in the Game update method to act as a button click. . foreach(Button g_t in Game_theme) { if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "animoe") { Selected_anim = true; currentGameState = GameState.InGame; } if ((g_t.KinectClick(x_c, y_c) == true || g_t.ButtonClicked() == true) && g_t.name == "planet") { Selected_planet = true; currentGameState = GameState.InGame; }

    Read the article

  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

    Read the article

  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

    Read the article

  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

    Read the article

  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

    Read the article

  • How do I stop color changes when quitting vi from a terminal emulator?

    - by Michael Warhol
    I have a problem with colors when using vi under Ubuntu 12.04. I'm connecting to my Ubuntu server from a PC, using PowerTerm terminal emulation software. I have PowerTerm set up to display black text on a grey background. When I connect to the Ubuntu box, the screen is fine. When I open a file with vi, the screen is fine. The text is black on a gray background, which is normal for my PowerTerm setup. However, if the file is less than a full screen long, the remainder of the screen is a black background. When I quit vi, the entire background turns black, and the text becomes white. I have to do a Terminal Reset to restore my normal text and background colors. What I want is for there to be no change at all when I use vi. The text should be black and the background grey. I have another server loaded with RedHat 9, and that acts normally; colors don’t change when using vi. Here is my .vimrc file: set compatible syntax off let g:loaded_matchparen=1 set nocp set noincsearch set nohlsearch set noshowmatch set bg=dark I've tried set bg=dark and set bg=light. It makes no difference. Is there some other set command that would clear this up for me, or some TERM setting (my TERM is set to linux)?

    Read the article

  • Point in Polygon, Ray Method: ending infinite line

    - by user2878528
    Having a bit of trouble with point in polygon collision detection using the ray method i.e. http://en.wikipedia.org/wiki/Point_in_polygon My problem is I need to give an end to the infinite line created. As with this infinite line I always get an even number of intersections and hence an invalid result. i.e. ignore or intersection to the right of the point being checked what I have what I want My current code based of Mecki awesome response for (int side = 0; side < vertices.Length; side++) { // Test if current side intersects with ray. // create infinite line // See: http://en.wikipedia.org/wiki/Linear_equation a = end_point.Y - start_point.Y; b = start_point.X - end_point.X; c = end_point.X * start_point.Y - start_point.X * end_point.Y; //insert points of vector d2 = a * vertices[side].Position.X + b * vertices[side].Position.Y + c; if (side - 1 < 0) d1 = a * vertices[vertices.Length - 1].Position.X + b * vertices[vertices.Length - 1].Position.Y + c; else d1 = a * vertices[side-1].Position.X + b * vertices[side-1].Position.Y + c; // If points have opposite sides, intersections++; if (d1 > 0 && d2 < 0 ) intersections++; if (d1 < 0 && d2 > 0 ) intersections++; } //if intersections odd inside = true if ((intersections % 2) == 1) inside = true; else inside = false;

    Read the article

  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

    Read the article

  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

    Read the article

  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

    Read the article

  • css, unordered list not displaying icon in right place...

    - by Ronedog
    I'm really frustrated with this one. A few weeks ago I got it working in both firefox and ie just fine. Went back today to do some testing and found a problem with the display in firefox and I've been searching the code but can't find anything. I could use a few tips from anyone willing, I'm sure I'm looking at the wrong things. I upgraded my firefox version but I imagine my code is broke, not firefox. I'm assuming the problem is somewhere in my css file, but I'm not sure. Here's what I've confirmed so far. There don't seem to be conflicts in other css files with < ul 's or < li 's that may be overriding settings. The other confirmation is that This works fine in Internet Explorer...therefore I must be an idiot, because its usually been the other way around (working in FF, but failing in IE). Here's How it looks in IE (Notice the position of the folder icon right next to the text): Here's how it looks in FF (Notice the folder icon is not being pushed down with its corresponding text). Here's the Unordered List: <ul id="nav"> <li><a>Utah</a></li> <ul> <li><a>ParkCity</a> <ul> <li><a>Com1</a></li> <ul> <li class="folder_closed"><a>Timber</a></li> <div>SQUARE CONTAINER IS INSIDE THIS DIV</div> </ul> </ul> </ul> </ul> Here's the CSS that is used for the whole menu: /* MENU NAVIGATION (<UL><LI> LISTS ****************************************/ ul#nav{ /* This handles the main root <ul> */ margin-left:0; margin-right:0; padding-left:0px; text-indent:15px; } ul#nav div{ overflow: hidden; } #nav li>a:hover { cursor: pointer; } #nav li > ul{ /* This will hide any element with an id of "nav" and an "li" that has a direct child that is a "ul" */ display:none; margin-left:0px; margin-right:0px; padding-left:15px; padding-right:0px; text-indent:15px; } #nav li { list-style-type:none; list-style-image: none; } #nav > li{ vertical-align: top; left:0px; text-align:left; clear: both; margin:0px; margin-right:0px; padding-right:0px; } .menu_parent{ background-image: url(../images/maximize.png); background-repeat: no-repeat; background-position: 0px 1px; position:relative; } .menu_parent_minimized{ background-image: url(../images/minimize.png); background-repeat: no-repeat; background-position: 0px 1px; position:relative; } .folder_closed{ position:relative; background-image: url(../images/folder_closed12x14.png); background-repeat: no-repeat; background-position: 0px -2px; } .folder_open{ position:relative; background-image: url(../images/folder_open12x14.png); background-repeat: no-repeat; background-position: 0px -2px; } </ul>

    Read the article

  • How to get jQuery EasyUI datagrid and treegrid to load in background?

    - by f1r3br4nd
    I am trying build a jQuery EasyUI datagrid or treegrid out of a large query. Apparently the database takes long enough to respond that I get the "a script on this page may be busy" popup. Moreover, the entire browser (Firefox) locks up while it's waiting. I thought the whole point of AJAX was to load stuff unobtrusively. I've looked through the tutorials and documentation for EasyUI but it's not clear to me how to force a datagrid to load in the background. There are some similar unanswered questions asked on the EasyUI forums. Do I need to override the loader property of datagrid? If so, does anybody know where I can get a non-obfuscated version of the default loader function so I can be sure I understand what it's supposed to do before I write my own? Also, if I need asynchronous datagrids and datatrees with sorting and filtering features, is jQuery EasyUI the wrong library for doing this simply and cleanly? Is there some alternative jQuery library people would recommend? Thank you.

    Read the article

  • How can I find the song position of a song being played with XACT?

    - by DJ SymBiotiX
    So I'm making a game in XNA and I need to use XACT for my songs (rather than media player). I need to use XACT because each song will have multiple layers that combine when played at the same time (bass, lead, drums) etc. I cant use the media player because the media player can only play one song at a time. Anyways, so lets say I have a song playing with XACT in my project with the following code public SongController() { audioEngine = new AudioEngine(@"Content\Song1\Song1.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Song1\Layers.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Song1\SongLayers.xsb"); songTime = new PlayTime(); Vox = soundBank.GetCue("Vox"); BG = soundBank.GetCue("BG"); Bass = soundBank.GetCue("Bass"); Lead = soundBank.GetCue("Lead"); Other = soundBank.GetCue("Other"); Vox.SetVariable("CueVolume", 100.0f); BG.SetVariable("CueVolume", 100.0f); Bass.SetVariable("CueVolume", 100.0f); Lead.SetVariable("CueVolume", 100.0f); Other.SetVariable("CueVolume", 100.0f); _bassVol = 100.0f; _voxVol = 100.0f; _leadVol = 100.0f; _otherVol = 100.0f; Vox.Play(); BG.Play(); Bass.Play(); Lead.Play(); Other.Play(); } So when I look at the variables in Vox, or BG (they are Cue's btw) I cant seem to find any play position in them. So I guess the question is: Is there a variable I can query to find that data, or do I need to make my own class that starts counting up from the time I start the song? Thanks

    Read the article

  • Custom Buttons in Android: How to get border/edge/frame when I read the background from xml?

    - by Anna
    Hi, Using Android Shapes in xml I have defined a gradient which I use as the background for a button. This all works nice, but there's no edge surrounding the button. I would like it to look similar to the normal Android button but I need more flexibility to control the color and look. The shape is defined as follows: I would expect the border to be set in the xml. Why doesn't "stroke" fix it? Stroke doesn't seem to do anything. I checked the Android Developer spec, but couldn't find the answer there: http://developer.android.com/guide/topics/resources/drawable-resource.html I have also looked through all the properties of the Android Button, but as expected there's no such parameter, probably since it's built into the normal Android button. Btw, I checked ImageButton properties too. Can someone please help? I know there's the alternative to make an image with proper edges and use an ImageButton, but there really should be a way to fix this programmatically. Thanks! Anna

    Read the article

  • SHLoadImageFile(L"\\Program Files\\TrainingApp\\background.png"); whats that L in the argument for?

    - by ashishsony
    Hi, ive been working on c++ on linux for the past 2 years,and switched to windows c++ programming recently. can anyone tell me what that L is there in the argument of the function: SHLoadImageFile(L"\\Program Files\\TrainingApp\\background.png"); and on viewing certain sample code in MSVS C++ i came across hundereds of typedefs like.. LPARAM// typedef LONG_PTR LPARAM... here LONG_PTR is again typedef as __w64 long WPARAM// typedef UINT_PTR WPARAM... so there is a lot of chained typedefs.. I never saw this much of typedef chaining on c++ programming on linux using gcc.. what i want to say is that it just creates more confusion in this way for windows application programming.. while ive seen application programming on linux using frameworks like Qt.. there such things are rarely used.. so is there specific purpose in typedefining again and again on MSVSC++?? for eg.. there are typdefs like typedef int BOOL; whats the use of this when normal bool is available already..?? there are hundred other cases ive come across where just to decide what data type to use becomes so difficult.. it becomes difficult to understand a pre written code in this fashion too.. Thanks.

    Read the article

  • How upload files to azure in background with Delphi and OmniThread?

    - by mamcx
    I have tried to upload +100 files to azure with Delphi. However, the calls block the main thread, so I want to do this with a async call or with a background thread. This is what I do now (like explained here): procedure TCloudManager.UploadTask(const input: TOmniValue; var output: TOmniValue); var FileTask:TFileTask; begin FileTask := input.AsRecord<TFileTask>; Upload(FileTask.BaseFolder, FileTask.LocalFile, FileTask.CloudFile); end; function TCloudManager.MassiveUpload(const BaseFolder: String; Files: TDictionary<String, String>): TStringList; var pipeline: IOmniPipeline; FileInfo : TPair<String,String>; FileTask:TFileTask; begin // set up pipeline pipeline := Parallel.Pipeline .Stage(UploadTask) .NumTasks(Environment.Process.Affinity.Count * 2) .Run; // insert URLs to be retrieved for FileInfo in Files do begin FileTask.LocalFile := FileInfo.Key; FileTask.CloudFile := FileInfo.Value; FileTask.BaseFolder := BaseFolder; pipeline.Input.Add(TOmniValue.FromRecord(FileTask)); end;//for pipeline.Input.CompleteAdding; // wait for pipeline to complete pipeline.WaitFor(INFINITE); end; However this block too (why? I don't understand).

    Read the article

  • Memory allocation in detached NSThread to load an NSDictionary in background?

    - by mobibob
    I am trying to launch a background thread to retrieve XML data from a web service. I developed it synchronously - without threads, so I know that part works. Now I am ready to have a non-blocking service by spawning a thread to wait for the response and parse. I created an NSAutoreleasePool inside the thread and release it at the end of the parsing. The code to spawn and the thread are as follows: Spawn from main-loop code: . . [NSThread detachNewThreadSelector:@selector(spawnRequestThread:) toTarget:self withObject:url]; . . Thread (inside 'self'): -(void) spawnRequestThread: (NSURL*) url { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; parser = [[NSXMLParser alloc] initWithContentsOfURL:url]; [self parseContentsOfResponse]; [parser release]; [pool release]; } The method parseContentsOfResponse fills an NSMutableDictionary with the parsed document contents. I would like to avoid moving the data around a lot and allocate it back in the main-loop that spawned the thread rather than making a copy. First, is that possible, and if not, can I simply pass in an allocated pointer from the main thread and allocate with 'dictionaryWithDictionary' method? That just seems so inefficient. Are there perferred designs?

    Read the article

  • CF - How to get mouse position when ContextMenu pops up ??

    - by no9
    I have a problem i cannot solve. In my view (that shows a map) i created a contextMenu. When context menu is invoked i need to get the position where the user has clicked on the map. Here is my problem: In the view i already have onMouseDown event that gets me the coordinates where the user clicked. private void MapView_MouseDown(object sender, MouseEventArgs e) { this.lastMouseDownX = e.X; this.lastMouseDownY = e.Y; } When the contextMenu is invoked i need the same data, but the problem is that contextMenu only has EventArgs that dont keep the data i need. Furthermore ... contextMenu is invoked when user presses and holds mouse for a second and when its invoked the code does not enter onMouseDown event ! It just goes into popup event on my context menu.... I tried putting this in my popup event, but the coordinates are not ok. Y coordinate is way off the chart. private void servicesContextMenu_Popup(object sender, EventArgs e) { this.lastMouseUpX = Control.MousePosition.X; this.lastMouseUpX = Control.MousePosition.Y; } I also tried this, but with no success ... the problem remains ... when contextMenu is invoked the code does not fire onMouseDown event. http://www.mofeel.net/58-microsoft-public-dotnet-framework-compactframework/19285.aspx Help?

    Read the article

  • How do you rotate a sprite around its center by caclulating a new x and y position?

    - by Sam152
    I'm using Dark GDK and C++ to create a simple 2d game. I'm rotating an object but it rotates from the top left corner of the sprite. I have the following variables available: PlayerX PlayerY PlayerWidth PlayerHeight RotateAngle (360 x 0) Is there an algorithm that will modify the pivot point of the sprite, preferable to the center? Here is a small code sample: void Player::Move( void ) { if ( checkLeft() ) { PlayerX -= PlayerSpeed; if ( PlayerX < 0 ) PlayerX = 0; } if ( checkRight() ) { PlayerX += PlayerSpeed ; if ( PlayerX > 800 - PlayerWidth ) PlayerX = 800 - PlayerWidth; } if ( checkUp()) { PlayerY -= PlayerSpeed; if ( PlayerY < 0 ) PlayerY = 0; } if ( checkDown()) { PlayerY += PlayerSpeed; if ( PlayerY > 600 - PlayerHeight) PlayerY = 600 - PlayerHeight; } RotateAngle += 5; if(RotateAngle > 360) RotateAngle -=360; dbRotateSprite(Handle,RotateAngle); dbSprite ( 1 , PlayerX , PlayerY , Handle ); } Edit I'm considering opening up some reputation for this question, I have yet to be provided with an answer that works for me. If someone can provide an actual code sample that does the job, I'd be very happy. The problem with Blindy's answer is that no matter how much I simply translate it back or forth, the spirte still rotates around the top left hand corner and moving it somewhere rotating around the top left corner, then moving it back to the same position accomplishes nothing. Here is what I believe to be going on: Just so there is no confusion I have created a an image of what is going on. The left shows what is actually happening and the right shows what I need to happen.

    Read the article

  • Why does font-size only work when I set background-color on a button?

    - by Andrew Latham
    I am in Rails 3.2.6, on Chrome. I have the following code in my html.erb file: <div id="beta"> <%= form_tag({}, {:id => "id_search"}) do %> ID: <%= text_field_tag "beta_id" %> <%= submit_tag "Go" %> <% end %> </div> When I set the font-size to 24pt in my CSS file, the text field changes properly, but the button doesn't change at all. I pulled it up in my Developer Tools, and it was getting the CSS property, but just not changing its font size. Even when I put !important, nothing happened. I couldn't change the font-family either. JSFiddle: http://jsfiddle.net/R5CXg/ Changing other properties worked. When I changed the background-color property, the button suddenly turned square instead of round, and popped into the correct font-size and font-family. Why was this the case and how can I work around it?

    Read the article

  • A question about writing a background/automatic/silent downloader/installer for an app in C#.

    - by Mike Webb
    Background: I have a main application that needs to be able to go to the web and download DLL files associated with it (ones that we write, located on our server). It really needs to be able to download these DLL files to the application folder in "C:\Program Files\". In the past I have used System.Net.WebClient to download whatever files I wanted from the web. The Issue I have had a lot of trouble downloading data in the past and saving to files on a user's hard drive. I get many reports of users saying that this does not work and it is generally because of user rights issues in the program. In the cases where it was an issue with program user rights every user could go to the exact file location on the web, download it, and then save it to the right place manually. I want this to work like all the other programs I have seen download/install in this fassion (i.e. Firefox Pluign Updates, Flash Player, JAVA, Adobe Reader, etc). All of these work without a hitch. The Question Is there some code I need to use to give my downloader program special rights to the Program Files folder? Can I even do this? Is there a better class or library that I should use? Is there a different approach to downloading files I should take, such as using threads or something else to download data? Any help here is appreciated. I want to try to stay away from third-party apps/libraries if at all possible, other than Microsoft of course, due to licensing issues, but still send any suggestions my way. Again, other programs seem to have the rights issues and download capability figured out. I want this same capability.

    Read the article

  • Why thread in background is not waiting for task to complete?

    - by Haris Hasan
    I am playing with async await feature of C#. Things work as expected when I use it with UI thread. But when I use it in a non-UI thread it doesn't work as expected. Consider the code below private void Click_Button(object sender, RoutedEventArgs e) { var bg = new BackgroundWorker(); bg.DoWork += BgDoWork; bg.RunWorkerCompleted += BgOnRunWorkerCompleted; bg.RunWorkerAsync(); } private void BgOnRunWorkerCompleted(object sender, RunWorkerCompletedEventArgs runWorkerCompletedEventArgs) { } private async void BgDoWork(object sender, DoWorkEventArgs doWorkEventArgs) { await Method(); } private static async Task Method() { for (int i = int.MinValue; i < int.MaxValue; i++) { var http = new HttpClient(); var tsk = await http.GetAsync("http://www.ebay.com"); } } When I execute this code, background thread don't wait for long running task in Method to complete. Instead it instantly executes the BgOnRunWorkerCompleted after calling Method. Why is that so? What am I missing here? P.S: I am not interested in alternate ways or correct ways of doing this. I want to know what is actually happening behind the scene in this case? Why is it not waiting?

    Read the article

  • How do I create a Status Icon / System Tray Icon with custom text and transparent background using P

    - by Raugturi
    Here is the code that I have so far to define the icon: icon_bg = gtk.gdk.pixbuf_new_from_file('gmail.png') w, h = icon_bg.get_width(), icon_bg.get_height() cmap = gtk.gdk.Colormap(gtk.gdk.visual_get_system(), False) drawable = gtk.gdk.Pixmap(None, w, h, 24) drawable.set_colormap = cmap gc = drawable.new_gc() drawable.draw_pixbuf(gc, icon_bg, 0, 0, 0, 0, w, h) drawn_icon = gtk.gdk.Pixbuf(gtk.gdk.COLORSPACE_RGB, False, 8, w, h) drawn_icon.get_from_drawable(drawable, cmap, 0, 0, 0, 0, w, h) icon = gtk.status_icon_new_from_pixbuf(drawn_icon) This works to get the png into the icon, but falls short in two areas. First, transparency is not working. If I use a 22x22 png with transparent background and the image centered, I end up with sections of other active icons showing up inside of mine, like this: http://i237.photobucket.com/albums/ff311/Raugturi/22x22_image_with_transparency.png The icon it choose to steal from is somewhat random. Sometimes it's part of the dropbox icon, others the NetworkManager Applet. If I instead use this code: icon_bg = gtk.gdk.pixbuf_new_from_file('gmail.png') w, h = icon_bg.get_width(), icon_bg.get_height() cmap = gtk.gdk.Colormap(gtk.gdk.visual_get_system(), False) drawable = gtk.gdk.Pixmap(None, w, h, 24) drawable.set_colormap = cmap gc = drawable.new_gc() drawable.draw_pixbuf(gc, icon_bg, 0, 0, 0, 0, w, h) drawn_icon = gtk.gdk.Pixbuf(gtk.gdk.COLORSPACE_RGB, False, 8, 22, 22) drawn_icon.get_from_drawable(drawable, cmap, 0, 0, 3, 6, w, h) icon = gtk.status_icon_new_from_pixbuf(drawn_icon) And an image that is only 16x11 with the transparent edges removed, what I end up with is this: Same URL but file is 16x11_image_positioned_in_middle.png So how do I end up with a transparent block like the 1st one that doesn't pull in stuff from other icons? As for the second problem, I need the ability to write on the image before converting it to the icon. I tried using draw_glyphs and it told me I should be using Pango layout/context instead. Unfortunately all the Pango tutorials I could find deal with actual windows, not the status icon. Is there a good tutorial out there for Pango that would apply to this issue (and also maybe have at least some explanation of how to tell it what font to use as all of them that I found seem to lack this and it won't write anything without it). Note: Sorry for the lack of actual images and only one working link, apparently this is a spam prevention feature due to my lack of reputation.

    Read the article

< Previous Page | 99 100 101 102 103 104 105 106 107 108 109 110  | Next Page >