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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • Onsite Testing for Partners at Oracle OpenWorld San Francisco 2012

    - by Paul Sorensen
    If your company is a member of the Oracle PartnerNetwork Exchange, then you'll want to earn your certification and become Oracle Specialized by participating in the special Test Fest at the Oracle OpenWorld San Francisco 2012. The Oracle PartnerNetwork team has provided the following video with additional information about this fantastic opportunity. Ten sessions will be held during the conference.  Visit this PartnerNetwork Exchange web page for detailed information. You can see the testing session schedule, check out prep materials and get pre-registered to take your exam. If you are an employee of one of Oracle's partner companies (especially the PartnerNetwork Exchange) we hope that you will take advantage of this great opportunity to earn an Oracle certification!

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  • Partition Table and Exadata Hybrid Columnar Compression (EHCC)

    - by Bandari Huang
    Create EHCC table CREATE TABLE ... COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED'; Convert Table/Partition/Subpartition to EHCC Compress Table&Partition&Subpartition to EHCC: ALTER TABLE table_name MOVE COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; ALTER TABLE table_name MOVE PARATITION partition_name COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; ALTER TABLE table_name MOVE SUBPARATITION subpartition_name COMPRESS FOR [QUERY LOW|QUERY HIGH|ARCHIVE LOW|ARCHIVE HIGH] [PARALLEL <dop>]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED'; select table_owner,table_name,partition_name,compress_for DBA_TAB_PARTITIONS where compression = ‘ENABLED’; select table_owner,table_name,subpartition_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ‘ENABLED’; Rebuild Unusable Index: select index_name from dba_index where status = 'UNUSABLE'; select index_name,partition_name from dba_ind_partition where status = 'UNUSABLE'; select index_name,subpartition_name from dba_ind_partition where status = 'UNUSABLE'; ALTER INDEX index_name REBUILD [PARALLEL <dop>]; ALTER INDEX index_name REBUILD PARTITION partition_name [PARALLEL <dop>]; ALTER INDEX index_name REBUILD SUBPARTITION subpartition_name [PARALLEL <dop>]; Convert Table/Partition/Subpartition from EHCC to OLTP compression or uncompressed format: Uncompress EHCC Table&Partition&Subpartition: ALTER TABLE table_name MOVE [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; ALTER TABLE table_name MOVE PARTITION partition_name [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; ALTER TABLE table_name MOVE SUBPARTITION subpartition_name [NOCOMPRESS|COMPRESS for OLTP] [PARALLEL <dop>]; select owner,table_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ''; select table_owner,table_name,partition_name,compress_for DBA_TAB_PARTITIONS where compression = ''; select table_owner,table_name,subpartition_name,compress_for DBA_TAB_SUBPARTITIONS where compression = ''; Rebuild Unusable Index: select index_name from dba_index where status = 'UNUSABLE'; select index_name,partition_name from dba_ind_partition where status = 'UNUSABLE'; select index_name,subpartition_name from dba_ind_partition where status = 'UNUSABLE'; ALTER INDEX index_name REBUILD [PARALLEL <dop>]; ALTER INDEX index_name REBUILD PARTITION partition_name [PARALLEL <dop>]; ALTER INDEX index_name REBUILD SUBPARTITION subpartition_name [PARALLEL <dop>];

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  • Collision Resolution

    - by CiscoIPPhone
    I know quite well how to check for collisions, but I don't know how to handle the collision in a good way. Simplified, if two objects collide I use some calculations to change the velocity direction. If I don't move the two objects they will still overlap and if the velocity is not big enough they will still collide after next update. This can cause objects to get stuck in each other. But what if I try to move the two objects so they do not overlap. This sounds like a good idea but I have realised that if there is more than two objects this becomes very complicated. What if I move the two objects and one of them collides with other objects so I have to move them too and they may collide with walls etc. I have a top down 2D game in mind but I don't think that has much to do with it. How are collisions usually handled? This question is asked on behalf of Wooh

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • Converting a .bat executable to Mac

    - by Wes
    I need some help converting a .bat executable file that I run on our PC at my job so that it works on a mac. Before we upload tar files to our website we run this script which to the best of my knowledge simply unlocks all of the permissions to the tar and all the images within. If someone could help me in "translating" it to run on my Mac that would be awesome! I was hoping I could set up something in Automator Here's the code del images5.tar move images4.tar images5.tar move images3.tar images4.tar move images2.tar images3.tar move images.tar images2.tar cd .. tar --mode=777 -rvf images.tar *.jpg tar --mode=777 -rvf images.tar p move images.tar ./tarpics

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  • Movement of body after applying weld joint

    - by ved
    I have two rectangular bodies. I've applied Weldjoint successfully on these bodies. I want to move that joined body by applying linear impulse. After weld joint, these two bodies becomes single body right? How do I apply force/impulse on the joined body? I am using Box2D with LibGDX. I've tried this: polygon1.applyLinearImpulse(new Vector2(-5, 0), polygon1.getWorldCenter(), true); I thought that if I move polygon1 then polygon2 will also move due to my weld joint but it is not working properly. Why don't they move together after being welded?

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  • Can I still right click on an app to move it to the left or right workspace like in 11.04 and before? What about one click switcher?

    - by Thierry Lam
    In 11.04(classic edition) and before, one of the best features of Ubuntu was the workspace switcher, none of the other major OS had something like that built natively. I work with 2 workspaces, one left and the other right. I will right click apps from left workspace and throw them to the right and vice versa. In 11.10, I have to: Open workspace from the launcher Drag the app to the other workspace Double click back on my original workspace What used to take 2 clicks, now takes 1 click, 1 double click and a drag. Is that the modern way to switch apps between workspaces? In older Ubuntu, I had the 2 workspace icons at the bottom right corner of my screen. I can then single click on the left or right workspace for switching. I'm now doing step 1 and 3 from above to perform that single. Are there any shortcuts or customization to reduce the number of events I have to go through to perform those simple actions?

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  • Migration a database from 32bit to 64bit

    - by Mike Dietrich
    Database migrations from an 32bit environment to an 64bit environment keeping the same platform architecture (e.g. moving an Oracle 10.2.0.5 database from MS Windows XP 32bit to MS Windows Server 2003 64bit) does not happen that often anymore. But still we see them getting done. And there are a few things to note when doing such a move. First of all the important question is:Will you upgrade your database as part of this move - Yes or No? If you say "Yes" then you are almost done with that topic as we will take care of that bitnes move during the upgrade. The only thing you have to take care is OLAP in case you are using OLAP Option with Analytic Workspaces (AW) by yourself. Those store data in Binary LOBs - and in order to move AWs from 32bit to 64bit you have to export your AWs prior to the move - and import them later on. People who don't use OLAP don't have to take care on this. But if you say "No" (meaning: no upgrade actions involved - you keep your database version) then you have to make sure to invalidate all packages and stored code in the database before you shutdown your database in the 32bit environment and prior to moving it over. And the same rule as above for OLAP applies once you use the OLAP Option. In the source environment: startup upgrade;    -- [or startup migrate; -- for Oracle 9i] @?/rdbms/admin/utlirp.sqlshutdown immediate In the destination environment: startup upgrade @?/olap/admin/xumuts.plb --Only if OLAP Option is installed@?/rdbms/admin/utlrp.sql The script utlirp.sql will invalidate all packages and stored code, utlrp.sql will recompile - and xumuts.plb will rebuild the OLAP Analytic Workspaces in case you have the OLAP Option installed.

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  • SQL to XML open data and NIEM training video posted

    - by drrwebber
    Learn how to build a working XML query/response system with SQL database accessing and XML components from example NIEM schema and dictionary. Software development practitioners, business analysts and managers will find the materials accessible and valuable in showing the decision making processes that go into constructing a working XML exchange. The 22 minute video available online shows how to build a fully working ULEXS-SR exchange using a Vehicle license search example.  Also included are aspects of NIEM training for assembling an IEPD schema with data models. Materials are focused on practical implementers, after viewing the instruction material you can use the open source tools and apply to your own SQL to XML use cases and information exchange projects. All the SQL and XML code, editor tools, dictionary and instructions that accompany the tutorial video are also available for download so you can try everything yourself.  See http://www.youtube.com/user/TheCameditor to run the video. And the open source project web site (sponsored by Oracle) contains all the resources, downloads and supplemental materials. Enjoy.

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • How to Unlock Applications folder

    - by Mark Coleman
    This question relates to Ubuntu 12.04 LTS. I wish to move a folder from the desktop into the applications folder at home/usr/share/applications. When I attempt to drag the folder from the desktop to the applications folder, I get the following message: "Error moving file: Permission denied" Permission or no permission, I want to move a folder from the desktop to the above said applications folder. How do I authenticate so I can make this move? There is no opportunity to authenticate when I get the error message, only "Skip" or "Cancel". I don't want to skip or cancel, I want to authenticate and move the folder. How do I do this? Thank you!

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  • resizing partitions

    - by venetin
    I have the following configuration: sda1 1 GB maybe fat32 (windows recovery partition) sda2 40 GB ntfs(windows drive c) with boot flag sda3 around 100GB ntfs(storage partition) sda4 extended partition:sda5 10 GB ext4 partition sda6 1 GB linux swap I want to make this changes: sda2 30 GB resize(decrease size with 10 GB) sda3 around 100GB(move and maybe decrease size with 4-5 GB) sda4 around 20-22 GB (move and increase size with 10-15GB) sda5 around 20 GB (move and increase size with 10-12 GB) sda6 2 GB (move and increase size with 1 GB) Is it safe to do this operations?Will i lose grub? I will do the changes with gparted on puppy linux live usb. Thanks

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  • Can I randomly generate an endless road?

    - by y26jin
    So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). As soon as we move to the next position(x1, y1), everything around us is generated randomly by a program. We could be surrounded by one of mountain, lake, and road. We can only move on the road. The road is always 2D as the map itself. My question is, are we able to play this game endlessly? "End" means that we come across a dead end and the only way out is to go backward.

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  • Oracle EBS?????(Order->AR)

    - by Pan.Tian
    ???? ??:Order Management > Orders,Returns > Sales Orders ???????,??,????,???? ???????,????,??... ??Book Order,??Book??,????????Status??????“Booked”,???????"Awaiting Shipping",?????????,??????????????? ??:??Book??,????????????,????Shipping Transactions Form,????,?????????Line Status?Ready to Release,Next Step?Pick Release Pick Release ??:Order Management > Shipping > Release Sales Orders > Release Sales Orders Pick Release????(?????????).?Order  Number?????????? Auto Pick Confirm???No Auto Allocate???N Auto Allocate?Auto Pick Confirm??????Yes,???????????,??????No,???Yes??,?????Allocate?Pick Confirm??,??????????? ??????????Pick  Release,”Concurrent“??Pick Release?????Concurrent Request???,"Execute Now"????????Pick Release,??????????????User,??????Concurrent??? Pick Release?????????Pick Release?????Pick Wave??Move Order,??Move Order????????????????????(Staging),????INV??????????? INV_MOVE_ORDER_PUB.CREATE_MOVE_ORDER_HEADER???Move Order??(??Pick Release?????????????:Pick Release Process) ????????,?Pick Release??,?????????????Reservation(??),?????????Soft Reservations,?????????????,????Org?????????? ??:????,Shipping Transaction?Line Status?"Released to Warehouse",Next Step?"Transact Move Order";????????Booked,?????”Awaiting Shipping“? Pick Confirm Pick Confirm(????)????????Transact Move Order????,?Allocate????,?Transact Move Order. ??:Inventory > Move Orders > Transact Move Orders ????,Pick Wave??Tab,????? ??TMO????,??Allocate,Allocate?????????Picking Rule?????,??????Suggestion????,Suggestion?????? MTL_MATERIAL_TRANSACTIONS_TEMP?(?Pending Transactions)? ????Allocate??,??????Allocation????Single,Multiple??None???,Single??, ??????????Suggestion?Transaction??,Multiple???????;None??????Suggestion? ?(????????????????) ????????Transact??Move Order ?Transact??,Inventory Transaction Manager ???Suggestion Transactions(MMTT),???????????????,??????Subinventory??????(Staging)??? Transction???Material Transaction?Form????? ????Reservation??,?Transact??,???????,Reservation????????,????Sub,locator???? ??:????,Shipping Transaction?Line Status?"Staged/Pick Confirmed",Next Step?"Ship Confirm/Close Trip Stop";????????Booked,??????”Picked“? Ship Confirm Deliveries ??:Order Management > Shipping > Transactions ???Delivery??,??Ship Confirm(????),????Pick Release???,????Autocreate Delivery,???????Define Shipping Parameters????????,??shipping parameters???????,?????????Ship Confirm?????Action->Auto-create Deliveries. Delivery????????????????,????????.... Delivery??,??Ship Confirm???,???????,"Defer Interface"?????,?????????Interface Trip Stop SRS,????Defer Interface,?OK? Delivery was successfully confirmed!!! Ship Confirm????????????MTL_TRANSACTIONS_INTERFACE??,??MTI??????Sales Order Issue,??????????Interface Trip Stop???,???MTI??MMT??? ??:????,Shipping Transaction?Line Status?"Shipped",Next Step?"Run Interfaces";????????Booked,??????”Shipped“? Interface Trip Stop - SRS ?????Ship Confirm??????Defer Interface,??????????????Interface Trip Stop - SRS? ??:Order Management > Shipping > Interface > Run > Request:Interface Trip Stop - SRS Interface Trip Stop????????:Inventory Interface  SRS(????????)? Order Management Interface  SRS(?????????????AR??)? Inventory Interface  SRS???Shipping Transaction??????MTI,??INV Manager????MTI????MMT??,??Sales Order Issue?transaction??????,???????????Reservation????Inventory Interface  SRS?????,???WSH_DELIVERY_DETAILS??INV_INTERFACED_FLAG???Y? Order Management Interface - SRS??Inventory Interface  SRS?????,??Request?????????????AR??,OM Interface????????WSH_DELIVERY_DETAILS??OE_INTERFACED_FLAG?Y? ??:????,Shipping Transaction?Line Status?"Interfaced",Next Step?"Not Applicable";????????Booked,??????”Shipped“? Workflow background Process ??:Inventory > Workflow Background Engine Item Type:OM Order Line Process Deferred:Yes Process Timeout:No ??program????Deffered???workflow,Workflow Background Process???,???????Order????RA Interface???(RA_INTERFACE_LINES_ALL,RA_INTERFACE_SALESCREDITS_ALL,RA_Interface_distribution) ????????SQL???RA Interface??: 1.SELECT * FROM RA_INTERFACE_LINES_ALL WHERE sales_order = '65961'; 2.SELECT * FROM RA_INTERFACE_SALESCREDITS_ALL WHERE INTERFACE_LINE_ID IN (SELECT INTERFACE_LINE_ID FROM RA_INTERFACE_LINES_ALL WHERE sales_order = '65961' ); 3.SELECT * FROM RA_INTERFACE_DISTRIBUTIONS_ALL WHERE INTERFACE_LINE_ID IN (SELECT INTERFACE_LINE_ID FROM RA_INTERFACE_LINES_ALL WHERE sales_order = '65961' ); ?????RA Interface??,??OE_ORDER_LINES_ALL?INVOICE_INTERFACE_STATUS_CODE????? Yes,INVOICED_QUANTITY?????????????????????????Closed,????????Booked? AutoInvoice ????AR?? ??:Account Receivable > Interface > AutoInvoice Name:Autoinvoice Master Program Invoice Source:Order Entry Default Day:???? ???,?request????”Autoinvoice Import Program“???? ???,????Auto Invoice Program????RA?interface?,?????????????,???????AR???? (RA_CUSTOMER_TRX_ALL,RA_CUSTOMER_TRX_LINES,AR_PAYMENT_SCHEDULES). ?????? Order > Action > Additional Information > Invoices/Credit Memos????????,???????SQL?????AR??, SELECT ooha.order_number , oola.line_number so_line_number , oola.ordered_item , oola.ordered_quantity * oola.unit_selling_price so_extended_price , rcta.trx_number invoice_number , rcta.trx_date , rctla.line_number inv_line_number , rctla.unit_selling_price inv_unit_selling_price FROM oe_order_headers_all ooha , oe_order_lines_all oola , ra_customer_trx_all rcta , ra_customer_trx_lines_all rctla WHERE ooha.header_id = oola.header_id AND rcta.customer_trx_id = rctla.customer_trx_id AND rctla.interface_line_attribute6 = TO_CHAR (oola.line_id) AND rctla.interface_line_attribute1 = TO_CHAR (ooha.order_number) AND order_number = :p_order_number; ??Autoinvoice Import Program???error???,?????RA_INTERFACE_ERRORS_ALL?Message_text??,???????? Closing the Order ?????????,?????????(Close??Cancel)?0.5?,??????Workflow Background Process??????? ????????:you can wait until month-end and the “Order Flow – Generic” workflow will close it for you. Order&Shipping Transactions Status Summary Step Order Header Status Order Line Status Order Flow Workflow Status (Order Header) Line Flow Workflow Status (Order Line) Shipping Transaction  Status(RELEASED_STATUS in WDD) 1. Enter an Order Entered Entered Book Order Manual Enter – Line                              N/A 2. Book the Order Booked Awaiting Shipping Close Order Schedule ->Create Supply ->Ship – Line                       Ready to Release(R) 3. Pick the Order Booked Picked Close Order Ship – Line 1.Released to Warehouse(S)(Pick Release but not pick confirm) 2.Staged/Pick Confirmed(Y)(After pick confirm) 4. Ship the Order Booked Shipped Close Order Fulfill – Deferred 1.Shipped(After ship confirm) 2.Interfaced(C)(After ITS) Booked Closed Close Order Fulfill ->Invoice Interface ->Close Line -> End 5. Close the Order Closed Closed End End ????,shipping txn???,??????????:http://blog.csdn.net/pan_tian/article/details/7696528 ======EOF======

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  • Displaying wait cursor in while backgroundworker is running

    - by arc1880
    During the start of my windows application, I have to make a call to a web service to retrieve some default data to load onto my application. During the load of the form, I run a backgroundworker to retrieve this data. I want to display the wait cursor until this data is retrieved. How would I do this? I've tried setting the wait cursor before calling the backgroundworker to run. When I report a progress of 100 then I set it back to the default cursor. The wait cursor comes up but when I move the mouse it disappears. Environment: Windows 7 Pro 64-bit VS2010 C# .NET 4.0 Windows Forms EDIT: I am setting the cursor the way Jay Riggs suggested. It only works if I don't move the mouse. **UPDATE: I have created a button click which does the following: When I do the button click and move my mouse, the wait cursor appears regardless if I move my mouse or not. void BtnClick() { Cursor = Cursors.WaitCursor; Thread.Sleep(8000); Cursor = Cursors.Default; } If I do the following: I see the wait cursor and when I move the mouse it disappears inside the form. If I move to my status bar or the menu bar the wait cursor appears. Cursor = Cursors.WaitCursor; if (!backgroundWorker.IsBusy) { backGroundWorker.RunWorkerAsync(); } void backGroundWorkerDoWork(object sender, DoWorkEventArgs e) { Thread.Sleep(8000); } void backGroundWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { Cursor = Cursors.Default; } If I do the following: The wait cursor appears and when I move the mouse it still appears but will sometimes flicker off and on when moving in text fields. if (!backgroundWorker.IsBusy) { backGroundWorker.RunWorkerAsync(); } void backGroundWorkerDoWork(object sender, DoWorkEventArgs e) { UseWaitCursor = true; Thread.Sleep(8000); } void backGroundWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { UseWaitCursor = false; }

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  • Help improving a simple assembly function

    - by MPelletier
    I just handed in this function in an assignment. It is done (hence no homework tag). But I would like to see how this can be improved. Essentially, the function sums the squares of all the integers between 1 and the given number, using the following formula: n(n+1)(2n+1)/6 Where n is the maximum number. The function below is made to catch any overflow and return 0 should any occur. UInt32 sumSquares(const UInt32 number) { int result = 0; __asm { mov eax, number //move number in eax mov edx, 2 //move 2 in edx mul edx //multiply (2n) jo end //jump to end if overflow add eax, 1 //addition (2n+1) jo end //jump to end if overflow mov ecx, eax //move (2n+1) in ecx mov ebx, number //move number in ebx add ebx, 1 //addition (n+1) jo end //jump to end if overflow mov eax, number //move number in eax for multiplication mul ebx //multiply n(n+1) jo end //jump to end if overflow mul ecx //multiply n(n+1)(2n+1) jo end //jump to end if overflow mov ebx, 6 //move 6 in ebx div ebx //divide by 6, the result will be in eax mov result, eax //move eax in result end: } return result; } Basically, I want to know what I can improve in there. In terms of best-practices mostly. One thing sounds obvious: smarter overflow check (with a single check for whatever maximum input would cause an overflow).

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Appending a function to an existing onclick event at page load

    - by tonsils
    Hi, I have the following html code that is pre written by the app I am using, which I do not have access to, i.e. <td align="center" class="shuttleControl"> <img src="/i/mydb/icons/shuttle_reload.png" onclick="g_Shuttlep_v61.reset();" alt="Reset" title="Reset"/> <img src="/i/mydb/icons/shuttle_last.png" onclick="g_Shuttlep_v61.move_all();" alt="Move All" title="Move All"/> <img src="/i/mydb/icons/shuttle_right.png" onclick="g_Shuttlep_v61.move();" alt="Move" title="Move" /> <img src="/i/mydb/icons/shuttle_left.png" onclick="g_Shuttlep_v61.remove();" alt="Remove" title="Remove" /> <img src="/i/mydb/icons/shuttle_first.png" onclick="g_Shuttlep_v61.remove_all();" alt="Remove All" title="Remove All" /> </td> Based on the above code, using jQuery, would it be possible that when the page finishes loading, search for the img src "shuttle_last.png" and append to it's onclick call, my own function get_Count(); ? That is, I would then see the following code when I do a view page source for this particular line, i.e.: <img src="/i/mydb/icons/shuttle_last.png" onclick="g_Shuttlep_v61.move_all();get_Count();" alt="Move All" title="Move All"/> Is this possible - if so, would really appreciate a code sample? Thanks.

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  • Tkinter, Python: How do I save text entered in the Entry widget? How do I move a label?

    - by user3692825
    I am a newbie at programming and my program is not stellar but hopefully it's ok because I have only been using it for a couple days now. I am having trouble in my class "Recipie". In this class I am having trouble saving the text in my Entry widget. I know to use the .get() option but when I try to print it, it doesn't (whether it is within that defined method or not). So that is my main concern. I want it to save the text entered as a string when I press the button: b. My other minor question is, how can I move the label. When I have tried I have used the height and width options, but that just expands the label. I want to move the text to create a title above my Entry boxes. Is label the right widget to use or would it be easier to use a message box widget? So it would look like, for example (but like 8 pixels down and 20 to the right): ingredients textbox button labeled as: add an ingredient And I am not sure the option .pack(side="...") or .place(anchor="...") are the right options to use for my buttons or entry boxes or labels. Any help is greatly appreciated!!! And if you could add comments to your code explaining what you did, that would be so helpful. Thank you!!! import Tkinter class Recipie(Tkinter.Tk): def __init__(self): Tkinter.Tk.__init__(self) self.title("New Recipie") self.geometry("500x500") def name(self): name = Tkinter.Label(self, text="Title:", width=39) name.place(anchor="nw") insert_name = Tkinter.Entry(self) insert_name.pack() insert_name.focus_set() def ingredients(self): e = Tkinter.Entry(self) e.pack() e.focus_set() def addingredient(self): but = Tkinter.Button(self, text="Add Ingredients", width=15, command=self.ingredients) but.pack(side="bottom") def procedure(self): txt = Tkinter.Label(self, text="List the Steps:") txt.place(anchor="n") p = Tkinter.Entry(self) p.place(anchor="nw") p.focus_set() def savebutton(self): print insert_name.get() print e.get() print p.get() b = Tkinter.Button(self, text="Save Recipie", width=15, command=savebutton) top = Recipie() top.mainloop()

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  • Why doesn't JFreeCharts correctly connect the points in my xy-line graph?

    - by Javajava
    /Each letter A,T,G,C represents a direction for the plot to graph. Specifically, “A” means move right, “T” is move down, “C” is move up, and “G” is move left. When the applet reads A,T,C, it plots the graph correctly. However, when I plot G, the graph is messed up. When I input "ACACACA," the graph is like a rising staircase. When I input "gtgtgt," the graph should look like a staircase, but it looks like a lightning bolt instead/ /This is all one code... i don't know why it's all split up like this:/ import java.applet.Applet; import java.awt.*; import java.awt.event.*; import java.util.Scanner.*; import java.jfree.chart.*; import java.jfree.data.xy.*; import java.jfree.chart.plot.PlotOrientation; public class If_Graph extends Applet implements ActionListener{ Panel panel; TextArea textarea, outputArea; Button move; String thetext; Scanner reader = new Scanner(System.in); String thetext2; int size,p,q; int x,y; public void init(){ setSize(500,500); //set size of applet panel = new Panel(); add(panel); setVisible(true); textarea= new TextArea(10,20); add(textarea); move=new Button("Graph"); move.addActionListener(this); add(move); } public void actionPerformed(ActionEvent e) { XYSeries series = new XYSeries("DNA Walk"); x= 0; y = 0; series.add(x,y); if(e.getSource() == move) { thetext=textarea.getText(); //the text is the DNA bases pasted thetext=thetext.replaceAll(" ",""); //removes spaces thetext2 = ""; for(int i=0; i<thetext.length(); i++) { char a = thetext.charAt(i); switch (a) { case 'A': //moves right x+=1; y+=0; series.add(x,y); break; case 'a': x+=1;y+=0; series.add(x,y); break; case 'C': //moves up x+=0; y+=1; series.add(x,y); break; case 'c': x+=0; y+=1; System.out.println(x + "," + y); series.add(x,y); break; case 'G': //move left x-=1; y+=0; series.add(x,y); System.out.println("G is: "+ x +"," +y); break; case 'g': x-=1; y+=0; System.out.println("g is: " +x + "," + y); series.add(x,y); break; case 'T': //move down x+=0; y-=1; series.add(x,y); System.out.println("T is: "+ x +"," +y); break; case 't': x+=0; y-=1; series.add(x,y); System.out.println("t is: "+ x +"," +y); break; default: // series.add(0,0); break; } } XYDataset xyDataset = new XYSeriesCollection(series); JFreeChart chart = ChartFactory.createXYLineChart ("DNA Random Walk", "", "", xyDataset, PlotOrientation.VERTICAL, true, true, false); ChartFrame frame1=new ChartFrame("DNA Random Walk",chart); frame1.setVisible(true); frame1.setSize(300,300); outputArea.setText(thetext2); } } }

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