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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • changing sounds when objects meet

    - by blacksheep
    i'd like to change sounds when tapping on an image and drag another image over several others. it is not working properly: the "MoveImage" is not dragable, the tapping is working outside the "TouchImage" and the sounds do not change when tapping on it. (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if(((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)))) { [sound_E play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)))) { [sound_F play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)))) { [sound_D play]; } if (((CGRectContainsPoint(myTouchImage.frame, location)), (CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)))) { [sound_Dis play]; } } (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; if (CGRectContainsPoint(myMoveImage.frame, location)){ CGPoint yLocation = CGPointMake(myMoveImage.center.x,location.y); myMoveImage.center = yLocation; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_1.frame)) { E_NOTE.text = @"E"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_2.frame)) { F_NOTE.text = @"F"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_3.frame)) { D_NOTE.text = @"D"; } if(CGRectIntersectsRect(myMoveImage.frame,myImage_4.frame)) { Dis_NOTE.text = @"D#"; } }

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  • Refreshing frame page using javascript

    - by Roland
    I have the following two frames frame 1 with name="top" and frame 2 with name "main". Now in main there is a button called add number, which brings up a normal browser popup, in this popup I have a form that needs to be filled in and then I click submit on this form and then the main frame should reload, the form processing happens within the popup page and then after processing the main frame should refresh. The following code does not work, Am I doing something wrong? window.opener.main.reload();

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  • Unable to connect to Wireless after installing Ubuntu 12.10

    - by Moulik
    I am using Asus U56E laptop and after installing Ubuntu 12.10 alongside Windows 8, I am unable to connect to the Wireless. I have been trying to solve this problem since two weeks and couldn't solve it. Please help. Any answer would be appreciated. Here are some command-line results. lspci -v | grep -iA 7 network ubuntu@ubuntu:~$ lspci -v | grep -iA 7 network 02:00.0 Network controller: Intel Corporation Centrino Wireless-N + WiMAX 6150 (rev 67) Subsystem: Intel Corporation Centrino Wireless-N + WiMAX 6150 BGN Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at de800000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: iwlwifi Kernel modules: iwlwifi lsmod | grep iwlwifi ubuntu@ubuntu:~$ lsmod | grep iwlwifi iwlwifi 386826 0 mac80211 539908 1 iwlwifi cfg80211 206566 2 iwlwifi,mac80211 ubuntu@ubuntu:~$ dmesg | grep iwlwifi [ 57.846261] iwlwifi: Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [ 57.846264] iwlwifi: Copyright(c) 2003-2012 Intel Corporation [ 57.846336] iwlwifi 0000:02:00.0: >pci_resource_len = 0x00002000 [ 57.846338] iwlwifi 0000:02:00.0: >pci_resource_base = ffffc90000c7c000 [ 57.846341] iwlwifi 0000:02:00.0: >HW Revision ID = 0x67 [ 57.846438] iwlwifi 0000:02:00.0: >irq 52 for MSI/MSI-X [ 59.558335] iwlwifi 0000:02:00.0: >loaded firmware version 41.28.5.1 build 33926 [ 59.558514] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUG disabled [ 59.558516] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUGFS enabled [ 59.558517] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TRACING enabled [ 59.558519] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TESTMODE enabled [ 59.558520] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_P2P disabled [ 59.558522] iwlwifi 0000:02:00.0: >Detected Intel(R) Centrino(R) Wireless-N + WiMAX 6150 BGN, REV=0x84 [ 59.558583] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 59.569083] iwlwifi 0000:02:00.0: >device EEPROM VER=0x557, CALIB=0x6 [ 59.569085] iwlwifi 0000:02:00.0: >Device SKU: 0x150 [ 59.569087] iwlwifi 0000:02:00.0: >Valid Tx ant: 0x1, Valid Rx ant: 0x3 [ 59.569100] iwlwifi 0000:02:00.0: >Tunable channels: 13 802.11bg, 0 802.11a channels [ 70.208469] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.208648] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 [ 70.366319] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.366470] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 sudo lshw -c network ubuntu@ubuntu:~$ sudo lshw -c network *-network description: Wireless interface product: Centrino Wireless-N + WiMAX 6150 vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 67 serial: 40:25:c2:84:99:c4 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.5.0-17-generic firmware=41.28.5.1 build 33926 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:52 memory:de800000-de801fff *-network description: Ethernet interface product: AR8151 v2.0 Gigabit Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: c0 serial: 54:04:a6:2b:6a:ef capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:54 memory:dd400000-dd43ffff ioport:a000(size=128) ifconfig ubuntu@ubuntu:~$ ifconfig eth0 Link encap:Ethernet HWaddr 54:04:a6:2b:6a:ef UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:176 errors:0 dropped:0 overruns:0 frame:0 TX packets:176 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:14368 (14.3 KB) TX bytes:14368 (14.3 KB) wlan0 Link encap:Ethernet HWaddr 40:25:c2:84:99:c4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) iwconfig ubuntu@ubuntu:~$ iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off iwlist scan ubuntu@ubuntu:~$ iwlist scan eth0 Interface doesn't support scanning. lo Interface doesn't support scanning. wlan0 No scan results nm-tool ubuntu@ubuntu:~$ nm-tool NetworkManager Tool State: disconnected - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 54:04:A6:2B:6A:EF Capabilities: Carrier Detect: yes Wired Properties Carrier: off - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: disconnected Default: no HW Address: 40:25:C2:84:99:C4 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points hypeness2: Infra, 00:21:29:DA:08:4F, Freq 2462 MHz, Rate 54 Mb/s, Strength 42 WPA love: Infra, 68:7F:74:17:02:66, Freq 2412 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 DIRECT-MwSCX-3400Pamela: Infra, 02:15:99:A3:3F:AC, Freq 2412 MHz, Rate 54 Mb/s, Strength 22 WPA2 router: Infra, 1C:AF:F7:D6:76:F3, Freq 2417 MHz, Rate 54 Mb/s, Strength 20 WPA2 wing: Infra, E8:40:F2:34:E4:F7, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 132LINKSYS: Infra, 00:1A:70:80:1F:E9, Freq 2437 MHz, Rate 54 Mb/s, Strength 57 WEP VMITTAL: Infra, E0:46:9A:3C:F0:C4, Freq 2412 MHz, Rate 54 Mb/s, Strength 27 WEP HP-Print-10-LaserJet 1025: Infra, 7C:E9:D3:7E:F8:10, Freq 2437 MHz, Rate 54 Mb/s, Strength 59 ACNBB: Infra, 00:26:75:22:A6:2F, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 SATKAIVAL: Infra, 00:18:E7:CE:69:A6, Freq 2412 MHz, Rate 54 Mb/s, Strength 69 WPA WPA2 hypeness: Infra, B8:E6:25:24:C3:B1, Freq 2437 MHz, Rate 54 Mb/s, Strength 54 WPA WPA2 CSNetwork: Infra, BC:14:01:58:C5:88, Freq 2437 MHz, Rate 54 Mb/s, Strength 25 WPA WPA2 tharma: Infra, BC:14:01:E2:06:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 15 WPA WPA2 Active2.4: Infra, 10:6F:3F:0E:F3:8E, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 ACNBB: Infra, 00:26:75:58:4E:7A, Freq 2437 MHz, Rate 54 Mb/s, Strength 85 KO: Infra, BC:14:01:2E:AF:A8, Freq 2452 MHz, Rate 54 Mb/s, Strength 22 WPA WPA2 FEAR: Infra, 00:18:4D:C0:BC:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA Pamela: Infra, BC:14:01:52:F6:F8, Freq 2412 MHz, Rate 54 Mb/s, Strength 24 WPA WPA2 bvrk2: Infra, 78:CD:8E:7B:3C:79, Freq 2457 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 BELL030: Infra, D8:6C:E9:17:AF:09, Freq 2462 MHz, Rate 54 Mb/s, Strength 22 WPA2 Desai: Infra, 00:1D:7E:52:FB:C5, Freq 2437 MHz, Rate 54 Mb/s, Strength 14 WEP Sritharan: Infra, BC:14:01:E5:59:78, Freq 2462 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 PFN: Infra, 00:13:10:8B:CF:45, Freq 2437 MHz, Rate 54 Mb/s, Strength 19 WEP rfkill list all ubuntu@ubuntu:~$ rfkill list all 0: asus-wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: asus-wimax: WiMAX Soft blocked: yes Hard blocked: no 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no so these are some more results sudo modprobe -r iwlwifi ubuntu@ubuntu:~$ sudo modprobe -r iwlwifi sudo modprobe iwlwifi 11n_disable=1 ubuntu@ubuntu:~$ sudo modprobe iwlwifi 11n_disable=1 echo "blacklist asus_wmi" | sudo tee -a /etcmodprobe.d/blacklist.conf ubuntu@ubuntu:~$ echo "blacklist asus_wmi" | sudo tee -a /etc/modprobe.d/blacklist.conf blacklist asus_wmi echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf ubuntu@ubuntu:~$ echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf options iwlwifi 11n_disable=1 sudo modprobe -rfv iwlwifi ubuntu@ubuntu:~$ sudo modprobe -rfv iwlwifi rmmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko sudo modprobe -v iwlwifi ubuntu@ubuntu:~$ sudo modprobe -v iwlwifi insmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko 11n_disable=1

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  • tkinter frame does not show on startup

    - by Jzz
    this is my first question on SO, so correct me please if I make a fool of myself. I have this fairly complicated python / Tkinter application (python 2.7). On startup, the __init__ loads several frames, and loads a database. When that is finished, I want to set the application to a default state (there are 2 program states, 'calculate' and 'config'). Setting the state of the application means that the appropriate frame is displayed (using grid). When the program is running, the user can select a program state in the menu. Problem is, the frame is not displayed on startup. I get an empty application (menu bar and status bar are displayed). When I select a program state in the menu, the frame displays as it should. Question: What am I doing wrong? Should I update idletasks? I tried, but no result. Anything else? Background: I use the following to switch program states: def set_program_state(self, state): '''sets the program state''' #try cleaning all the frames: try: self.config_frame.grid_forget() except: pass try: self.tidal_calculations_frame.grid_forget() except: pass try: self.tidal_grapth_frame.grid_forget() except: pass if state == "calculate": print "Switching to calculation mode" self.tidal_calculations_frame.grid() #frame is preloaded self.tidal_calculations_frame.fill_data(routes=self.routing_data.routes, deviations=self.misc_data.deviations, ship_types=self.misc_data.ship_types) self.tidal_grapth_frame.grid() self.program_state = "calculate" elif state == "config": print "Switching to config mode" self.config_frame = GUI_helper.config_screen_frame(self, self.user) #load frame first (contents depend on type of user) self.config_frame.grid() self.program_state = "config" I understand that this is kind of messy to read, so I simplified things for testing, using this: def set_program_state(self, state): '''sets the program state''' #try cleaning all the frames: try: self.testlabel_1.grid_forget() except: pass try: self.testlabel_2.grid_forget() except: pass if state == "calculate": print "switching to test1" self.testlabel_1 = tk.Label(self, text="calculate", borderwidth=1, relief=tk.RAISED) self.testlabel_1.grid(row=0, sticky=tk.W+tk.E) elif state == "config": print "switching to test1" self.testlabel_2 = tk.Label(self, text="config", borderwidth=1, relief=tk.RAISED) self.testlabel_2.grid(row=0, sticky=tk.W+tk.E) But the result is the same. The frame (or label in this test) is not displayed at startup, but when the user selects the state (calling the same function) the frame is displayed. UPDATE the sample code in the comments (thanks for that!) pointed me in another direction. Further testing revealed (what I think) the cause of the problem. Disabling the display of the status bar made the program work as expected. Turns out, I used pack to display the statusbar and grid to display the frames. And they are in the same container, so problems arise. I fixed that by using only pack inside the main container. But the same problem is still there. This is what I use for the statusbar: self.status = GUI_helper.StatusBar(self.parent) self.status.pack(side=tk.BOTTOM, fill=tk.X) And if I comment out the last line (pack), the config frame loads on startup, as per this line: self.set_program_state("config") But if I let the status bar pack inside the main window, the config frame does not show. Where it does show when the user asks for it (with the same command as above).

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  • target="_top" emulation using JavaScript

    - by abovesun
    Suppose we have frameset of with 2 frames, one frame is kind a tiny horizontal header and second is kind of "content" frame with 3rd-party html page inside. When user clicks on some link inside "content" frame, the whole page (frameset) should be reloaded with this link, the same behavior if "content" frame has "target=_top" attribute. How to do this using JS?

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  • Inscribe and center an image within a frame

    - by Brennan Roberts
    Given a div of arbitrary aspect ratio, what's the best way to place and style an image (also with an arbitrary aspect ratio) inside such that: It is both inscribed and centered Its dimensions and position are set using relative values so that the image will remain inscribed and centered automatically when the frame is uniformly scaled (javascript should only be required when the image is initially inserted, or if the frame's aspect ratio changes) Extra markup is minimized Here's the result we want: Here's a fiddle template, which is just: Markup Should pillarbox <div class="frame"> <img src="http://www.placekitten.com/200/300" /> </div> Should letterbox <div class="frame"> <img src="http://www.placekitten.com/300/200" /> </div> CSS .frame { width: 200px; height: 200px; border: 2px solid black; margin: 10px 0px 100px 0; }

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  • How to add a Page to Frame using code in WPF

    - by Robert Höglund
    I have a Window where I have put a Frame. I would like to add a Page to the Frame when I click a button that is also on the Window but not in the Frame. There are several buttons in the Window and each click on a button should load a different Page in the Frame. Since I'm a total newbie on this WPF stuff it's quite possible that this approach is not the best and I have thought about replacing the Frame with a Canvas and then make UserControls instead of Pages that will be added to the Canvas. I welcome any ideas and suggestions on how to best solve this. I aiming for a functionality that is similar to the application Billy Hollis demonstrated in dnrtv episode 115. (http://dnrtv.com/default.aspx?showID=115).

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  • iPhone + selecting a portion of UIImage using some rectangular frame and than cropping it

    - by pratik
    Hello, I have requirement of selecting a portion of UIImage displayed on iPhone screen (for e.g. selecting the face from the image of some human being) using some rectangular type of frame. It means a rectangular type of frame can be moved across the image to place it at portion that we want. After placing it, I need to resize the frame in order to have that portion completely fit in the frame. Finally, the UIImage should be cropped so that I have a UIImage only displaying the portion that I selected using the frame. Please help me. Regards, Pratik

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  • wxpython : button covers all in the frame

    - by Prakash
    Below is my code: #!/usr/bin/python # -*- coding: utf-8 -*- import wx class Example(wx.Frame): def __init__(self): #super(Example, self).__init__(parent, title=title, size=(300, 200)) wx.Frame.__init__(self, None, wx.ID_ANY, 'wxButton', pos=(300, 150), size=(320, 250)) self.button1 = wx.Button(self, id=-1, label='Button1', pos=(8, 8), size=(10, 20)) self.button1.Bind(wx.EVT_BUTTON, self.button1Click) self.Centre() self.Show() def button1Click(self,event): #self.button1.Hide() self.SetTitle("Button1 clicked") if __name__ == '__main__': app = wx.App() Example() app.MainLoop() Actually I am expecting the button1 on the frame to have a look like a button - a bit raised and be placed in center of frame - but it is just expanding to the full frame. Also text Button1 looks like a text which does not has a button look like feeling? What wrong am I doing?

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • URL rewrite and domain frame

    - by Dennis
    I have registered the domain www.posti.sh at nic.sh. The website is on the server www.myskoob.com/postish. Unfortunately, nic.sh does not support frames, i.e. that the domain stays posti.sh as it forwards to www.myskoob.com/postish - so I thought about a URL rewrite on the server. Unfortunately I have no idea how rewriting works - I am thankful for explanations - but I would also like to ask whether this is generally possible. What I need is: The server needs to recognize that the folder postish is accessed Depending on the file that is opened, it needs to rewrite the url to www.posti.sh/<-according filename here- Also, the server needs to understand that a link to www.posti.sh/about.php links to www.myskoob.com/postish/about.php and likewise for other files - at the moment, when I type in posti.sh/about.php it redirects to http://www.myskoob.com/postishabout.php, which does not exist All this should be possible irrespective of whether the url contains a "www" at the beginning or not A plus but not necessary would be that it does not display the .php extensions Would that generally be possible? If not, what would be the alternatives? If anyone knows how to do it, any code and/or way to do it would be much appreciated!

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  • Frame Interpolation issues for skeletal animation

    - by sebby_man
    I'm trying to animate in-between keyframes for skeletal animation but having some issues. Each joint is represented by a quaternion and there is no translation component. When I try to slerp between the orientations at the two key frames, I got a very wacky animation. I know my skinning equation is right because the animation is perfectly fine when the animation is directly on a keyframe rather than in-between two. I'm using glm's built in mix function to do the slerp, so I don't think there are any problems with the actual slerp implementation. There's really one thing left that could be wrong here. I must not be in the correct space to do slerp. Right now the orientations are in joint local space. Do I have to be in world space? In some other space along the way? I have the bind pose matrix and world-space transformation matrix at my disposal if those are needed.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Game has noticeable frame drops but when through a profiler it always runs smooth

    - by felipedrl
    I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. It's not just the graphics, the sound also gets choppy. The drops are inconsistent across runs, i.e, sometimes I run the same scenario and get no drops at all, sometimes I get a few drops, and others the game is consistently slow. The only constant is: when running through gDEBugger I ALWAYS get a smooth run. I'm suspecting something outside my game is interfering and causing these drops, but what in the hell does gDEBugger do that nullifies these drops? A higher process priority? Any ideas? Thanks in advance.

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • C# XNA render an entire frame to a texture2d

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • Unused frame(window) management

    - by Serhiy
    Hey guys, I'm rewriting my game now using software designing patterns and want to do the code, most correct I can. While implementing MVC(Model View Controller) I got a question which I would like to discuss or to hear some opinions of experts. The question is about management of unused frames... For example next sequence of windows: ResourceLoadingWindow - LoginWindow - GameWindow Definetly that I don't want to reuse ResourceLoadingWindow , since I'm using Java Applet and I don't see any situation when I will need to reuse it. The different story is about LoginWindow, which can be reused a lot of times, because some player would want to Logout and come back again in few minutes for example. I would like to know, following the MVC structure, should I destroy window, removing it from ContentPane or just hide? Maybe I need to unregister it from controller or I shouldn't do so? Thanks in adavance.

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  • I assume Row_Number doesn’t act only on rows of the window frame

    - by AspOnMyNet
    a) Quote is taken from http://www.postgresql.org/docs/current/static/tutorial-window.html for each row, there is a set of rows within its partition called its window frame. Many (but not all) window functions act only on the rows of the window frame, rather than of the whole partition. By default, if ORDER BY is supplied then the frame consists of all rows from the start of the partition up through the current row, plus any following rows that are equal to the current row according to the ORDER BY clause I assume Row_Number doesn’t act only on rows of the window frame, but instead always act on all rows of a partition? b) By default, if ORDER BY is supplied then the frame consists of all rows from the start of the partition up through the current row, plus any following rows that are equal to the current row according to the ORDER BY clause I assume that is only true for those window functions that act only on rows of the window frame ( thus above quote isn't true for ROW_NUMBER() function )? c) http://www.postgresql.org/docs/current/static/tutorial-window.html talks about PostgreSQL 8.4’s Windowing functions. Is everything in that article also true for Sql Server 2008’s Windowing functions thanx

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  • Comparing objects with IDispatch to get main frame only (BHO)

    - by shaimagz
    I don't know if anyone familiar with BHO (Browser Helper Object), but an expert in c++ can help me too. In my BHO I want to run the OnDocumentComplete() function only on the main frame - the first container and not all the Iframes inside the current page. (an alternative is to put some code only when this is the main frame). I can't find how to track when is it the main frame that being populated. After searching in google I found out that each frame has "IDispatch* pDisp", and I have to compare it with a pointer to the first one. This is the main function: STDMETHODIMP Browsarity::SetSite(IUnknown* pUnkSite) { if (pUnkSite != NULL) { // Cache the pointer to IWebBrowser2. HRESULT hr = pUnkSite->QueryInterface(IID_IWebBrowser2, (void **)&m_spWebBrowser); if (SUCCEEDED(hr)) { // Register to sink events from DWebBrowserEvents2. hr = DispEventAdvise(m_spWebBrowser); if (SUCCEEDED(hr)) { m_fAdvised = TRUE; } } } else { // Unregister event sink. if (m_fAdvised) { DispEventUnadvise(m_spWebBrowser); m_fAdvised = FALSE; } // Release cached pointers and other resources here. m_spWebBrowser.Release(); } // Call base class implementation. return IObjectWithSiteImpl<Browsarity>::SetSite(pUnkSite); } This is where I want to be aware whether its the main window(frame) or not: void STDMETHODCALLTYPE Browsarity::OnDocumentComplete(IDispatch *pDisp, VARIANT *pvarURL) { // as you can see, this function get the IDispatch *pDisp which is unique to every frame. //some code } I asked this question on Microsoft forum and I got an answer without explaining how to actually implement that: http://social.msdn.microsoft.com/Forums/en-US/ieextensiondevelopment/thread/7c433bfa-30d7-42db-980a-70e62640184c

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  • rpy2: Converting a data.frame to a numpy array

    - by Mike Dewar
    I have a data.frame in R. It contains a lot of data : gene expression levels from many (125) arrays. I'd like the data in Python, due mostly to my incompetence in R and the fact that this was supposed to be a 30 minute job. I would like the following code to work. To understand this code, know that the variable path contains the full path to my data set which, when loaded, gives me a variable called immgen. Know that immgen is an object (a Bioconductor ExpressionSet object) and that exprs(immgen) returns a data frame with 125 columns (experiments) and tens of thousands of rows (named genes). robjects.r("load('%s')"%path) # loads immgen e = robjects.r['data.frame']("exprs(immgen)") expression_data = np.array(e) This code runs, but expression_data is simply array([[1]]). I'm pretty sure that e doesn't represent the data frame generated by exprs() due to things like: In [40]: e._get_ncol() Out[40]: 1 In [41]: e._get_nrow() Out[41]: 1 But then again who knows? Even if e did represent my data.frame, that it doesn't convert straight to an array would be fair enough - a data frame has more in it than an array (rownames and colnames) and so maybe life shouldn't be this easy. However I still can't work out how to perform the conversion. The documentation is a bit too terse for me, though my limited understanding of the headings in the docs implies that this should be possible. Anyone any thoughts?

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