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  • Batching dynamic sprites in OpenGL

    - by Aaron
    I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything. Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays/glDrawElements or a streaming VBO I assume. Does this sound correct?

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • Silverlight DataGrid Exception Reordering Column Headers

    - by Mike
    I'm trying to set the initial display order of the column headers in a silverlight datagrid by changing the column header DisplayIndex values. If I try to set the column order at page load time, I get an out of range exception. If I set the column order (same routine) at a later time like, in a button click handler, it works. Is this just a bug in the silverlight datagrid control? Suggestions for a possible work around?

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  • How 404 error asp.net mvc 2 IIS 7?

    - by Dmitriy
    Hello! I tried to catch 404 errors like this... But when i try to load http://localhost:11415/wfwe/wefwe/ - all good work. When i try to load http://localhost:11415/order/ - fail (with error The RouteData must contain an item named 'action' with a non-empty string value.) When i try to load http://localhost:11415/Images/ - fail with error File does not exist My routes: routes.Add("Order", new LowercaseRoute("Order/{action}/{id}", new RouteValueDictionary( new { controller = "Order", action = "", id = UrlParameter.Optional }), new MvcRouteHandler())); routes.Add("NotFound", new LowercaseRoute("{*url}", new RouteValueDictionary( new { controller = "Pages", action = "Http404", }), new MvcRouteHandler())); Why route NotFound - don't catch all 404 error. And When i try to upload to my hosting and try 404 i get this error (NotFound route not work at all) 404 - File or directory not found. The resource you are looking for might have been removed, had its name changed, or is temporarily unavailable. I work with this all day, but nothig... please help me

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Problem with for-loop in python

    - by Protean
    This code is supposed to be able to sort the items in self.array based upon the order of the characters in self.order. The method sort runs properly until the third iteration, unil for some reason the for loop seems to repeat indefinitely. What is going on here? class sorting_class: def __init__(self): self.array = ['ca', 'bd', 'ac', 'ab'] #An array of strings self.arrayt = [] self.globali = 0 self.globalii = 0 self.order = ['a', 'b', 'c', 'd'] #Order of characters self.orderi = 0 self.carry = [] self.leave = [] self.sortedlist = [] def sort(self): for arrayi in self.arrayt: #This should only loop for the number items in self.arrayt. However, the third time this is run it seems to loop indefinitely. print ('run', arrayi) #Shows the problem if self.order[self.orderi] == arrayi[self.globali]: self.carry.append(arrayi) else: if self.globali != 0: self.leave.append(arrayi) def srt(self): self.arrayt = self.array my.sort() #First this runs the first time. while len(self.sortedlist) != len(self.array): if len(self.carry) == 1: self.sortedlist.append(self.carry) self.arrayt = self.leave self.leave = [] self.carry = [] self.globali = 1 self.orderi = 0 my.sort() elif len(self.carry) == 0: if len(self.leave) != 0: #Because nothing matches 'aa' during the second iteration, this code runs the third time" self.arrayt = self.leave self.globali = 1 self.orderi += 1 my.sort() else: self.arrayt = self.array self.globalii += 1 self.orderi = self.globalii self.globali = 0 my.sort() self.orderi = 0 else: #This is what runs the second time. self.arrayt = self.carry self.carry = [] self.globali += 1 my.sort() my = sorting_class() my.srt()

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  • Inlines in Django Admin

    - by Oli
    I have two models, Order and UserProfile. Each Order has a ForeignKey to UserProfile, to associate it with that user. On the django admin page for each Order, I'd like to display the UserProfile associated with it, for easy processing of information. I have tried inlines: class UserInline(admin.TabularInline): model = UserProfile class ValuationRequestAdmin(admin.ModelAdmin): list_display = ('address1', 'address2', 'town', 'date_added') list_filter = ('town', 'date_added') ordering = ('-date_updated',) inlines = [ UserInline, ] But it complains that UserProfile "has no ForeignKey to" Order - which it doesn't, it's the other way around. Is there a way to do what I want?

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  • PHP - Too many mysql_query("SELECT .. ") .. ?

    - by Mike
    Hey, I'm making an e-shop and to display the tree of categories and all the products with their multiple variations of prices I made like more than 150 mysql_query("SELECT ..."); queries on one page. (If I count the "while" loops). Is it too many, and if yes, can it have any negative effect? (ofc. it takes longer to load the data ..) Also can I anyhow achieve the effect of this code without doing it that way? $result2 = mysql_query("SELECT * FROM ceny WHERE produkt_id='$id' ORDER BY gramaz"); $result3 = mysql_query("SELECT * FROM ceny WHERE produkt_id='$id' ORDER BY gramaz"); $result4 = mysql_query("SELECT * FROM ceny WHERE produkt_id='$id' ORDER BY gramaz"); $result5 = mysql_query("SELECT * FROM ceny WHERE produkt_id='$id' ORDER BY gramaz"); while( $row2 = mysql_fetch_array( $result2 )) { } while( $row3 = mysql_fetch_array( $result2 )) { } while( $row4 = mysql_fetch_array( $result2 )) { } while( $row5 = mysql_fetch_array( $result2 )) { } Thanks, Mike.

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  • Why is my producer-consumer blocking?

    - by User007
    My code is here: http://pastebin.com/Fi3h0E0P Here is the output 0 Should we take order today (y or n): y Enter order number: 100 More customers (y or n): n Stop serving customers right now. Passing orders to cooker: There are total of 1 order(s) 1 Roger, waiter. I am processing order #100 The goal is waiter must take orders and then give them to the cook. The waiter has to wait cook finishes all pizza, deliver the pizza, and then take new orders. I asked how P-V work in my previous post here. I don't think it has anything to do with \n consuming? I tried all kinds of combination of wait(), but none work. Where did I make a mistake? The main part is here: //Producer process if(pid > 0) { while(1) { printf("0"); P(emptyShelf); // waiter as P finds no items on shelf; P(mutex); // has permission to use the shelf waiter_as_producer(); V(mutex); // cooker now can use the shelf V(orderOnShelf); // cooker now can pickup orders wait(); printf("2"); P(pizzaOnShelf); P(mutex); waiter_as_consumer(); V(mutex); V(emptyShelf); printf("3 "); } } if(pid == 0) { while(1) { printf("1"); P(orderOnShelf); // make sure there is an order on shelf P(mutex); //permission to work cooker_as_consumer(); // take order and put pizza on shelf printf("return from cooker"); V(mutex); //release permission printf("just released perm"); V(pizzaOnShelf); // pizza is now on shelf printf("after"); wait(); printf("4"); } } So I imagine this is the execution path: enter waiter_as_producer, then go to child process (cooker), then transfer the control back to parent, finish waiter_as_consumer, switch back to child. The two waits switch back to parent (like I said I tried all possible wait() combination...).

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  • How do I sort feeds returned from Google Reader?

    - by Ed Marty
    When I query Google Reader for the list of subscriptions for a user, it seems to be returned in a fixed order, no matter what the order is as shown at google.com/reader. (see http://www.google.com/reader/api/0/subscription/list for the list I'm talking about) Each subscription returns a 'sortid', which Google Reader uses when the user rearranges subscriptions, by sending back a concatenation of all sortids in the new order after rearranging is finished. However, that sortid never changes. So my question is this: How do I actually get the order the subscriptions are supposed to be in? I've been using http://code.google.com/p/pyrfeed/wiki/GoogleReaderAPI as a reference, but it is lacking in this department, and I haven't found anything anywhere else either.

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • Filter by virtual column?

    - by user329957
    I have the following database structure : [Order] OrderId Total [Payment] OrderId Amount Every Order can have X payment rows. I want to get only the list of orders where the sum of all the payments are < than the order Total. I have the following SQL but I will return all the orders paid and unpaid. SELECT o.OrderId, o.UserId, o.Total, o.DateCreated, COALESCE(SUM(p.Amount),0) AS Paid FROM [Order] o LEFT JOIN Payment p ON p.OrderId = o.OrderId GROUP BY o.OrderId, o.Total, o.UserId, o.DateCreated I have tried to add Where (Paid < o.Total) but it does not work, any idea? BTM I'm using SQL CE 3.5

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  • Getting list of states/events from a model that AASM's

    - by Jason Nerer
    Hi, I successfully integrated the most recent AASM gem into an application, using it for the creation of a wizard. In my case I have a model order class Order < ActiveRecord::Base belongs_to :user has_one :billing_plan, :dependent => :destroy named_scope :with_user, ..... <snip> include AASM aasm_column :aasm_state aasm_initial_state :unauthenticated_user aasm_state :unauthenticated_user, :after_exit => [:set_state_completed] aasm_state : <snip> <and following the event definitions> end Now I would like to give an administrator the possibility to create his own graphs through the AASM states. Therefore I created two additional models called OrderFlow and Transition where there order_flow has many transitions and order belongs_to order_flow. No problem so far. Now I would like to give my admin the possibility to dynamically add existing transitions / events to an order_flow graph. The problem now is, that I do not find any possibility to get a list of all events / transitions out of my order model. aasm_states_for_select seems to be the correct candidate, but I cannot call it on my order model. Can anyone help? Thx in advance. J.

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Django: switch language of message sent from admin panel

    - by yoshi
    I have a model, Order, that has an action in the admin panel that lets an admin send information about the order to certain persons listed that order. Each person has language set and that is the language the message is supposed to be sent in. A short version of what I'm using: from django.utils.translation import ugettext as _ from django.core.mail import EmailMessage lang = method_that_gets_customer_language() body = _("Dear mister X, here is the information you requested\n") body += some_order_information subject = _("Order information") email = EmailMessage(subject, body, '[email protected]', ['[email protected]']) email.send() The customer information about the language he uses is available in lang. The default language is en-us, the translations are in french (fr) and german (de). Is there a way to use the translation for the language specified in lang for body and subject then switch back to en-us? For example: lang is 'de'. The subject and body should get the strings specified in the 'de' translation files.

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  • Solution to combine two submit buttons.. doing two different things from the same input

    - by zac
    I am trying to figure out how to combine two different forms, both require the same input but they do two different things. One form sends a request to the ecommerce platform to get the order status, and another form takes the same order number and returns a tracking code from USP or USPS. I am looking for some guidance on how I could combine these two actions.. one is currently using the POST method and the other GET. Here is an example .. so one is This one runs a validation script to confirm the order number is valid and then returns the order info if it is the second form is sending a get request to an asp file that is generating the proper tracking numbers. Can someone please point me to how I could begin to tackle this?

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  • Rearranged columns in C#

    - by chown
    How can I get the rearranged columns out of a datagridview in C#? I need to get all the columns currently being displayed in order. I can get the default columns order by setting datagridview.AutoGenerateColumns=false but I get the same old order even after I've rearranged the columns in my table. Thanks

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  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

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  • Creating reusable chunks of Linq to SQL

    - by tia
    Hi, I am trying to break up horrible linq to sql queries to make them a bit more readable. Say I want to return all orders for product which in the previous year had more than 100 orders. So, original query is: from o in _context.Orders where (from o1 in _context.Orders where o1.Year == o.Year - 1 && o1.Product == o.Product select o1).Count() > 100 select o; Messy. What I'd like to be able to do is to be able to break it down, eg: private IEnumerable<Order> LastSeasonOrders(Order order) { return (from o in _context.Orders where o.Year == order.Year - 1 && o.Product == order.Product select o); } which then lets me change the original query to: from o in _context.Orders where LastSeasonOrders(o).Count() > 100 select o; This doesn't seem to work, as I get method Blah has no supported translation to SQL when the query is run. Any quick tips on the correct way to achieve this?

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  • PHP: MySQL query duplicating update for no reason

    - by ThinkingInBits
    The code below is first the client code, then the class file. For some reason the 'deductTokens()' method is calling twice, thus charging an account double. I've been programming all night, so I may just need a second pair of eyes: if ($action == 'place_order') { if ($_REQUEST['unlimited'] == 200) { $license = 'extended'; } else { $license = 'standard'; } if ($photograph->isValidPhotographSize($photograph_id, $_REQUEST['size_radio'])) { $token_cost = $photograph->getTokenCost($_REQUEST['size_radio'], $_REQUEST['unlimited']); $order = new ImageOrder($_SESSION['user']['id'], $_REQUEST['size_radio'], $license, $token_cost); $order->saveOrder(); $order->deductTokens(); header('location: account.php'); } else { die("Please go back and select a valid photograph size"); } } ######CLASS CODE####### <?php include_once('database_classes.php'); class Order { protected $account_id; protected $cost; protected $license; public function __construct($account_id, $license, $cost) { $this->account_id = $account_id; $this->cost = $cost; $this->license = $license; } } class ImageOrder extends Order { protected $size; public function __construct($account_id, $size, $license, $cost) { $this->size = $size; parent::__construct($account_id, $license, $cost); } public function saveOrder() { //$db = Connect::connect(); //$account_id = $db->real_escape_string($this->account_id); //$size = $db->real_escape_string($this->size); //$license = $db->real_escape_string($this->license); //$cost = $db->real_escape_string($this->cost); } public function deductTokens() { $db = Connect::connect(); $account_id = $db->real_escape_string($this->account_id); $cost = $db->real_escape_string($this->cost); $query = "UPDATE accounts set tokens=tokens-$cost WHERE id=$account_id"; $result = $db->query($query); } } ?> When I die("$query"); directly after the query, it's printing the proper statement, and when I run that query within MySQL it works perfectly.

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  • stored procedure issue, has to do with my where clause and if statement

    - by MyHeadHurts
    right now my stored procedure is returning 2 different result sets one for @booked and the other for @booked1 if you look closely my query is doing the same thing for each @booked and @booked but one is for a user selected year and the other for the current year. I don't want two different result sets, i want to join the selected year and the current year side by side by SDESCR(which is a column that they have in common) another hurdle i am facing is i am use @mode to decide whether the user wants netsales, sales... so on. I know i need sometype of join but, it isnt working because i have a where statement that says where dyyyy= @yeartoget which won't allow the current year data to work ALTER PROCEDURE [dbo].[test1] @mode varchar(20), @YearToGet int AS SET NOCOUNT ON Declare @Booked Int Set @Booked = CONVERT(int,DateAdd(year, @YearToGet - Year(getdate() + 1), DateAdd(day, DateDiff(day, 1, getdate()), 1) ) ) Declare @Booked1 Int Set @Booked1 = CONVERT(int,DateAdd(year, (year( getdate() )) - Year(getdate() + 1), DateAdd(day, DateDiff(day, 1, getdate()), 1) ) ) If @mode = 'Sales' Select Division, SDESCR, DYYYY, Sum(Case When Booked <= @Booked Then NetAmount End) ASofNetSales, SUM(NetAmount) AS YENetSales, Sum(Case When Booked <= @Booked Then PARTY End) AS ASofPAX, SUM(PARTY) AS YEPAX From dbo.B101BookingsDetails Where DYYYY = @YearToGet Group By SDESCR, DYYYY, Division Order By Division, SDESCR, DYYYY else if @mode = 'netsales' Select Division, SDESCR, DYYYY, Sum(Case When Booked <= @Booked Then NetAmount End) ASofNetSales, SUM(NetAmount) AS YENetSales, Sum(Case When Booked <= @Booked Then PARTY End) AS ASofPAX, SUM(PARTY) AS YEPAX From dbo.B101BookingsDetails Where DYYYY = @YearToGet Group By SDESCR, DYYYY, Division Order By Division, SDESCR, DYYYY If @mode = 'Sales' Select Division, SDESCR, DYYYY, Sum(Case When Booked <= @Booked1 Then NetAmount End) currentNetSales, Sum(Case When Booked <= @Booked1 Then PARTY End) AS currentPAX From dbo.B101BookingsDetails Where DYYYY = (year( getdate() )) Group By SDESCR, DYYYY, Division Order By Division, SDESCR, DYYYY else if @mode = 'netsales' Select Division, SDESCR, DYYYY, Sum(Case When Booked <= @Booked1 Then NetAmount End) currentNetSales, Sum(Case When Booked <= @Booked1 Then PARTY End) AS currentPAX From dbo.B101BookingsDetails Where DYYYY = (year( getdate() )) Group By SDESCR, DYYYY, Division Order By Division, SDESCR, DYYYY Else if @mode = 'Inssales' Select Division, SDESCR, DYYYY, Sum(Case When Booked <= @Booked1 Then InsAmount End) currentInsSales, Sum(Case When Booked <= @Booked1 Then PARTY End) AS currentPAX From dbo.B101BookingsDetails Where DYYYY = (year( getdate() )) Group By SDESCR, DYYYY, Division Order By Division, SDESCR, DYYYY

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  • Alternative for PHP mail

    - by Robbert Dam
    In relation to an earlier question I'm looking for an alternative way to send an order from my website to the division in my company that processes the order. Currently I use PHP mail(), but frequently this gives problems. Big delays occur. Are there alternatives to PHP mail() that pushes the order to my company? So I prefer not to poll the website.

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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