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  • Tkinter mouse event initially triggered

    - by user3714884
    I'm currently learning Tkinter and I cannot find a solution for my problem here nor outside Stackoverflow. In a nutshell, all events that I bind to my widgets are triggered initialy and don't respond to my actions. In this example, the red rectangle appears on the canvas when I run the code, and color=random.choice(['red', 'blue']) revealed that the event binding doesn't work after that: import Tkinter as tk class application(tk.Frame): def __init__(self, master=None): tk.Frame.__init__(self, master) self.can = tk.Canvas(master, width=200, height=200) self.can.bind('<Button-2>', self.draw()) self.can.grid() def draw(self): self.can.create_rectangle(50, 50, 100, 100, fill='red') app = application() app.mainloop() I use a Mac platform, but I haven't got a clue about its role in the problem. Could anyone please point me at the mistake i did here?

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  • Navigation Bar color doesn't change back? iOS7

    - by TKP
    I have several tableviews with navigation controller. The navigation bar is white for all the views except the last one, which is red. I have [[[self navigationController] navigationBar] setTintColor:[UIColor redColor]; in the viewDidLoad of the last tableview and [[[self navigationController] navigationBar] setTintColor:[UIColor whiteColor]; in the viewDidLoad of other table views. It works fine until I get to the last view and the color of the navigation bar changes to red. When I go back to the previous views, all the previous views' navigation bar has changed to red. Where should I put those codes so the color will remain unchanged? Thanks,

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  • How can I hide a property from going into the form designer file?

    - by user460334
    I am working in VB.NET 2010 Framework 2.0. I don't want to allow some properties from going into form's designer file but the those properties will present on the form(property grid). The behavior of these properties will be same always. I used the following code: <DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden)> Public Property GradientBegin() As Color = Color.Red But the problem I am facing is that - on the property grid after changing the "GradientBegin" color to other than RED and compiling the program, it is replacing the new changed value to RED again. So I am not able to change the color actually. How can I achieve this? Thanks for any reply in advance.

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  • In Perl, how can I iterate over the Cartesian product of multiple sets?

    - by nubie2
    I want to do permutation in Perl. For example I have three arrays: ["big", "tiny", "small"] and then I have ["red", "yellow", "green"] and also ["apple", "pear", "banana"]. How do I get: ["big", "red", "apple"] ["big", "red", "pear"] ..etc.. ["small", "green", "banana"] I understand this is called permutation. But I am not sure how to do it. Also I don't know how many arrays I can have. There may be three or four, so I don't want to do nested loop.

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  • Sending mail from html through php will return to php page. It should be in the same contact form. How to do it?

    - by Ershad
    Hi, I have a html page with all images and other text. Below i have the contact form. i am new to php. I have used php to send mail. But when i click on send button,it is going to backend.php. And i have a blank page. What i need is it should in the same page. I have done some javascript to show and hide div's. With this i am showing a thank u msg in the same page. But i dont want to redirect browser to show it is going to backend.php.TO be in the same page i have redirected php to another window. My code is - backend.php <?php if($_POST['message']) { $body = "Name: ".$_POST['name']; $body .= "<br>Email: ".$_POST['email']; $body .= "<br>Phone/Mobile: ".$_POST['phone'] $body .= "<br>Address: ".$_POST['address'] $body .= "<br>Message: ".$_POST['msg'] if(mail("[email protected]","Subjects",$body)) echo 'true'; else echo 'false;'; } ?> form code - <form onsubmit="return validateFormOnSubmit(this)" action="backend.php" method="post" target="_blank"> <table align="left"> <tbody> <tr> <td align="left"><label for="name">Enter your name:</label> <label style="color:red;display:none;font-size:18px;" Id="namestar">*</label></td> </tr> <tr><td align="left"><input Id="name" name="name" style="width:515px;" size="35" maxlength="50" type="text"></td></tr> <tr ><td height="12px"/></tr> <tr> <td align="left"><label for="email">Email Address:</label> <label style="color:red;display:none;font-size:18px;" Id="emailstar">*</label></td> </tr> <tr><td align="left"><input Id="email" name="email" style="width:515px;" type="text"></td></tr> <tr><td height="12px"/></tr> <tr> <td align="left"><label for="phone">Phone/Mobile:</label><label style="color:red;font-size:18px;display:none;" Id="phonestar">*</label></td> </tr> <tr><td align="left"><input Id="phone" name="phone" style="width:515px;" type="text"></td></tr> <tr><td height="12px"/></tr> <tr> <td align="left"><label for="address">Your Address:</label><label style="color:red;font-size:18px;display:none;" Id="addressstar">*</label></td> </tr> <tr><td align="left"><input id="address" name="address" style="width:515px;" type="text"></td></tr> <tr><td height="12px"/></tr> <tr> <td align="left"><label for="msg">Enter Your Comments / Suggestions / Enquiries</label><label style="color:red;font-size:18px;display:none;" Id="messagestar">*</label></td> </tr> <tr><td align="left"><textarea id="msg" name="msg" style="width:515px;height:100px;" type="text"></textarea></td></tr> <tr><td height="12px"/></tr> <tr> <td align="right"><table align="left"> <tbody> <tr > <td style="width:160px;"/> <td style="width:250px;" ><label Id="mandatory" style="display:none;color:red;" >* Mandatory fields</label></td> <td ><input type="submit" name="send" value="send" /></td><td > <input type="reset" name="reset" value="reset" onclick="resetAll()" /></td></tr> </tbody> </table> </td> </tr> </tbody> </table>

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  • I'm looking for a blend mode that gives 'realistic' paint colors. (Subtractive)

    - by almosnow
    I've been looking for a blend mode to (well ...) blend two RGB pixels in order to build colors in the samw way that a painter builds them (i.e: subtractive). Here are quick examples of the type of results that I'm expecting: CYAN + MAGENTA = BLUE CYAN + YELLOW = GREEN MAGENTA + YELLOW = RED RED + YELLOW = ORANGE RED + BLUE = PURPLE YELLOW + BLUE = GREEN I'm looking for a formula, like: dest_red = first_red + second_red; dest_green = first_green + second_green; dest_blue = first_blue + second_blue; I've tried with the commonly used 'multiply' formula but it doesn't work; I've tried with custom made formulas but I'm still not able to 'crack' how it should work. And I know already a lot of color theory so please refrain from answers like: Check this link: http://the_difference_betweeen_additive_and_subtractive_lightning.html

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  • SQL Monitor’s data repository: Alerts

    - by Chris Lambrou
    In my previous post, I introduced the SQL Monitor data repository, and described how the monitored objects are stored in a hierarchy in the data schema, in a series of tables with a _Keys suffix. In this post I had planned to describe how the actual data for the monitored objects is stored in corresponding tables with _StableSamples and _UnstableSamples suffixes. However, I’m going to postpone that until my next post, as I’ve had a request from a SQL Monitor user to explain how alerts are stored. In the SQL Monitor data repository, alerts are stored in tables belonging to the alert schema, which contains the following five tables: alert.Alert alert.Alert_Cleared alert.Alert_Comment alert.Alert_Severity alert.Alert_Type In this post, I’m only going to cover the alert.Alert and alert.Alert_Type tables. I may cover the other three tables in a later post. The most important table in this schema is alert.Alert, as each row in this table corresponds to a single alert. So let’s have a look at it. SELECT TOP 100 AlertId, AlertType, TargetObject, [Read], SubType FROM alert.Alert ORDER BY AlertId DESC;  AlertIdAlertTypeTargetObjectReadSubType 165550397:Cluster,1,4:Name,s29:srp-mr03.testnet.red-gate.com,9:SqlServer,1,4:Name,s0:,10 265549387:Cluster,1,4:Name,s29:srp-mr03.testnet.red-gate.com,7:Machine,1,4:Name,s0:,10 365548187:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 465547157:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 565546147:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 665545187:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 765544157:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 865543147:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 965542187:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s4:msdb,00 1065541147:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s4:msdb,00 11…     So what are we seeing here, then? Well, AlertId is an auto-incrementing identity column, so ORDER BY AlertId DESC ensures that we see the most recent alerts first. AlertType indicates the type of each alert, such as Job failed (6), Backup overdue (14) or Long-running query (12). The TargetObject column indicates which monitored object the alert is associated with. The Read column acts as a flag to indicate whether or not the alert has been read. And finally the SubType column is used in the case of a Custom metric (40) alert, to indicate which custom metric the alert pertains to. Okay, now lets look at some of those columns in more detail. The AlertType column is an easy one to start with, and it brings use nicely to the next table, data.Alert_Type. Let’s have a look at what’s in this table: SELECT AlertType, Event, Monitoring, Name, Description FROM alert.Alert_Type ORDER BY AlertType;  AlertTypeEventMonitoringNameDescription 1100Processor utilizationProcessor utilization (CPU) on a host machine stays above a threshold percentage for longer than a specified duration 2210SQL Server error log entryAn error is written to the SQL Server error log with a severity level above a specified value. 3310Cluster failoverThe active cluster node fails, causing the SQL Server instance to switch nodes. 4410DeadlockSQL deadlock occurs. 5500Processor under-utilizationProcessor utilization (CPU) on a host machine remains below a threshold percentage for longer than a specified duration 6610Job failedA job does not complete successfully (the job returns an error code). 7700Machine unreachableHost machine (Windows server) cannot be contacted on the network. 8800SQL Server instance unreachableThe SQL Server instance is not running or cannot be contacted on the network. 9900Disk spaceDisk space used on a logical disk drive is above a defined threshold for longer than a specified duration. 101000Physical memoryPhysical memory (RAM) used on the host machine stays above a threshold percentage for longer than a specified duration. 111100Blocked processSQL process is blocked for longer than a specified duration. 121200Long-running queryA SQL query runs for longer than a specified duration. 131400Backup overdueNo full backup exists, or the last full backup is older than a specified time. 141500Log backup overdueNo log backup exists, or the last log backup is older than a specified time. 151600Database unavailableDatabase changes from Online to any other state. 161700Page verificationTorn Page Detection or Page Checksum is not enabled for a database. 171800Integrity check overdueNo entry for an integrity check (DBCC DBINFO returns no date for dbi_dbccLastKnownGood field), or the last check is older than a specified time. 181900Fragmented indexesFragmentation level of one or more indexes is above a threshold percentage. 192400Job duration unusualThe duration of a SQL job duration deviates from its baseline duration by more than a threshold percentage. 202501Clock skewSystem clock time on the Base Monitor computer differs from the system clock time on a monitored SQL Server host machine by a specified number of seconds. 212700SQL Server Agent Service statusThe SQL Server Agent Service status matches the status specified. 222800SQL Server Reporting Service statusThe SQL Server Reporting Service status matches the status specified. 232900SQL Server Full Text Search Service statusThe SQL Server Full Text Search Service status matches the status specified. 243000SQL Server Analysis Service statusThe SQL Server Analysis Service status matches the status specified. 253100SQL Server Integration Service statusThe SQL Server Integration Service status matches the status specified. 263300SQL Server Browser Service statusThe SQL Server Browser Service status matches the status specified. 273400SQL Server VSS Writer Service statusThe SQL Server VSS Writer status matches the status specified. 283501Deadlock trace flag disabledThe monitored SQL Server’s trace flag cannot be enabled. 293600Monitoring stopped (host machine credentials)SQL Monitor cannot contact the host machine because authentication failed. 303700Monitoring stopped (SQL Server credentials)SQL Monitor cannot contact the SQL Server instance because authentication failed. 313800Monitoring error (host machine data collection)SQL Monitor cannot collect data from the host machine. 323900Monitoring error (SQL Server data collection)SQL Monitor cannot collect data from the SQL Server instance. 334000Custom metricThe custom metric value has passed an alert threshold. 344100Custom metric collection errorSQL Monitor cannot collect custom metric data from the target object. Basically, alert.Alert_Type is just a big reference table containing information about the 34 different alert types supported by SQL Monitor (note that the largest id is 41, not 34 – some alert types have been retired since SQL Monitor was first developed). The Name and Description columns are self evident, and I’m going to skip over the Event and Monitoring columns as they’re not very interesting. The AlertId column is the primary key, and is referenced by AlertId in the alert.Alert table. As such, we can rewrite our earlier query to join these two tables, in order to provide a more readable view of the alerts: SELECT TOP 100 AlertId, Name, TargetObject, [Read], SubType FROM alert.Alert a JOIN alert.Alert_Type at ON a.AlertType = at.AlertType ORDER BY AlertId DESC;  AlertIdNameTargetObjectReadSubType 165550Monitoring error (SQL Server data collection)7:Cluster,1,4:Name,s29:srp-mr03.testnet.red-gate.com,9:SqlServer,1,4:Name,s0:,00 265549Monitoring error (host machine data collection)7:Cluster,1,4:Name,s29:srp-mr03.testnet.red-gate.com,7:Machine,1,4:Name,s0:,00 365548Integrity check overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 465547Log backup overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 565546Backup overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s15:FavouriteThings,00 665545Integrity check overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 765544Log backup overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 865543Backup overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,00 965542Integrity check overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s4:msdb,00 1065541Backup overdue7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s4:msdb,00 Okay, the next column to discuss in the alert.Alert table is TargetObject. Oh boy, this one’s a bit tricky! The TargetObject of an alert is a serialized string representation of the position in the monitored object hierarchy of the object to which the alert pertains. The serialization format is somewhat convenient for parsing in the C# source code of SQL Monitor, and has some helpful characteristics, but it’s probably very awkward to manipulate in T-SQL. I could document the serialization format here, but it would be very dry reading, so perhaps it’s best to consider an example from the table above. Have a look at the alert with an AlertID of 65543. It’s a Backup overdue alert for the SqlMonitorData database running on the default instance of granger, my laptop. Each different alert type is associated with a specific type of monitored object in the object hierarchy (I described the hierarchy in my previous post). The Backup overdue alert is associated with databases, whose position in the object hierarchy is root → Cluster → SqlServer → Database. The TargetObject value identifies the target object by specifying the key properties at each level in the hierarchy, thus: Cluster: Name = "granger" SqlServer: Name = "" (an empty string, denoting the default instance) Database: Name = "SqlMonitorData" Well, look at the actual TargetObject value for this alert: "7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s14:SqlMonitorData,". It is indeed composed of three parts, one for each level in the hierarchy: Cluster: "7:Cluster,1,4:Name,s7:granger," SqlServer: "9:SqlServer,1,4:Name,s0:," Database: "8:Database,1,4:Name,s14:SqlMonitorData," Each part is handled in exactly the same way, so let’s concentrate on the first part, "7:Cluster,1,4:Name,s7:granger,". It comprises the following: "7:Cluster," – This identifies the level in the hierarchy. "1," – This indicates how many different key properties there are to uniquely identify a cluster (we saw in my last post that each cluster is identified by a single property, its Name). "4:Name,s14:SqlMonitorData," – This represents the Name property, and its corresponding value, SqlMonitorData. It’s split up like this: "4:Name," – Indicates the name of the key property. "s" – Indicates the type of the key property, in this case, it’s a string. "14:SqlMonitorData," – Indicates the value of the property. At this point, you might be wondering about the format of some of these strings. Why is the string "Cluster" stored as "7:Cluster,"? Well an encoding scheme is used, which consists of the following: "7" – This is the length of the string "Cluster" ":" – This is a delimiter between the length of the string and the actual string’s contents. "Cluster" – This is the string itself. 7 characters. "," – This is a final terminating character that indicates the end of the encoded string. You can see that "4:Name,", "8:Database," and "14:SqlMonitorData," also conform to the same encoding scheme. In the example above, the "s" character is used to indicate that the value of the Name property is a string. If you explore the TargetObject property of alerts in your own SQL Monitor data repository, you might find other characters used for other non-string key property values. The different value types you might possibly encounter are as follows: "I" – Denotes a bigint value. For example, "I65432,". "g" – Denotes a GUID value. For example, "g32116732-63ae-4ab5-bd34-7dfdfb084c18,". "d" – Denotes a datetime value. For example, "d634815384796832438,". The value is stored as a bigint, rather than a native SQL datetime value. I’ll describe how datetime values are handled in the SQL Monitor data repostory in a future post. I suggest you have a look at the alerts in your own SQL Monitor data repository for further examples, so you can see how the TargetObject values are composed for each of the different types of alert. Let me give one further example, though, that represents a Custom metric alert, as this will help in describing the final column of interest in the alert.Alert table, SubType. Let me show you the alert I’m interested in: SELECT AlertId, a.AlertType, Name, TargetObject, [Read], SubType FROM alert.Alert a JOIN alert.Alert_Type at ON a.AlertType = at.AlertType WHERE AlertId = 65769;  AlertIdAlertTypeNameTargetObjectReadSubType 16576940Custom metric7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s6:master,12:CustomMetric,1,8:MetricId,I2,02 An AlertType value of 40 corresponds to the Custom metric alert type. The Name taken from the alert.Alert_Type table is simply Custom metric, but this doesn’t tell us anything about the specific custom metric that this alert pertains to. That’s where the SubType value comes in. For custom metric alerts, this provides us with the Id of the specific custom alert definition that can be found in the settings.CustomAlertDefinitions table. I don’t really want to delve into custom alert definitions yet (maybe in a later post), but an extra join in the previous query shows us that this alert pertains to the CPU pressure (avg runnable task count) custom metric alert. SELECT AlertId, a.AlertType, at.Name, cad.Name AS CustomAlertName, TargetObject, [Read], SubType FROM alert.Alert a JOIN alert.Alert_Type at ON a.AlertType = at.AlertType JOIN settings.CustomAlertDefinitions cad ON a.SubType = cad.Id WHERE AlertId = 65769;  AlertIdAlertTypeNameCustomAlertNameTargetObjectReadSubType 16576940Custom metricCPU pressure (avg runnable task count)7:Cluster,1,4:Name,s7:granger,9:SqlServer,1,4:Name,s0:,8:Database,1,4:Name,s6:master,12:CustomMetric,1,8:MetricId,I2,02 The TargetObject value in this case breaks down like this: "7:Cluster,1,4:Name,s7:granger," – Cluster named "granger". "9:SqlServer,1,4:Name,s0:," – SqlServer named "" (the default instance). "8:Database,1,4:Name,s6:master," – Database named "master". "12:CustomMetric,1,8:MetricId,I2," – Custom metric with an Id of 2. Note that the hierarchy for a custom metric is slightly different compared to the earlier Backup overdue alert. It’s root → Cluster → SqlServer → Database → CustomMetric. Also notice that, unlike Cluster, SqlServer and Database, the key property for CustomMetric is called MetricId (not Name), and the value is a bigint (not a string). Finally, delving into the custom metric tables is beyond the scope of this post, but for the sake of avoiding any future confusion, I’d like to point out that whilst the SubType references a custom alert definition, the MetricID value embedded in the TargetObject value references a custom metric definition. Although in this case both the custom metric definition and custom alert definition share the same Id value of 2, this is not generally the case. Okay, that’s enough for now, not least because as I’m typing this, it’s almost 2am, I have to go to work tomorrow, and my alarm is set for 6am – eek! In my next post, I’ll either cover the remaining three tables in the alert schema, or I’ll delve into the way SQL Monitor stores its monitoring data, as I’d originally planned to cover in this post.

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  • NetBackup-pal is muködik az Oracle Database 11gR2 mentés Exadata V2 környezetben

    - by Fekete Zoltán
    A Veritas NetBackup szoftverrel is menthetok az Oracle 11gR2 adatbázisok az Oracle Enterprise Linux-on is (RMAN-t használva), 64-bites környezetben. A dokumentumokban a Red Hat-re vonatkozó infót kell keresnünk, mivel http://seer.entsupport.symantec.com/docs/337048.htm szerint "Oracle Enterprise Linux (OEL)" Supported based on NetBackup Red Hat Enterprise Linux 4.x/5.x Client, Server, and Oracle Agent support. BMR is not supported. NetBackup compatibility listák: http://seer.entsupport.symantec.com/docs/303344.htm - A NetBackup 7 kompatibilis az Oracle Exadata V2-vel: http://seer.entsupport.symantec.com/docs/340295.htm - A NetBackup 6.x verziókra telepíteni kell a következo patch-et: NB_6.5.5_ET1940073_1_347227.zip is a NetBackup 6.5.5 EEB (Emergency Engineering Binary) for Oracle Clients. http://seer.entsupport.symantec.com/docs/347227.htm és http://support.veritas.com/docs/279048.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • foreach Control ctrl in SomePanel.Controls does not get all controls

    - by aron
    Hello, I have a panel with a bunch of labeles and textboxes inside of it. The code: foreach (Control ctrl in this.pnlSolutions.Controls) Seems to only be finding html table inside the panel and 2 liternals. But it does not get the textboxes that are in the html table. Is there a simple way to get all the controls inside of a panel regardless of the nesting? thanks!

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  • xgamma -display parameter for dual monitor setup

    - by Shiplu
    I want to change gamma for my first monitor. Every time I invoke xgamma with different -display parameters it somehow points to my second monitor. But I want to modify first one. I tried these commands. The parameters I have used for -display are :0, :0.0, :0.1, :1.0, :1.1, :1. Only the first 2 works. But it points to my second monitor. Not the first one. Here is a shell script to test it. shiplu@KubuntuD:~$ xgamma -display :0 -> Red 1.000, Green 1.000, Blue 1.000 shiplu@KubuntuD:~$ xgamma -display :0.0 -> Red 1.000, Green 1.000, Blue 1.000 shiplu@KubuntuD:~$ xgamma -display :0.1 xgamma: unable to open display ':0.1' shiplu@KubuntuD:~$ xgamma -display :1.0 xgamma: unable to open display ':1.0' shiplu@KubuntuD:~$ xgamma -display :1.1 xgamma: unable to open display ':1.1' shiplu@KubuntuD:~$ xgamma -display :1 xgamma: unable to open display ':1' How can I change the gamma for the first/primary monitor?

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  • How to parametrize WPF Style?

    - by Konstantin
    Hi! I'm looking for a simplest way to remove duplication in my WPF code. Code below is a simple traffic light with 3 lights - Red, Amber, Green. It is bound to a ViewModel that has one enum property State taking one of those 3 values. Code declaring 3 ellipses is very duplicative. Now I want to add animation so that each light fades in and out - styles will become even bigger and duplication will worsen. Is it possible to parametrize style with State and Color arguments so that I can have a single style in resources describing behavior of a light and then use it 3 times - for 'Red', 'Amber' and 'Green' lights? <UserControl.Resources> <l:TrafficLightViewModel x:Key="ViewModel" /> </UserControl.Resources> <StackPanel Orientation="Vertical" DataContext="{StaticResource ViewModel}"> <StackPanel.Resources> <Style x:Key="singleLightStyle" TargetType="{x:Type Ellipse}"> <Setter Property="StrokeThickness" Value="2" /> <Setter Property="Stroke" Value="Black" /> <Setter Property="Height" Value="{Binding Width, RelativeSource={RelativeSource Self}}" /> <Setter Property="Width" Value="60" /> <Setter Property="Fill" Value="LightGray" /> </Style> </StackPanel.Resources> <Ellipse> <Ellipse.Style> <Style TargetType="{x:Type Ellipse}" BasedOn="{StaticResource singleLightStyle}"> <Style.Triggers> <DataTrigger Binding="{Binding State}" Value="Red"> <Setter Property="Fill" Value="Red" /> </DataTrigger> </Style.Triggers> </Style> </Ellipse.Style> </Ellipse> <Ellipse> <Ellipse.Style> <Style TargetType="{x:Type Ellipse}" BasedOn="{StaticResource singleLightStyle}"> <Style.Triggers> <DataTrigger Binding="{Binding State}" Value="Amber"> <Setter Property="Fill" Value="Red" /> </DataTrigger> </Style.Triggers> </Style> </Ellipse.Style> </Ellipse> <Ellipse> <Ellipse.Style> <Style TargetType="{x:Type Ellipse}" BasedOn="{StaticResource singleLightStyle}"> <Style.Triggers> <DataTrigger Binding="{Binding State}" Value="Green"> <Setter Property="Fill" Value="Green" /> </DataTrigger> </Style.Triggers> </Style> </Ellipse.Style> </Ellipse> </StackPanel>

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  • Basic C++ Header File Question

    - by Vsh3r
    Hi, I have a project with two header files mainwindow.h and website.h. I want to access a method from website.cpp from inside mainwindow.cpp. I can access any function from inside mainwindow by doing Window w then doing w-function(); However, when the function finishes from inside the mainwindow the memory for w is erased. How do I keep w around and HOW DO I DECLARE Website w from my header file? Thanks, V$h3r

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  • Regarding UNIX Shell Script

    - by arav
    When there is no files inside the folder the below script goes inside the for loop. Not sure what i can modify so that it doesn't go inside the for loop. Also when there is no files inside the directory exit status should be success. Wrapper script checks the exit status of the below script FILESRAW ="/exp/test1/folder" . for fspec in "$FILESRAW"/* ; do echo "$fspec" if [[ -f ${fspec} ]] ; then ..... processing logic else ... processing logic fi done

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  • Wpf nesting containers

    - by dortzur
    On a window control, my main container is a grid. My grid has 2 rows, one row definition is 50*, and the other is 250*. Now i want to add a right sidebar, lets say with a StackPanel. I would like to have a ListBox inside the StackPanel that aligns with the 50* grid row, so as the window height gets bigger, the ListBox size will also get bigger. My question is whether i can achieve this behavior while the ListBox is inside the StackPanel (which is nested inside the grid) or must the ListBox be placed directly inside the grid?

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  • Oracle E-Business Suite 12 Certified on Oracle Linux 6 (x86-64)

    - by John Abraham
    Oracle E-Business Suite Release 12 (12.1.1 and higher) is now certified on 64-bit Oracle Linux 6 with the Unbreakable Enterprise Kernel (UEK). New installations of the E-Business Suite R12 on this OS require version 12.1.1 or higher. Cloning of existing 12.1 Linux environments to this new OS is also certified using the standard Rapid Clone process. There are specific requirements to upgrade technology components such as the Oracle Database (to 11.2.0.3) and Fusion Middleware as necessary for use on Oracle Linux 6. These and other requirements are noted in the Installation and Upgrade Notes (IUN) below. Certification for other Linux distros still underway Certifications of Release 12 with 32-bit Oracle Linux 6, 32-bit and 64-bit Red Hat Enterprise Linux (RHEL) 6 and the Red Hat default kernel are in progress. References Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Linux x86-64 (My Oracle Support Document 761566.1) Cloning Oracle Applications Release 12 with Rapid Clone (My Oracle Support Document 406982.1) Interoperability Notes Oracle E-Business Suite Release 12 with Oracle Database 11g Release 2 (11.2.0) (My Oracle Support Document 1058763.1) Oracle Linux website

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • A deque based on binary trees

    - by Greg Ros
    This is a simple immutable deque based on binary trees. What do you think about it? Does this kind of data structure, or possibly an improvement thereof, seem useful? How could I improve it, preferably without getting rid of its strengths? (Not in the sense of more operations, in the sense of different design) Does this sort of thing have a name? Red nodes are newly instantiated; blue ones are reused. Nodes aren't actually red or anything, it's just for emphasis.

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  • Best practise when using httplib2.Http() object

    - by tomaz
    I'm writing a pythonic web API wrapper with a class like this import httplib2 import urllib class apiWrapper: def __init__(self): self.http = httplib2.Http() def _http(self, url, method, dict): ''' Im using this wrapper arround the http object all the time inside the class ''' params = urllib.urlencode(dict) response, content = self.http.request(url,params,method) as you can see I'm using the _http() method to simplify the interaction with the httplib2.Http() object. This method is called quite often inside the class and I'm wondering what's the best way to interact with this object: create the object in the __init__ and then reuse it when the _http() method is called (as shown in the code above) or create the httplib2.Http() object inside the method for every call of the _http() method (as shown in the code sample below) import httplib2 import urllib class apiWrapper: def __init__(self): def _http(self, url, method, dict): '''Im using this wrapper arround the http object all the time inside the class''' http = httplib2.Http() params = urllib.urlencode(dict) response, content = http.request(url,params,method)

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  • Cannot dual Windows XP and Ubuntu

    - by Fabio Machado
    I am new to Ubuntu and at the moment I am trying to get Ubuntu 12.10 to one of my machines. The machine is a Pentium 4 @ 3.06, 2Gb RAM, 200GB Hard Drive and a NVidia GeForce 8800 GT. A few days ago, I tried Ubuntu without installing and it worked perfectly. Yesterday, I decided to formatted the hard drive and divide my hard drive into four partitions: 1 for the XP, 1 for Ubuntu, 1 for swamp and 1 where I will have my documents. Everything went great, I installed XP and then Ubuntu but I did something wrong on the partition window (Ubunto partion window) that I ended up without boot loader. This morning, I formatted everything again, installed XP and when I went to install Ubuntu (with the same DVD as before) the problems started. First, I had a black screen with a msg written with white text saying something like: unable to find a medium containing a live file system. After I burned another CD and tried again, I got stuck at the red dots (loading screen). I then went online and I read somewhere that it could be the CD, so I checked the integrity of the CD and everything was fine. I also unplugged all USBs connected to the computer and nothing changed. I goggled further options to try to solve my problem and some users suggested that people having these types of problems should try the alternate installation, which if I am not wrong is for networks. I then tried to install and yes the installation process was different from the normal CD, but it did get stuck on a page where it was doing something, like: ...finding ethd0 and it was stuck on the 100%. I tried USB installation as well and it also got stuck at the red dots (I do not have USB 3.0 on the computer in question). I have burned 5 different CD's and all at low speed. I checked the integrity and all are fine. I downloaded other distribution as well as other versions of Ubuntu and I still cannot install or even run the Live CD of Ubuntu or any other distribution. What is really annoying me is that everything was working perfectly before, when I first tried to install Ubuntu. Anyway, any help is welcome. Edit: My boot load is normal, no errors and all the hardware is working fine. I forgot to mention that after the loading screen (red dots) gets stuck, the DVD drive and the hard drive goes into idle state. I also restored the default values of the BIOS and no luck.

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  • Oracle E-Business Suite 12 Certified on Additional Linux Platforms

    - by John Abraham
    As a follow up to our original certification announcement regarding Oracle Linux 6, Oracle E-Business Suite Release 12 (12.1.1 and higher) is now certified on the following additional Linux x86/x86-64 operating systems: Oracle Linux 6 (32-bit) Red Hat Enterprise Linux 6 (32-bit) Red Hat Enterprise Linux 6 (64-bit) Novell SUSE Linux Enterprise Server (SLES) version 11 (64-bit) New installations of the E-Business Suite on these operating systems require version 12.1.1 of the Release 12 media.  Cloning of existing 12.1 Linux environments to this new OS is also certified using the standard Rapid Clone process. There are specific requirements to upgrade technology components such as the Oracle Database (to 11gR2) and Fusion Middleware as necessary. These and other requirements are noted in the Installation and Upgrade Notes (IUN) below. References Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Linux x86-64 (My Oracle Support Document 761566.1) Oracle E-Business Suite Installation and Upgrade Notes Release 12 (12.1.1) for Linux x86 (My Oracle Support Document 761564.1) Cloning Oracle Applications Release 12 with Rapid Clone (My Oracle Support Document 406982.1) Interoperability Notes Oracle E-Business Suite Release 12 with Oracle Database 11g Release 2 (11.2.0) (My Oracle Support Document 1058763.1) Oracle Linux website

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  • What is the underlying reason for not being able to put arrays of pointers in unsafe structs in C#?

    - by cons
    If one could put an array of pointers to child structs inside unsafe structs in C# like one could in C, constructing complex data structures without the overhead of having one object per node would be a lot easier and less of a time sink, as well as syntactically cleaner and much more readable. Is there a deep architectural reason why fixed arrays inside unsafe structs are only allowed to be composed of "value types" and not pointers? I assume only having explicitly named pointers inside structs must be a deliberate decision to weaken the language, but I can't find any documentation about why this is so, or the reasoning for not allowing pointer arrays inside structs, since I would assume the garbage collector shouldn't care what is going on in structs marked as unsafe. Digital Mars' D handles structs and pointers elegantly in comparison, and I'm missing not being able to rapidly develop succinct data structures; by making references abstract in C# a lot of power seems to have been removed from the language, even though pointers are still there at least in a marketing sense. Maybe I'm wrong to expect languages to become more powerful at representing complex data structures efficiently over time.

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  • Use Javascript to copy Text from Label

    - by Josh
    Hello All- Label1 (asp.net control) is located inside Panel1 of my webpage and I have a button called bt. What is the Javascript to copy the Text from Label1 to the clipboard? Thanks, @ artlung, I placed the below code just outside of my form but inside the body. The last line of code I placed inside Panel1 of my form. Anything wrong with this code because nothing happens when I click the Copy to Clipboard button. <script language="JavaScript"> var clip = new ZeroClipboard.Client(); clip.addEventListener( 'mouseDown', function(client) { // set text to copy here clip.setText( document.getElementById('form1.Label1').value ); // alert("mouse down"); } ); clip.glue( 'd_clip_button' ); </script> The next line of code is above the script tags but inside Panel1 in my form <div id="d_clip_button">Copy To Clipboard</div>

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