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  • Very Unusual Margin Appears Always in Internet Explorer [CSS]

    - by Jay
    Only in Internet Explorer does this occur: I'm getting an additional margin (of 19 pixels) below a fieldset and I can't seem to see why, whatever I try! Try it for yourself, take a look at http://theshrop.com/d/call_us_or_call_in.php. To aid I've added a grid and some background colours. The fieldset should have a 1.125em bottom margin and it does in Safari, Firefox etc. It has an extra 19 pixels in Internet Explorer? I've given the fieldset a width and height so it hasLayout, hope this helps. body{ color:#171717; font:1em/1.125em Georgia,serif; margin:0; padding:0; } /* */ fieldset{ background:fuchsia; border:0 solid green; border-width:0.0625em 0; height:19.125em; margin:0 0 1.125em; padding:3.3125em 1.125em 1.0625em; position:relative; width:31.5em; } /* */ form dl{ margin:0; } form dl dd{ /* */ height:2.25em; margin:0 0 1.125em; position:relative; /* */ } form dl dt{ margin:0 0 1.125em; } /* */ form dl dt+dd+dt+dd{ height:7.875em; } /* */ form dl+div{ line-height:2.25em; /* */ margin:0; padding:0; /* */ } h3{ color:#701; font:bold 1em/1.125em Helvetica,Arial,serif; margin:0 0 1.125em; text-transform:uppercase; } input[type=text]{ border:0.0625em solid #171717; font:1em/1.125em Georgia,serif; height:1.125em; margin:0; padding:0.5em 1.0625em; /* */ position:absolute; top:0; /* */ } /* */ legend{ background:aqua; margin:1.0625em 0 1.125em; padding:0; position:absolute; top:0; } /* */ p{ background:lime; margin:0 0 1.125em; } textarea{ border:0.0625em solid #171717; font:1em/1.125em Georgia,serif; height:6.75em; margin:0; padding:0.5em 1.0625em; /* */ position:absolute; top:0; /* */ } .Address{ margin:0 0 1.125em; } .Address dd{ margin:0; } .Address dt{ display:none; } .Address dt+dd+dt+dd{ display:inline; } .Address dt+dd+dt+dd+dt+dd+dt+dd{ display:block; text-transform:uppercase; } .Bad{ background:#dbb; color:#901; } .Calendar{ list-style:none; margin:0; padding:0; } .Calendar dd{ background:#701; font:bold 0.5625em/2em Helvetica,Arial,serif; margin:0; text-align:center; text-transform:uppercase; } .Calendar dl{ border:0 solid #111; border-width:0.0625em 0.125em 0.125em 0.0625em; float:left; margin:-0.0625em 1em 1em 1.0625em; width:3.375em; } .Calendar dt{ display:none; } .Calendar dt+dd+dt+dd{ background:#fff; color:#171717; font:1em/2.25em Georgia,serif; margin:0; } .Calendar h4{ float:right; font:1em/1.125em Georgia,serif; margin:0 0 1.125em; width:10.125em; } .Calendar li{ clear:both; } .Calendar p{ float:right; font:1em/1.125em Georgia,serif; width:10.125em; } .Good{ background:#bdb; color:#091; } .Left{ float:left; margin:0 0.5625em 0 1.125em; } .Message{ border-style:solid; border-width:0.0625em; margin:0 0 1.125em; padding:1em 1.0625em 0; } .Message p{ margin:0 0 1.0625em; padding:0.0625em 0 0; } .Narrow{ width:15.75em; } .Narrow input[type=text]{ width:13.5em; } .Right{ float:right; margin:0 1.125em 0 0.5625em; } .Wide{ /* */ background:gray; /* */ width:31.5em; } .Wide input[type=text]{ width:29.25em; } .Wide textarea{ width:29.25em; } .Wrapper{ background:url(../i/grid_w18_h18.png); margin:0 auto; overflow:hidden; padding:1.125em 0 0; position:relative; width:50.625em; } #Blackboard{ background:#171717; color:#fff; margin:1.125em 0 0; min-width:50.625em; } #Blackboard a{ background:#111; color:#fff; } #Blackboard h3{ color:#fff; } #Blackboard div>p{ font:1.5em/1.5em Georgia,serif; } #Footer{ background:#901; clear:both; color:#fff; min-width:50.625em; } #Footer h3{ color:#fff; } #Google_Copilot ol{ padding:0; } #Google_Copilot ol li{ list-style:none; margin:0 0 1.125em; padding:0; /* I.E.7 Fix */ } #Google_Map{ height:23.625em; margin:0 0 1.125em; width:31.5em; } #Google_Query dt{ /* display:none; */ } #Header{ background:#901; min-width:50.625em; } #Header h1{ background:url(../i/the_shropshire_arms_w288_h72.gif) no-repeat 0 2.8125em; font:1em/1.125em serif; height:7.875em; margin:0 0 0 0.5625em; width:18em; } #Header h1 a{ display:none; } #Header h2{ background-color:#933; display:inline; font:1em/2.25em Georgia,serif; left:0; margin:1.125em 0 0 0.5625em; padding:0 0.5625em; position:absolute; top:0; } #Header h2 a{ color:#fff; text-decoration:none; } #Header h2 a span{ text-decoration:underline; } #Header ul{ list-style:none; height:2.25em; margin:0; padding:0; } #Header ul li{ display:inline; /* I.E.7 Fix */ } #Header ul li a{ background:#fff; color:#000; float:left; line-height:2.25em; margin:0 0 0 0.5625em; padding:0 0.5625em; text-decoration:none; } #Header .Wrapper{ background:url(../i/shield_w126_h126.gif) no-repeat 42.1875em 1.6875em; } This post could get stupidly long so I'll provide a link to the Web page rather than post the HTML: http://theshrop.com/d/call_us_or_call_in.php I really appreciate answers and all who contribute, thanks in advance!

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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  • Value cannot be null, ArgumentNullException

    - by Wooolie
    I am currently trying to return an array which contains information about a seat at a theate such as Seat number, Name, Price and Status. I am using a combobox where I want to list all vacant or reserved seats based upon choice. When I choose reserved seats in my combobox, I call upon a method using AddRange. This method is supposed to loop through an array containing all seats and their information. If a seat is Vacant, I add it to an array. When all is done, I return this array. However, I am dealing with a ArgumentNullException. MainForm namespace Assignment4 { public partial class MainForm : Form { // private const int totNumberOfSeats = 240; private SeatManager seatMngr; private const int columns = 10; private const int rows = 10; public enum DisplayOptions { AllSeats, VacantSeats, ReservedSeats } public MainForm() { InitializeComponent(); seatMngr = new SeatManager(rows, columns); InitializeGUI(); } /// <summary> /// Fill the listbox with information from the beginning, /// let the user be able to choose from vacant seats. /// </summary> private void InitializeGUI() { rbReserve.Checked = true; txtName.Text = string.Empty; txtPrice.Text = string.Empty; lblTotalSeats.Text = seatMngr.GetNumOfSeats().ToString(); cmbOptions.Items.AddRange(Enum.GetNames(typeof(DisplayOptions))); cmbOptions.SelectedIndex = 0; UpdateGUI(); } /// <summary> /// call on methods ValidateName and ValidatePrice with arguments /// </summary> /// <param name="name"></param> /// <param name="price"></param> /// <returns></returns> private bool ValidateInput(out string name, out double price) { bool nameOK = ValidateName(out name); bool priceOK = ValidatePrice(out price); return nameOK && priceOK; } /// <summary> /// Validate name using inputUtility, show error if input is invalid /// </summary> /// <param name="name"></param> /// <returns></returns> private bool ValidateName(out string name) { name = txtName.Text.Trim(); if (!InputUtility.ValidateString(name)) { //inform user MessageBox.Show("Input of name is Invalid. It can not be empty, " + Environment.NewLine + "and must have at least one character.", " Error!"); txtName.Focus(); txtName.Text = " "; txtName.SelectAll(); return false; } return true; } /// <summary> /// Validate price using inputUtility, show error if input is invalid /// </summary> /// <param name="price"></param> /// <returns></returns> private bool ValidatePrice(out double price) { // show error if input is invalid if (!InputUtility.GetDouble(txtPrice.Text.Trim(), out price, 0)) { //inform user MessageBox.Show("Input of price is Invalid. It can not be less than 0, " + Environment.NewLine + "and must not be empty.", " Error!"); txtPrice.Focus(); txtPrice.Text = " "; txtPrice.SelectAll(); return false; } return true; } /// <summary> /// Check if item is selected in listbox /// </summary> /// <returns></returns> private bool CheckSelectedIndex() { int index = lbSeats.SelectedIndex; if (index < 0) { MessageBox.Show("Please select an item in the box"); return false; } else return true; } /// <summary> /// Call method ReserveOrCancelSeat when button OK is clicked /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnOK_Click(object sender, EventArgs e) { ReserveOrCancelSeat(); } /// <summary> /// Reserve or cancel seat depending on choice the user makes. Update GUI after choice. /// </summary> private void ReserveOrCancelSeat() { if (CheckSelectedIndex() == true) { string name = string.Empty; double price = 0.0; int selectedSeat = lbSeats.SelectedIndex; bool reserve = false; bool cancel = false; if (rbReserve.Checked) { DialogResult result = MessageBox.Show("Do you want to continue?", "Approve", MessageBoxButtons.YesNo); if (result == DialogResult.Yes) { if (ValidateInput(out name, out price)) { reserve = seatMngr.ReserveSeat(name, price, selectedSeat); if (reserve == true) { MessageBox.Show("Seat has been reserved"); UpdateGUI(); } else { MessageBox.Show("Seat has already been reserved"); } } } } else { DialogResult result = MessageBox.Show("Do you want to continue?", "Approve", MessageBoxButtons.YesNo); if (result == DialogResult.Yes) { cancel = seatMngr.CancelSeat(selectedSeat); if (cancel == true) { MessageBox.Show("Seat has been cancelled"); UpdateGUI(); } else { MessageBox.Show("Seat is already vacant"); } } } UpdateGUI(); } } /// <summary> /// Update GUI with new information. /// </summary> /// <param name="customerName"></param> /// <param name="price"></param> private void UpdateGUI() { lbSeats.Items.Clear(); lbSeats.Items.AddRange(seatMngr.GetSeatInfoString()); lblVacantSeats.Text = seatMngr.GetNumOfVacant().ToString(); lblReservedSeats.Text = seatMngr.GetNumOfReserved().ToString(); if (rbReserve.Checked) { txtName.Text = string.Empty; txtPrice.Text = string.Empty; } } /// <summary> /// set textboxes to false if cancel reservation button is checked /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void rbCancel_CheckedChanged_1(object sender, EventArgs e) { txtName.Enabled = false; txtPrice.Enabled = false; } /// <summary> /// set textboxes to true if reserved radiobutton is checked /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void rbReserve_CheckedChanged_1(object sender, EventArgs e) { txtName.Enabled = true; txtPrice.Enabled = true; } /// <summary> /// Make necessary changes on the list depending on what choice the user makes. Show only /// what the user wants to see, whether its all seats, reserved seats or vacant seats only. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void cmbOptions_SelectedIndexChanged(object sender, EventArgs e) { if (cmbOptions.SelectedIndex == 0 && rbReserve.Checked) //All seats visible. { UpdateGUI(); txtName.Enabled = true; txtPrice.Enabled = true; btnOK.Enabled = true; } else if (cmbOptions.SelectedIndex == 0 && rbCancel.Checked) { UpdateGUI(); txtName.Enabled = false; txtPrice.Enabled = false; btnOK.Enabled = true; } else if (cmbOptions.SelectedIndex == 1) //Only vacant seats visible. { lbSeats.Items.Clear(); lbSeats.Items.AddRange(seatMngr.ReturnVacantSeats()); // Value cannot be null txtName.Enabled = false; txtPrice.Enabled = false; btnOK.Enabled = false; } else if (cmbOptions.SelectedIndex == 2) //Only reserved seats visible. { lbSeats.Items.Clear(); lbSeats.Items.AddRange(seatMngr.ReturnReservedSeats()); // Value cannot be null txtName.Enabled = false; txtPrice.Enabled = false; btnOK.Enabled = false; } } } } SeatManager namespace Assignment4 { class SeatManager { private string[,] nameList = null; private double[,] priceList = null; private string[,] seatList = null; private readonly int totCols; private readonly int totRows; /// <summary> /// Constructor with declarations of size for all arrays. /// </summary> /// <param name="totNumberOfSeats"></param> public SeatManager(int row, int cols) { totCols = cols; totRows = row; nameList = new string[row, cols]; priceList = new double[row, cols]; seatList = new string[row, cols]; for (int rows = 0; rows < row; rows++) { for (int col = 0; col < totCols; col++) { seatList[rows, col] = "Vacant"; } } } /// <summary> /// Check if index is within bounds of the array /// </summary> /// <param name="index"></param> /// <returns></returns> private bool CheckIndex(int index) { if (index >= 0 && index < nameList.Length) return true; else return false; } /// <summary> /// Return total number of seats /// </summary> /// <returns></returns> public int GetNumOfSeats() { int count = 0; for (int rows = 0; rows < totRows; rows++) { for (int cols = 0; cols < totCols; cols++) { count++; } } return count; } /// <summary> /// Calculate and return total number of reserved seats /// </summary> /// <returns></returns> public int GetNumOfReserved() { int totReservedSeats = 0; for (int rows = 0; rows < totRows; rows++) { for (int col = 0; col < totCols; col++) { if (!string.IsNullOrEmpty(nameList[rows, col])) { totReservedSeats++; } } } return totReservedSeats; } /// <summary> /// Calculate and return total number of vacant seats /// </summary> /// <returns></returns> public int GetNumOfVacant() { int totVacantSeats = 0; for (int rows = 0; rows < totRows; rows++) { for (int col = 0; col < totCols; col++) { if (string.IsNullOrEmpty(nameList[rows, col])) { totVacantSeats++; } } } return totVacantSeats; } /// <summary> /// Return formated string with info about the seat, name, price and its status /// </summary> /// <param name="index"></param> /// <returns></returns> public string GetSeatInfoAt(int index) { int cols = ReturnColumn(index); int rows = ReturnRow(index); string strOut = string.Format("{0,2} {1,10} {2,17} {3,20} {4,35:f2}", rows+1, cols+1, seatList[rows, cols], nameList[rows, cols], priceList[rows, cols]); return strOut; } /// <summary> /// Send an array containing all seats in the cinema /// </summary> /// <returns></returns> public string[] GetSeatInfoString() { int count = totRows * totCols; if (count <= 0) return null; string[] strSeatInfoStrings = new string[count]; for (int i = 0; i < totRows * totCols; i++) { strSeatInfoStrings[i] = GetSeatInfoAt(i); } return strSeatInfoStrings; } /// <summary> /// Reserve seat if seat is vacant /// </summary> /// <param name="name"></param> /// <param name="price"></param> /// <param name="index"></param> /// <returns></returns> public bool ReserveSeat(string name, double price, int index) { int cols = ReturnColumn(index); int rows = ReturnRow(index); if (string.IsNullOrEmpty(nameList[rows, cols])) { nameList[rows, cols] = name; priceList[rows, cols] = price; seatList[rows, cols] = "Reserved"; return true; } else return false; } public string[] ReturnVacantSeats() { int totVacantSeats = int.Parse(GetNumOfVacant().ToString()); string[] vacantSeats = new string[totVacantSeats]; for (int i = 0; i < vacantSeats.Length; i++) { if (GetSeatInfoAt(i) == "Vacant") { vacantSeats[i] = GetSeatInfoAt(i); } } return vacantSeats; } public string[] ReturnReservedSeats() { int totReservedSeats = int.Parse(GetNumOfReserved().ToString()); string[] reservedSeats = new string[totReservedSeats]; for (int i = 0; i < reservedSeats.Length; i++) { if (GetSeatInfoAt(i) == "Reserved") { reservedSeats[i] = GetSeatInfoAt(i); } } return reservedSeats; } /// <summary> /// Cancel seat if seat is reserved /// </summary> /// <param name="index"></param> /// <returns></returns> public bool CancelSeat(int index) { int cols = ReturnColumn(index); int rows = ReturnRow(index); if (!string.IsNullOrEmpty(nameList[rows, cols])) { nameList[rows, cols] = ""; priceList[rows, cols] = 0.0; seatList[rows, cols] = "Vacant"; return true; } else { return false; } } /// <summary> /// Convert index to row and return value /// </summary> /// <param name="index"></param> /// <returns></returns> public int ReturnRow(int index) { int vectorRow = index; int row; row = (int)Math.Ceiling((double)(vectorRow / totCols)); return row; } /// <summary> /// Convert index to column and return value /// </summary> /// <param name="index"></param> /// <returns></returns> public int ReturnColumn(int index) { int row = index; int col = row % totCols; return col; } } } In MainForm, this is where I get ArgumentNullException: lbSeats.Items.AddRange(seatMngr.ReturnVacantSeats()); And this is the method where the array is to be returned containing all vacant seats: public string[] ReturnVacantSeats() { int totVacantSeats = int.Parse(GetNumOfVacant().ToString()); string[] vacantSeats = new string[totVacantSeats]; for (int i = 0; i < vacantSeats.Length; i++) { if (GetSeatInfoAt(i) == "Vacant") { vacantSeats[i] = GetSeatInfoAt(i); } } return vacantSeats; }

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  • Oracle bleibt auch 2011 Spitzenreiter im Bereich Datenbanken

    - by Anne Manke
    Mit der Veröffentlichung der aktuellen Ausgabe "Market Share: All Software Markets, Worldwide 2011" bestätigt das weltweit führende Marktanalyseunternehmen Gartner Oracle's Marktführerschaft im Bereich der Relationellen Datenbank Management Systeme (RDBMS). Oracle konnte innerhalb des letzten Jahres seinen Abstand zu seinen Marktbegleitern im Bereich der RDBMS mit einem stabilen Wachstum von 18% sogar ausbauen: der Marktanteil stieg im Jahr 2010 von 48,2% auf 48,8% im Jahr 2011. Damit ist der Abstand zu Oracle's stärkstem Verfolger IBM auf 28,6%.   Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2FirstRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-shading:#C0504D; mso-tstyle-shading-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; color:white; mso-themecolor:background1; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:2.25pt double #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} Revenue 2010 ($USM) Revenue 2011 ($USM) Growth 2010 Growth 2011 Share 2010 Share 2011 Oracle 9,990.5 11,787.0 10.9% 18.0% 48.2% 48.8% IBM 4,300.4 4,870.4 5.4% 13.3% 20.7% 20.2% Microsoft 3,641.2 4,098.9 10.1% 12.6% 17.6% 17.0% SAP/Sybase 744.4 1,101.1 12.8% 47.9% 3.6% 4.6% Teradata 754.7 882.3 16.9% 16.9% 3.6% 3.7% Source: Gartner’s “Market Share: All Software Markets, Worldwide 2011,” March 29, 2012, By Colleen Graham, Joanne Correia, David Coyle, Fabrizio Biscotti, Matthew Cheung, Ruggero Contu, Yanna Dharmasthira, Tom Eid, Chad Eschinger, Bianca Granetto, Hai Hong Swinehart, Sharon Mertz, Chris Pang, Asheesh Raina, Dan Sommer, Bhavish Sood, Marianne D'Aquila, Laurie Wurster and Jie Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; 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mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:12.0pt; mso-para-margin-left:0cm; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} table.MsoTableLightListAccent2 {mso-style-name:"Light List - Accent 2"; mso-tstyle-rowband-size:1; mso-tstyle-colband-size:1; mso-style-priority:61; mso-style-unhide:no; border:solid #C0504D 1.0pt; mso-border-themecolor:accent2; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; 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mso-tstyle-border-right-themecolor:accent2; mso-para-margin-top:0cm; mso-para-margin-bottom:0cm; mso-para-margin-bottom:.0001pt; line-height:normal; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2FirstCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:first-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2LastCol {mso-style-name:"Light List - Accent 2"; mso-table-condition:last-column; mso-style-priority:61; mso-style-unhide:no; mso-ansi-font-weight:bold; mso-bidi-font-weight:bold;} table.MsoTableLightListAccent2OddColumn {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-column; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;} table.MsoTableLightListAccent2OddRow {mso-style-name:"Light List - Accent 2"; mso-table-condition:odd-row; mso-style-priority:61; mso-style-unhide:no; mso-tstyle-border-top:1.0pt solid #C0504D; mso-tstyle-border-top-themecolor:accent2; mso-tstyle-border-left:1.0pt solid #C0504D; mso-tstyle-border-left-themecolor:accent2; mso-tstyle-border-bottom:1.0pt solid #C0504D; mso-tstyle-border-bottom-themecolor:accent2; mso-tstyle-border-right:1.0pt solid #C0504D; mso-tstyle-border-right-themecolor:accent2;}

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Unexpected behaviour with glFramebufferTexture1D

    - by Roshan
    I am using render to texture concept with glFramebufferTexture1D. I am drawing a cube on non-default FBO with all the vertices as -1,1 (maximum) in X Y Z direction. Now i am setting viewport to X while rendering on non default FBO. My background is blue with white color of cube. For default FBO, i have created 1-D texture and attached this texture to above FBO with color attachment. I am setting width of texture equal to width*height of above FBO view-port. Now, when i render this texture to on another cube, i can see continuous white color on start or end of each face of the cube. That means part of the face is white and rest is blue. I am not sure whether this behavior is correct or not. I expect all the texels should be white as i am using -1 and 1 coordinates for cube rendered on non-default FBO. code: #define WIDTH 3 #define HEIGHT 3 GLfloat vertices8[]={ 1.0f,1.0f,1.0f, -1.0f,1.0f,1.0f, -1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,//face 1 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 2 1.0f,1.0f,1.0f, 1.0f,-1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f,//face 3 -1.0f,1.0f,1.0f, -1.0f,1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f,-1.0f,1.0f,//face 4 1.0f,1.0f,1.0f, 1.0f,1.0f,-1.0f, -1.0f,1.0f,-1.0f, -1.0f,1.0f,1.0f,//face 5 -1.0f,-1.0f,1.0f, -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f//face 6 }; GLfloat vertices[]= { 0.5f,0.5f,0.5f, -0.5f,0.5f,0.5f, -0.5f,-0.5f,0.5f, 0.5f,-0.5f,0.5f,//face 1 0.5f,-0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 2 0.5f,0.5f,0.5f, 0.5f,-0.5f,0.5f, 0.5f,-0.5f,-0.5f, 0.5f,0.5f,-0.5f,//face 3 -0.5f,0.5f,0.5f, -0.5f,0.5f,-0.5f, -0.5f,-0.5f,-0.5f, -0.5f,-0.5f,0.5f,//face 4 0.5f,0.5f,0.5f, 0.5f,0.5f,-0.5f, -0.5f,0.5f,-0.5f, -0.5f,0.5f,0.5f,//face 5 -0.5f,-0.5f,0.5f, -0.5f,-0.5f,-0.5f, 0.5f,-0.5f,-0.5f, 0.5f,-0.5f,0.5f//face 6 }; GLuint indices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; GLfloat texcoord[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; glGenTextures(1, &id1); glBindTexture(GL_TEXTURE_1D, id1); glGenFramebuffers(1, &Fboid); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, WIDTH*HEIGHT , 0, GL_RGBA, GL_UNSIGNED_BYTE,0); glBindFramebuffer(GL_FRAMEBUFFER, Fboid); glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_1D,id1,0); draw_cube(); glBindFramebuffer(GL_FRAMEBUFFER, 0); draw(); } draw_cube() { glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.0f, 0.0f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(temp.psId,"position")); glVertexAttribPointer(glGetAttribLocation(temp.psId,"position"), 3, GL_FLOAT, GL_FALSE, 0,vertices8); glDrawArrays (GL_TRIANGLE_FAN, 0, 24); } draw() { glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"tk_position")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"tk_position"), 3, GL_FLOAT, GL_FALSE, 0,vertices); nResult = GL_ERROR_CHECK((GL_NO_ERROR, "glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0,vertices);")); glEnableVertexAttribArray(glGetAttribLocation(shader_data.psId,"inputtexcoord")); glVertexAttribPointer(glGetAttribLocation(shader_data.psId,"inputtexcoord"), 2, GL_FLOAT, GL_FALSE, 0,texcoord); glBindTexture(*target11, id1); glDrawElements ( GL_TRIANGLES, 36,GL_UNSIGNED_INT, indices ); when i change WIDTH=HEIGHT=2, and call a glreadpixels with height, width equal to 4 in draw_cube() i can see first 2 pixels with white color, next two with blue(glclearcolor), next two white and then blue and so on.. Now when i change width parameter in glTeximage1D to 16 then ideally i should see alternate patches of white and blue right? But its not the case here. why so?

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  • How can an SQL relational database be used to model a thesaurus? [closed]

    - by Miles O'Keefe
    I would like to design a web app that functions as a simple thesaurus: a long list of words with attributes, all of which are linked to each other. This thesaurus data model can be defined as: a controlled vocabulary arranged in a known order in which equivalence, hierarchical, and associative relationships among terms are clearly displayed and identified by standardized relationship indicators. My idea so far is to have one database in which every word is a table, and every table contains all words related to that word. e.g. Thesaurus(database) - happy(table) - excited(row)|cheerful(row)|lively(row) Is there are more efficient way to store words and their relationship to other words in a relational SQL database?

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  • Why, on iOS, is glRenderbufferStorage appearing to fail?

    - by dugla
    On an iOS device (iPad) I decided to change the storage for my renderbuffer from the CAEAGLLayer that backs the view to explicit storage via glRenderbufferStorage. Sadly, the following code fails to result in a valid FBO. Can someone please tell me what I missed?: glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorbuffer); GLsizei width = (GLsizei)layer.bounds.size.width; GLsizei height = (GLsizei)layer.bounds.size.height; glRenderbufferStorage(m_colorbuffer, GL_RGBA8_OES, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorbuffer); Note: The layer size is valid and correct. This is solid production working rendering code. The only change I am making is the line glRenderbufferStorage(...) previously I did: [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] Thanks, Doug

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Rotate an image in a scaled context

    - by nathan
    Here is my working piece of code to rotate an image toward a point (in my case, the mouse cursor). float dx = newx - ploc.x; float dy = newy - ploc.y; float angle = (float) Math.toDegrees(Math.atan2(dy, dx)); Where ploc is the location of the image i'm rotating. And here is the rendering code: g.rotate(loc.x + width / 2, loc.y + height / 2, angle); g.drawImage(frame, loc.x, loc.y); Where loc is the location of the image and "width" and "height" are respectively the width and height of the image. What changes are needed to make it works on a scaled context? e.g make it works with something like g.scale(sx, sy).

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  • 3D Studio Max biped restrictions?

    - by meds
    I have a stock biped character in 3D studio max which has a jump animation. The problem I have with the jump animation is that there is actual y offset happening inside it which makes it awkward to play while the character is jumping since it's not only jumping in the game world but the jump animation is adding its own height offset. I'm tryuing to remove the jump animations height offset, so far I've found the root node and deleted all its key frames which has helped a bit. The problem I'm having now is that the character still has some height offset and if I try to lower it it has a fake 'ground' that isn't at 0 and the limbs sort of bend on the imaginary floor, si there a way to remove this restriction just for the jump animation? Here's what I mean: http://i.imgur.com/qoWIR.png Any idea for a fix? I'm using Unity 3D if that opens any other possibilities...

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • HTML background-size:cover with floating objects

    - by Mikhail
    I have a trivial page with body having an image background, with background-size:cover. I set html { height:100% } to fill up the entire page regardless of the content amount. Up to this point everything worked as expected. I've added a div and set position:absolute; right:0; width:200px; This, again, worked as expected, until I added content. When this div is populated so much that the contents take up more space than the height of the page, the scroll bar appears. Scrolling down reveals that the background image does not actually cover the entire page. This is due to the fact that my div is taller than 100% of the HTML height. How can I address this?

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  • How can I improve my Animation

    - by sharethis
    The first approaches in animation for my game relied mostly on sine and cosine functions with the time as parameter. Here is an example of a very basic jump I implemented. if(jumping) { height = sin(time); if(height < 0) jumping = false; // player landed player.position.z = height; } if(keydown(SPACE) && !jumping) { jumping = true; time = now(); // store the starting time } So my player jumped in a perfect sine function. That seems quite natural, because he slows down when he reached the top position, and in the fall he speeds up again. But patching every animation out of sine and cosine is stretched to its limits soon. So can I improve my animation and provide a more abstract layer?

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  • Why is this 8 puzzle unsolvable?

    - by Ashwin
    I am developing a 8 puzzle game. I went through the rules in this (see Detecting Unsolvable Puzzles) link, which tell you how to detect if an initial state is unsolvable. It says that if the number of inversions is odd, then the goal state cannot be reached and if even the goal state can be reached. Inversion is defined as Given a board, an inversion is any pair of blocks i and j where i < j but i appears after j when considering the board in row-major order (row 0, followed by row 1, and so forth). There is a 8-puzzle solver(applet) here. Choose 8-puzzle from the options. 1,0,3,2,4,5,6,7,8 and 7,0,2,8,5,3,6,4,1 As you can see both of them contain an even number of inversions. Still the program says that the puzzle is unsolvable. So is the Princeton link wrong?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • Two divs, one fixed width, the other, the rest

    - by Shamil
    I've got two div containers. Whilst one needs to be a specific width, I need to adjust it, so that, the other div takes up the rest of the space. Is there any way I can do this? <div class="left"></div> <div class="right"></div> // needs to be 250px .left { float: left; width: 83%; display: table-cell; vertical-align: middle; min-height: 50px; margin-right: 10px; overflow: auto } .right { float: right; width: 16%; text-align: right; display: table-cell; vertical-align: middle; min-height: 50px; height: 100%; overflow: auto } Thanks

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  • Relative Positions Of Player And Enemy Are Different In XNA 3D Game

    - by CoOlDud3
    I am having a problem in my 3D Jet Fighter Game using XNA. I have a Player Jet and a few enemy drones built from a separate class. The problem is that when I set Player position and a drone's position to a height 10f in y direction. They aren't at the same height. But if i move Drone's Position up 500f in the y direction then it is pretty much close to the player. Relatively They are supposedly at the same height but with different position values. Can Any One Help Please?

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  • DataTable to Generic List Conversion

    using System;using System.Collections.Generic;using System.Linq;using System.Data;namespace ConsoleApplication1{ class Program { static void Main(string[] args) { DataTable table = new DataTable { Columns = { {"Number", typeof(int)}, {"Name", typeof(string)} } }; //Just adding few test rows to datatable. for (int i = 1; i <= 5; i++) { table.Rows.Add(i, "Name" + i); } var returnList = from row in table.AsEnumerable() select new MyObject { Number = row.Field<int>("Number"), Name = row.Field<String>("Name") }; //Displaying converted collection foreach (MyObject item in returnList) { Console.WriteLine("{0}\t{1}", item.Number, item.Name); } } } class MyObject { public int Number { get; set; } public String Name { get; set; } }} span.fullpost {display:none;}

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  • ASP.NET Pivot Grid Control Supports New Layout - v2010 vol 1

    The ASPxPivotGrid will now support a slick new feature that will help save you screen space: Compact Layout for Hierarchical Row Values With DXperience v2010 vol 1, you can create compact layouts for hierarchical pivot table row values (this capability is also available in the WinForms and WPF versions of this control). The compact layout allows you get more space horizontally without sacrificing the distinction between the hierarchical row values: DXperience? What's That? DXperience is the...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Gridview - Conditional Images

    This Gridview sample shows how to, for each row, based on other data within that row, to show a different image. We do this by creating a TemplateField, and putting an ASP.Net Image control within it, called 'Image1'. Then, inside the RowDataBound event of the Gridview, we put code, which first, checks and finds the Image control in that row, and then assigning a different JPG file to the ImageURL property of that image. One other thing here, you'll notice, is that when the criteria is matched, we set the Image control's Visible property to 'True'. That's because, one extra criteria is, that if the Units In Stock is larger than 80, we set the Image control's Visible property to 'False'. Naturally, since we're checking one particular column in the Gridview for this data, we're using a Select Case statement.

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  • Css clicking problem [migrated]

    - by Shyghar
    I'm building a strange div shaped structure and I need a hint to resolve a clicking problem. This is a jsfiddle to show you the issue. The structure for each element is: <div class="views-row"> <div class="diamonds-container"> CONTENT </div> </div> I have a onclick() event on .diamonds-container but the .views-row div of the next element [with red or blue background..] go over the container and stop the click event on it. I tryed to play with the z-index but I didn't have the expected result. How can I achieve this structure with a correct click event on diamonds-containers ? I think I can track the .views-row click with javascript and trigger manually a click on the previous diamonds-container but this will be my final option. How can I achieve this without javascript?

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  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

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