Search Results

Search found 1174 results on 47 pages for 'square'.

Page 15/47 | < Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >

  • Representing a Gameworld that is Irregularly shaped

    - by Aaron M
    I am working on a project where the game world is irregularly shaped (Think of the shape of a lake). this shape has a grid with coordinates placed over it. The game world is only on the inside of the shape. (Once again, think Lake) How can I efficiently represent the game world? I know that many worlds are basically square, and work well in a 2 or 3 dimension array. I feel like if I use an array that is square, then I am basically wasting space, and increasing the amount of time that I need to iterate through the array. However, I am not sure how a jagged array would work here either. Example shape of gameworld X XX XX X XX XXX XXX XXXXXXX XXXXXXXX XXXXX XX XX X X Edit: The game world will most likely need each valid location stepped through. So I would a method that makes it easy to do so.

    Read the article

  • VBScript - using IF statements in a mail script?

    - by Kenny Bones
    I really need some quick tips here. I've got this VBScript script which sends an e-mail. And I want to do several checks to see if an attribute is true and if it is, write an additional line in the mail. How can I do this? This is part of the script: obMessage.HTMLBody = ""_ & "<MENU>"_ & "<LI type = square>This is a line</i>."_ I want something which looks like this: obMessage.HTMLBody = ""_ & "<MENU>"_ If statement1 = true Then & "<LI type = square>This is an additional line</i>."_ end if Preferrably, could some select statements be made? I don't really mind what the code looks like, I just want it to work as soon as possible :)

    Read the article

  • Placing text on UIView in custom location

    - by JAM
    I am trying to calculate a position to place label on the screen. The goal is to place "word" label in lower right corner of the first square block If yellowish square is defined as myView = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 70, 70)]; [self.view addSubview:myView]; [myView setBackgroundColor:[UIColor colorWithHexString:@"FFFFEC"]]; Using it, i'd like to place a label in it's lower right corner l1 = [[UILabel alloc] init]; [l1 setText:@"word"]; [l1 setFrame:CGRectMake(myView.frame.origin.x + myView.frame.size.width, myView.frame.origin.y + myView.frame.size.height, 700, 700)]; [l1 setFont:[UIFont fontWithName:@"Arial" size:10.0]]; [l1 setBackgroundColor:[UIColor colorWithHexString:@"CCFFFEC"]]; [l1 setTextAlignment:UITextAlignmentRight]; [l1 sizeToFit]; This is what happens: The matter here obviously, is in a correct offset. Knowing the font and size of text, how can one correctly calculate it?

    Read the article

  • Need an efficient algorithm solve this kind of complex structure

    - by Rizvan
    Problem Statement is : Given 2 Dimensional array, print output for example If 4 rows and 6 columns, output would be: 1 2 3 4 5 6 16 17 18 19 20 7 15 24 23 22 21 8 14 13 12 11 10 9 I tried it is looking like square within square but when I attempted this problem, I put so many while and if loops but didn't got exact answer. If row and columns increases how to handle it? This is not homework. I was learning solving complex structure so I need to understand it by some guidance.

    Read the article

  • How to skip image tag in html data in android?

    - by user1448108
    My data in db is stored in html format along with image tags in it. So when I am getting the data from database I am removing the html tags and setting it to textview. My problem is even after removing the html tags, there is a small square box displaying in the emulator indicating that there is some image. How can I remove those square box in emulator which is an indication of image in that html data? Help me regarding this... Thanks in advance My Code: textView.setText(Html.fromHtml(htmlString));

    Read the article

  • centering image in div

    - by Harsh Reddy
    I have a square <div> (70px x 70px) which will contain an image of a variable dimensions(Square, landscape or potrait). I want this image to be symmetrically centered inside the <div>. how do I get it..? <div class="img-polaroid" style="width: 70px; height: 70px; background-color: black; text-align:center;"> <image src='.base_url("images/store/images/".$image->image).' /> </div> The actual size of the image can be greater than 70px x 70px. But it should fit symmetrically in the center. I also have to make it cross-browser compatible.. Help Appreciated...

    Read the article

  • Adobe Flash not working in 12.04

    - by catnthehat
    I cannot get Adobe Flash working in either Firefox or Chrome. I have tried the Flash-Aid plug in for Firefox but it has not made any difference. As far as I can see, Flash installs without error and Firefox thinks it can run Flash but (for example) YouTube just shows a blank square where the movie should be me. Chrome reports "missing plugin". about:plugins in Firefox reports: Shockwave Flash File: libflashplayer.so Version: Shockwave Flash 11.2 r202 MIME Type Description Suffixes application/x-shockwave-flash Shockwave Flash swf application/futuresplash FutureSplash Player spl

    Read the article

  • Correct Display configuration. Errors while trying to arrange displays

    - by David Russell Parrish Bojrquez
    I am trying to set up my tv with my laptop trough a VGA cable. The display application in Ubuntu throws a lot of errors to me and I have given up in trying to do it myself. I try to apply the 1920 1080 display. The selected configuration for displays could not be applied Requested size (3200, 1080) exceeds 3D hardware limit (2048, 2048). You must either rearrange the displays so that they fit within a (2048, 2048) square or select the Ubuntu 2D session at login. And Also this: Failed to apply configuration: %s GDBus.Error:org.gtk.GDBus.UnmappedGError.Quark._gnome_2drr_2derror_2dquark.Code3: Requested size (3200, 1080) exceeds 3D hardware limit (2048, 2048). You must either rearrange the displays so that they fit within a (2048, 2048) square or select the Ubuntu 2D session at login. Please Help. @Leozitop No I don't see anything when connected to 1920 1080 because the setup fails before actually applying. Yes there are other resolutions which do work. I believe the problem has something to do with the rotation it is set up. My Ubuntu Display application has only clockwise and counterclockwise options for the TV display. I really don't know why this is happening. Basic procedure: Plug in cable, did not get the resolution I wanted. Changed settings, applied them. Re-peat until desired display is shown. I'm not a computer illiterate, really it baffles me that this is happening. Output of xrandr: david@LapUbuntu:~$ xrandr Screen 0: minimum 320 x 200, current 1880 x 800, maximum 4096 x 4096 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 331mm x 207mm 1280x800 60.0*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 600x800+1280+0 left (normal left inverted right x axis y axis) 1600mm x 900mm 1920x1080 60.0 + 1280x1024 60.0 1360x768 60.0 1280x720 60.0 1024x768 60.0 800x600 60.3* 640x480 60.0 TV1 unknown connection (normal left inverted right x axis y axis) 848x480 59.9 + 640x480 59.9 + 1024x768 59.9 800x600 59.9 Note that VGA says left and indeed it is, but no other option was available in the display. Also, note the TV1 unknown connection which I have no idea what it is. Note, also, that this has nothing to do with the display since W7 on the computer works fine and since while boot up, and also, before starting session in ubuntu the rotation is normal. I'll also mention that I HAVE re-installed Ubuntu since I had posted this question from a Live CD of 12.04 LTS. And that before the posting of the question also using 12.04 before another backup that I had to do, the VGA setup was fine without any problems.

    Read the article

  • What is causing my spacebar to randomly stop working?

    - by Chris Billington
    A couple of times a day, I'll be typing something and realise I can't type spaces. Usually the cursor will flicker instead when I press the spacebar, and I can type all other letters as far as I can tell. If I'm in a terminal the cursor turns from a solid square to an empty square until I release the spacebar. For some reason, restarting compiz with alt-F2 compiz fixes it, until it next occurs. I can still copy and paste spaces from sources that already have them, and I can still insert spaces with ctrl-shift-u, 20, enter. This has been happening for a while, since before I upgraded to maverick, but it feels like its beceoming more frequent. There really doesn't seem to be any kind of a pattern to it. I'm using 64 bit ubuntu 10.10 on a system76 panp7 laptop. Any ideas how I might troubleshoot? EDIT: using xev, normally a spacebar registers as: KeyPress event, serial 36, synthetic NO, window 0x5600001, root 0x101, subw 0x0, time 26488647, (88,403), root:(748,458), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XmbLookupString gives 1 bytes: (20) " " XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x5600001, root 0x101, subw 0x0, time 26488729, (88,403), root:(748,458), state 0x10, keycode 65 (keysym 0x20, space), same_screen YES, XLookupString gives 1 bytes: (20) " " XFilterEvent returns: False But when it's stopped behaving a press of the spacebar instead gives the three events: FocusOut event, serial 36, synthetic NO, window 0x5600001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 36, synthetic NO, window 0x5600001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 36, synthetic NO, window 0x0, keys: 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 FURTHER EDIT: Ok, so I think I've solved the problem, and by that I mean I now know which package to file a bug against. I have a hot corner which initiates a window picker, and I've customised the window picking so that left click goes to a window, right click closes one and spacebar zooms in on one. When I go to this hot corner, compiz must take control of my spacebar, and clearly isn't giving it back when I leave the window picker. So I'll be filing a bug against compiz. reported:here

    Read the article

  • Workspace switching erroneously pins windows

    - by paniwani
    When switching from one workspace to the next using the Workspace switcher in the Launcher, I often see an orange square highlight, as if I am trying to pin a window to one side of the screen appear, although no window is even selected. Then after selecting a window, it is moved to the orange pinned position, which is frustrating. How do I fix this unwanted erroneous window pinning? I'm running Ubuntu 11.10. See screenshot:

    Read the article

  • Highlight Word add-in for Visual Studio 2010 [SSDT]

    - by jamiet
    I’ve just been alerted by my colleague Kyle Harvie to a Visual Studio 2010 add-in that should prove very useful if you are an SSDT user. Its simply called Highlight all occurrences of selected word and does exactly what it says on the tin, you highlight a word and it shows all other occurrences of that word in your script: There’s a limitation for .sql files (which I have reported) where the highlighting doesn’t work if the word is wrapped in square brackets but what the heck, its free, it takes about ten seconds to install….install it already! @Jamiet

    Read the article

  • ADF Code Guidelines

    - by Chris Muir
    During Oracle Open World 2012 the ADF Product Management team announced a new OTN website, the ADF Architecture Square.  While OOW represents a great opportunity to let customers know about new and exciting developments, the problem with making announcements during OOW however is customers are bombarded with so many messages that it's easy to miss something important. So in this blog post I'd like to highlight as part of the ADF Architecture Square website, one of the initial core offerings is a new document entitled ADF Code Guidelines. Now the title of this document should hopefully make it obvious what the document contains, but what's the purpose of the document, why did Oracle create it? Personally having worked as an ADF consultant before joining Oracle, one thing I noted amongst ADF customers who had successfully deployed production systems, that they all approached software development in a professional and engineered way, and all of these customers had their own guideline documents on ADF best practices, conventions and recommendations.  These documents designed to be consumed by their own staff to ensure ADF applications were "built right", typically sourced their guidelines from their team's own expert learnings, and the huge amount of ADF technical collateral that is publicly available.  Maybe from manuals and whitepapers, presentations and blog posts, some written by Oracle and some written by independent sources. Now this is all good and well for the teams that have gone through this effort, gathering all the information and putting it into structured documents, kudos to them.  But for new customers who want to break into the ADF space, who have project pressures to deliver ADF solutions without necessarily working on assembling best practices, creating such a document is understandably (regrettably?) a low priority.  So in recognising this hurdle, at Oracle we've devised the ADF Code Guidelines.  This document sets out ADF code guidelines, practices and conventions for applications built using ADF Business Components and ADF Faces Rich Client (release 11g and greater).  The guidelines are summarized from a number of Oracle documents and other 3rd party collateral, with the goal of giving developers and development teams a short circuit on producing their own best practices collateral. The document is not a final production, but a living document that will be extended to cover new information as discovered or as the ADF framework changes. Readers are encouraged to discuss the guidelines on the ADF EMG and provide constructive feedback to me (Chris Muir) via the ADF EMG Issue Tracker. We hope you'll find the ADF Code Guidelines useful and look forward to providing updates in the near future. Image courtesy of paytai / FreeDigitalPhotos.net

    Read the article

  • HTG Explains: Why Does Rebooting a Computer Fix So Many Problems?

    - by Chris Hoffman
    Ask a geek how to fix a problem you’ve having with your Windows computer and they’ll likely ask “Have you tried rebooting it?” This seems like a flippant response, but rebooting a computer can actually solve many problems. So what’s going on here? Why does resetting a device or restarting a program fix so many problems? And why don’t geeks try to identify and fix problems rather than use the blunt hammer of “reset it”? This Isn’t Just About Windows Bear in mind that this soltion isn’t just limited to Windows computers, but applies to all types of computing devices. You’ll find the advice “try resetting it” applied to wireless routers, iPads, Android phones, and more. This same advice even applies to software — is Firefox acting slow and consuming a lot of memory? Try closing it and reopening it! Some Problems Require a Restart To illustrate why rebooting can fix so many problems, let’s take a look at the ultimate software problem a Windows computer can face: Windows halts, showing a blue screen of death. The blue screen was caused by a low-level error, likely a problem with a hardware driver or a hardware malfunction. Windows reaches a state where it doesn’t know how to recover, so it halts, shows a blue-screen of death, gathers information about the problem, and automatically restarts the computer for you . This restart fixes the blue screen of death. Windows has gotten better at dealing with errors — for example, if your graphics driver crashes, Windows XP would have frozen. In Windows Vista and newer versions of Windows, the Windows desktop will lose its fancy graphical effects for a few moments before regaining them. Behind the scenes, Windows is restarting the malfunctioning graphics driver. But why doesn’t Windows simply fix the problem rather than restarting the driver or the computer itself?  Well, because it can’t — the code has encountered a problem and stopped working completely, so there’s no way for it to continue. By restarting, the code can start from square one and hopefully it won’t encounter the same problem again. Examples of Restarting Fixing Problems While certain problems require a complete restart because the operating system or a hardware driver has stopped working, not every problem does. Some problems may be fixable without a restart, though a restart may be the easiest option. Windows is Slow: Let’s say Windows is running very slowly. It’s possible that a misbehaving program is using 99% CPU and draining the computer’s resources. A geek could head to the task manager and look around, hoping to locate the misbehaving process an end it. If an average user encountered this same problem, they could simply reboot their computer to fix it rather than dig through their running processes. Firefox or Another Program is Using Too Much Memory: In the past, Firefox has been the poster child for memory leaks on average PCs. Over time, Firefox would often consume more and more memory, getting larger and larger and slowing down. Closing Firefox will cause it to relinquish all of its memory. When it starts again, it will start from a clean state without any leaked memory. This doesn’t just apply to Firefox, but applies to any software with memory leaks. Internet or Wi-Fi Network Problems: If you have a problem with your Wi-Fi or Internet connection, the software on your router or modem may have encountered a problem. Resetting the router — just by unplugging it from its power socket and then plugging it back in — is a common solution for connection problems. In all cases, a restart wipes away the current state of the software . Any code that’s stuck in a misbehaving state will be swept away, too. When you restart, the computer or device will bring the system up from scratch, restarting all the software from square one so it will work just as well as it was working before. “Soft Resets” vs. “Hard Resets” In the mobile device world, there are two types of “resets” you can perform. A “soft reset” is simply restarting a device normally — turning it off and then on again. A “hard reset” is resetting its software state back to its factory default state. When you think about it, both types of resets fix problems for a similar reason. For example, let’s say your Windows computer refuses to boot or becomes completely infected with malware. Simply restarting the computer won’t fix the problem, as the problem is with the files on the computer’s hard drive — it has corrupted files or malware that loads at startup on its hard drive. However, reinstalling Windows (performing a “Refresh or Reset your PC” operation in Windows 8 terms) will wipe away everything on the computer’s hard drive, restoring it to its formerly clean state. This is simpler than looking through the computer’s hard drive, trying to identify the exact reason for the problems or trying to ensure you’ve obliterated every last trace of malware. It’s much faster to simply start over from a known-good, clean state instead of trying to locate every possible problem and fix it. Ultimately, the answer is that “resetting a computer wipes away the current state of the software, including any problems that have developed, and allows it to start over from square one.” It’s easier and faster to start from a clean state than identify and fix any problems that may be occurring — in fact, in some cases, it may be impossible to fix problems without beginning from that clean state. Image Credit: Arria Belli on Flickr, DeclanTM on Flickr     

    Read the article

  • isometric background that covers the viewport [on hold]

    - by Richard
    The background image should cover the viewport. The technique I use now is a loop with an innerloop that draws diamond shaped images on a canvas element, but it looks like a rotated square. This is a nice example: ,that covers the whole viewport. I have heard something about clickthrough maps, but what more ways are there that are most efficient with mobile devices and javascript? Any advice in grid design out there?.

    Read the article

  • Why Is Vertical Resolution Monitor Resolution so Often a Multiple of 360?

    - by Jason Fitzpatrick
    Stare at a list of monitor resolutions long enough and you might notice a pattern: many of the vertical resolutions, especially those of gaming or multimedia displays, are multiples of 360 (720, 1080, 1440, etc.) But why exactly is this the case? Is it arbitrary or is there something more at work? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. The Question SuperUser reader Trojandestroy recently noticed something about his display interface and needs answers: YouTube recently added 1440p functionality, and for the first time I realized that all (most?) vertical resolutions are multiples of 360. Is this just because the smallest common resolution is 480×360, and it’s convenient to use multiples? (Not doubting that multiples are convenient.) And/or was that the first viewable/conveniently sized resolution, so hardware (TVs, monitors, etc) grew with 360 in mind? Taking it further, why not have a square resolution? Or something else unusual? (Assuming it’s usual enough that it’s viewable). Is it merely a pleasing-the-eye situation? So why have the display be a multiple of 360? The Answer SuperUser contributor User26129 offers us not just an answer as to why the numerical pattern exists but a history of screen design in the process: Alright, there are a couple of questions and a lot of factors here. Resolutions are a really interesting field of psychooptics meeting marketing. First of all, why are the vertical resolutions on youtube multiples of 360. This is of course just arbitrary, there is no real reason this is the case. The reason is that resolution here is not the limiting factor for Youtube videos – bandwidth is. Youtube has to re-encode every video that is uploaded a couple of times, and tries to use as little re-encoding formats/bitrates/resolutions as possible to cover all the different use cases. For low-res mobile devices they have 360×240, for higher res mobile there’s 480p, and for the computer crowd there is 360p for 2xISDN/multiuser landlines, 720p for DSL and 1080p for higher speed internet. For a while there were some other codecs than h.264, but these are slowly being phased out with h.264 having essentially ‘won’ the format war and all computers being outfitted with hardware codecs for this. Now, there is some interesting psychooptics going on as well. As I said: resolution isn’t everything. 720p with really strong compression can and will look worse than 240p at a very high bitrate. But on the other side of the spectrum: throwing more bits at a certain resolution doesn’t magically make it better beyond some point. There is an optimum here, which of course depends on both resolution and codec. In general: the optimal bitrate is actually proportional to the resolution. So the next question is: what kind of resolution steps make sense? Apparently, people need about a 2x increase in resolution to really see (and prefer) a marked difference. Anything less than that and many people will simply not bother with the higher bitrates, they’d rather use their bandwidth for other stuff. This has been researched quite a long time ago and is the big reason why we went from 720×576 (415kpix) to 1280×720 (922kpix), and then again from 1280×720 to 1920×1080 (2MP). Stuff in between is not a viable optimization target. And again, 1440P is about 3.7MP, another ~2x increase over HD. You will see a difference there. 4K is the next step after that. Next up is that magical number of 360 vertical pixels. Actually, the magic number is 120 or 128. All resolutions are some kind of multiple of 120 pixels nowadays, back in the day they used to be multiples of 128. This is something that just grew out of LCD panel industry. LCD panels use what are called line drivers, little chips that sit on the sides of your LCD screen that control how bright each subpixel is. Because historically, for reasons I don’t really know for sure, probably memory constraints, these multiple-of-128 or multiple-of-120 resolutions already existed, the industry standard line drivers became drivers with 360 line outputs (1 per subpixel). If you would tear down your 1920×1080 screen, I would be putting money on there being 16 line drivers on the top/bottom and 9 on one of the sides. Oh hey, that’s 16:9. Guess how obvious that resolution choice was back when 16:9 was ‘invented’. Then there’s the issue of aspect ratio. This is really a completely different field of psychology, but it boils down to: historically, people have believed and measured that we have a sort of wide-screen view of the world. Naturally, people believed that the most natural representation of data on a screen would be in a wide-screen view, and this is where the great anamorphic revolution of the ’60s came from when films were shot in ever wider aspect ratios. Since then, this kind of knowledge has been refined and mostly debunked. Yes, we do have a wide-angle view, but the area where we can actually see sharply – the center of our vision – is fairly round. Slightly elliptical and squashed, but not really more than about 4:3 or 3:2. So for detailed viewing, for instance for reading text on a screen, you can utilize most of your detail vision by employing an almost-square screen, a bit like the screens up to the mid-2000s. However, again this is not how marketing took it. Computers in ye olden days were used mostly for productivity and detailed work, but as they commoditized and as the computer as media consumption device evolved, people didn’t necessarily use their computer for work most of the time. They used it to watch media content: movies, television series and photos. And for that kind of viewing, you get the most ‘immersion factor’ if the screen fills as much of your vision (including your peripheral vision) as possible. Which means widescreen. But there’s more marketing still. When detail work was still an important factor, people cared about resolution. As many pixels as possible on the screen. SGI was selling almost-4K CRTs! The most optimal way to get the maximum amount of pixels out of a glass substrate is to cut it as square as possible. 1:1 or 4:3 screens have the most pixels per diagonal inch. But with displays becoming more consumery, inch-size became more important, not amount of pixels. And this is a completely different optimization target. To get the most diagonal inches out of a substrate, you want to make the screen as wide as possible. First we got 16:10, then 16:9 and there have been moderately successful panel manufacturers making 22:9 and 2:1 screens (like Philips). Even though pixel density and absolute resolution went down for a couple of years, inch-sizes went up and that’s what sold. Why buy a 19″ 1280×1024 when you can buy a 21″ 1366×768? Eh… I think that about covers all the major aspects here. There’s more of course; bandwidth limits of HDMI, DVI, DP and of course VGA played a role, and if you go back to the pre-2000s, graphics memory, in-computer bandwdith and simply the limits of commercially available RAMDACs played an important role. But for today’s considerations, this is about all you need to know. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

    Read the article

  • Microsoft, jQuery, and Templating

    - by Latest Microsoft Blogs
    About two months ago, John Resig and I met at Café Algiers in Harvard square to discuss how Microsoft can contribute to the jQuery project. Today, Scott Guthrie announced in his second-day MIX keynote that Microsoft is throwing its weight behind jQuery Read More......(read more)

    Read the article

  • Beginner C# image loading woes - NullReferenceException

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load<Texture2D>("Cracked"); player1.playerBlock = Content.Load<Texture2D>("square"); player2.playerBlock = Content.Load<Texture2D>("square2"); }

    Read the article

  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

    Read the article

  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

    Read the article

  • Can anyone explain segmented sieve of eratosthenes [on hold]

    - by Utkarsh
    I've searched all over the web on implementation of segmented sieve of eratosthenes. But I found none of them suitable for a beginner. Can anyone explain me the underlying principle behind this method? EDIT: I know that in Sieve of Eratosthenes, we find all primes upto the square root of given number and cross out all multiples of them till the given number. But what do we exactly do in its segmented version?

    Read the article

  • point to rectangle distance

    - by john smith
    I have a 2D rectangle with x, y position and it's height and width and a randomly positioned point nearby it. Is there a way to check if this point might collide with the rectangle if closer than a certain distance? like imagine an invisible radius outside of that point colliding with said rectangle. I have problems with this simply because it is not a square, it would be so much easier this way! Any help? Thanks in advance.

    Read the article

  • How do I randomly generate a top-down 2D level with separate sections and is infinite?

    - by Bagofsheep
    I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to achieve is sort of like you were looking straight down on a Minecraft map. There is no height, but the borders of each "biome" or "section" of the map are random and varied. I already have basic code that can generate a perfectly square level with the same tileset (randomly picking segments from the tileset image), but I've encountered a major issue for wanting the level to be infinite: Beyond a certain point, the tiles' positions become negative on one or both of the axis. The code I use to only draw tiles the player can see relies on taking the tiles position and converting it to the index number that represents it in the array. As you well know, arrays cannot have a negative index. Here is some of my code: This generates the square (or rectangle) of tiles: //Scale is in tiles public void Generate(int sX, int sY) { scaleX = sX; scaleY = sY; for (int y = 0; y <= scaleY; y++) { tiles.Add(new List<Tile>()); for (int x = 0; x <= scaleX; x++) { tiles[tiles.Count - 1].Add(tileset.randomTile(x * tileset.TileSize, y * tileset.TileSize)); } } } Before I changed the code after realizing an array index couldn't be negative my for loops looked something like this to center the map around (0, 0): for (int y = -scaleY / 2; y <= scaleY / 2; y++) for (int x = -scaleX / 2; x <= scaleX / 2; x++) Here is the code that draws the tiles: int startX = (int)Math.Floor((player.Position.X - (graphics.Viewport.Width) - tileset.TileSize) / tileset.TileSize); int endX = (int)Math.Ceiling((player.Position.X + (graphics.Viewport.Width) + tileset.TileSize) / tileset.TileSize); int startY = (int)Math.Floor((player.Position.Y - (graphics.Viewport.Height) - tileset.TileSize) / tileset.TileSize); int endY = (int)Math.Ceiling((player.Position.Y + (graphics.Viewport.Height) + tileset.TileSize) / tileset.TileSize); for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { if (x >= 0 && y >= 0 && x <= scaleX && y <= scaleY) tiles[y][x].Draw(spriteBatch); } } So to summarize what I'm asking: First, how do I randomly generate a top-down 2D map with different sections (not chunks per se, but areas with different tile sets) and second, how do I get past this negative array index issue?

    Read the article

  • I need beginner help on loading an image (2D). I have an error

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load("Cracked"); player1.playerBlock = Content.Load("square"); player2.playerBlock = Content.Load("square2"); }

    Read the article

< Previous Page | 11 12 13 14 15 16 17 18 19 20 21 22  | Next Page >