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  • How do I have an arrow follow different height parabolas depending on how long the player holds down a key?

    - by Moondustt
    i'm trying to throw an arrow in my game, but i'm having a hard time trying to realize how to make a good parabola. What I need: The more you hold "enter" stronger the arrow goes. The arrow angle will be always the same, 45 degrees. This is what I have already have: private float velocityHeld = 1f; protected override void Update(GameTime gameTime) { private void GetKeyboardEvent() { if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !released) { timeHeld += velocityHeld; holding = true; } else { if (holding) { released = true; holding = false; lastTimeHeld = timeHeld; } } } if (released && timeHeld > 0) { float alpha = MathHelper.ToRadians(45f); double vy = timeHeld * Math.Sin(alpha); double vx = timeHeld * Math.Cos(alpha); ShadowPosition.Y -= (int)vy; ShadowPosition.X += (int)vx; timeHeld -= velocityHeld; } else { released = false; } } My question is, what do I need to do to make the arrow to go bottom as it loses velocity (timeHeld) to make a perfect parabola?

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  • Matlab: Optimization by perturbing variable

    - by S_H
    My main script contains following code: %# Grid and model parameters nModel=50; nModel_want=1; nI_grid1=5; Nth=1; nRow.Scale1=5; nCol.Scale1=5; nRow.Scale2=5^2; nCol.Scale2=5^2; theta = 90; % degrees a_minor = 2; % range along minor direction a_major = 5; % range along major direction sill = var(reshape(Deff_matrix_NthModel,nCell.Scale1,1)); % variance of the coarse data matrix of size nRow.Scale1 X nCol.Scale1 %# Covariance computation % Scale 1 for ihRow = 1:nRow.Scale1 for ihCol = 1:nCol.Scale1 [cov.Scale1(ihRow,ihCol),heff.Scale1(ihRow,ihCol)] = general_CovModel(theta, ihCol, ihRow, a_minor, a_major, sill, 'Exp'); end end % Scale 2 for ihRow = 1:nRow.Scale2 for ihCol = 1:nCol.Scale2 [cov.Scale2(ihRow,ihCol),heff.Scale2(ihRow,ihCol)] = general_CovModel(theta, ihCol/(nCol.Scale2/nCol.Scale1), ihRow/(nRow.Scale2/nRow.Scale1), a_minor, a_major, sill/(nRow.Scale2*nCol.Scale2), 'Exp'); end end %# Scale-up of fine scale values by averaging [covAvg.Scale2,var_covAvg.Scale2,varNorm_covAvg.Scale2] = general_AverageProperty(nRow.Scale2/nRow.Scale1,nCol.Scale2/nCol.Scale1,1,nRow.Scale1,nCol.Scale1,1,cov.Scale2,1); I am using two functions, general_CovModel() and general_AverageProperty(), in my main script which are given as following: function [cov,h_eff] = general_CovModel(theta, hx, hy, a_minor, a_major, sill, mod_type) % mod_type should be in strings angle_rad = theta*(pi/180); % theta in degrees, angle_rad in radians R_theta = [sin(angle_rad) cos(angle_rad); -cos(angle_rad) sin(angle_rad)]; h = [hx; hy]; lambda = a_minor/a_major; D_lambda = [lambda 0; 0 1]; h_2prime = D_lambda*R_theta*h; h_eff = sqrt((h_2prime(1)^2)+(h_2prime(2)^2)); if strcmp(mod_type,'Sph')==1 || strcmp(mod_type,'sph') ==1 if h_eff<=a cov = sill - sill.*(1.5*(h_eff/a_minor)-0.5*((h_eff/a_minor)^3)); else cov = sill; end elseif strcmp(mod_type,'Exp')==1 || strcmp(mod_type,'exp') ==1 cov = sill-(sill.*(1-exp(-(3*h_eff)/a_minor))); elseif strcmp(mod_type,'Gauss')==1 || strcmp(mod_type,'gauss') ==1 cov = sill-(sill.*(1-exp(-((3*h_eff)^2/(a_minor^2))))); end and function [PropertyAvg,variance_PropertyAvg,NormVariance_PropertyAvg]=... general_AverageProperty(blocksize_row,blocksize_col,blocksize_t,... nUpscaledRow,nUpscaledCol,nUpscaledT,PropertyArray,omega) % This function computes average of a property and variance of that averaged % property using power averaging PropertyAvg=zeros(nUpscaledRow,nUpscaledCol,nUpscaledT); %# Average of property for k=1:nUpscaledT, for j=1:nUpscaledCol, for i=1:nUpscaledRow, sum=0; for a=1:blocksize_row, for b=1:blocksize_col, for c=1:blocksize_t, sum=sum+(PropertyArray((i-1)*blocksize_row+a,(j-1)*blocksize_col+b,(k-1)*blocksize_t+c).^omega); % add all the property values in 'blocksize_x','blocksize_y','blocksize_t' to one variable end end end PropertyAvg(i,j,k)=(sum/(blocksize_row*blocksize_col*blocksize_t)).^(1/omega); % take average of the summed property end end end %# Variance of averageed property variance_PropertyAvg=var(reshape(PropertyAvg,... nUpscaledRow*nUpscaledCol*nUpscaledT,1),1,1); %# Normalized variance of averageed property NormVariance_PropertyAvg=variance_PropertyAvg./(var(reshape(... PropertyArray,numel(PropertyArray),1),1,1)); Question: Using Matlab, I would like to optimize covAvg.Scale2 such that it matches closely with cov.Scale1 by perturbing/varying any (or all) of the following variables 1) a_minor 2) a_major 3) theta Thanks.

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  • Rotate rectangle around center

    - by ESoft
    I am playing with Brad Larsen's adaption of the trackball app. I have two views at a 60 degree angle to each other and was wondering how I get the rotation to be in the center of this (non-closed) rectangle? In the images below I would have liked the rotation to take place all within the blue lines. Code (modified to only rotate around x axis): #import "MyView.h" //===================================================== // Defines //===================================================== #define DEGREES_TO_RADIANS(degrees) \ (degrees * (M_PI / 180.0f)) //===================================================== // Public Interface //===================================================== @implementation MyView - (void)awakeFromNib { transformed = [CALayer layer]; transformed.anchorPoint = CGPointMake(0.5f, 0.5f); transformed.frame = self.bounds; [self.layer addSublayer:transformed]; CALayer *imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 4.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0051.png"] CGImage]; imageLayer.borderColor = [UIColor yellowColor].CGColor; imageLayer.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; imageLayer = [CALayer layer]; imageLayer.frame = CGRectMake(10.0f, 120.0f, self.bounds.size.width / 2.0f, self.bounds.size.height / 2.0f); imageLayer.transform = CATransform3DMakeRotation(DEGREES_TO_RADIANS(-60.0f), 1.0f, 0.0f, 0.0f); imageLayer.contents = (id)[[UIImage imageNamed:@"IMG_0089.png"] CGImage]; imageLayer.borderColor = [UIColor greenColor].CGColor; imageLayer.borderWidth = 2.0f; transformed.borderColor = [UIColor whiteColor].CGColor; transformed.borderWidth = 2.0f; [transformed addSublayer:imageLayer]; UIView *line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height / 2.0f, self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor redColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (1.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; line = [[UIView alloc] initWithFrame:CGRectMake(0, self.bounds.size.height * (3.0f / 4.0f), self.bounds.size.width, 2)]; [line setBackgroundColor:[UIColor blueColor]]; [self addSubview:line]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { previousLocation = [[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint location = [[touches anyObject] locationInView:self]; //location = CGPointMake(previousLocation.x, location.y); CATransform3D currentTransform = transformed.sublayerTransform; //CGFloat displacementInX = location.x - previousLocation.x; CGFloat displacementInX = previousLocation.x - location.x; CGFloat displacementInY = previousLocation.y - location.y; CGFloat totalRotation = sqrt((displacementInX * displacementInX) + (displacementInY * displacementInY)); CGFloat angle = DEGREES_TO_RADIANS(totalRotation); CGFloat x = ((displacementInX / totalRotation) * currentTransform.m12 + (displacementInY/totalRotation) * currentTransform.m11); CATransform3D rotationalTransform = CATransform3DRotate(currentTransform, angle, x, 0, 0); previousLocation = location; transformed.sublayerTransform = rotationalTransform; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } - (void)dealloc { [super dealloc]; } @end

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Angle and Length of Wind Barb Flags

    - by Kristopher Johnson
    I am working on an application that displays surface winds. Wind speed and direction will be displayed using "wind barb" symbols, as described here: Plotted Winds My question: Are there any standards for the angles and lengths of the "flags" in relation to the the wind-barb "pole"? Eyeballing the diagrams I've seen, I think that an angle of 60 degrees and a flag length about a third as long as the pole length would look fine, but if there are any officially defined standards for these symbols, I'd like to follow them. Note: This app will not be used for navigation, so it is not very important that it look exactly like an official chart. I just don't want it to be ugly, or to look obviously wrong to a knowledgeable user.

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  • How to calculate an angle from three points?

    - by HelloMoon
    Lets say you have this: P1 = (x=2, y=50) P2 = (x=9, y=40) P3 = (x=5, y=20) Assume that P1 is the center point of a circle. It is always the same. I want the angle that is made up by P2 and P3, or in other words the angle that is next to P1. The inner angle to be precise. It will be always a sharp angle, so less than -90 degrees. I thought: Man, that's simplest geometry maths. But I looked for a formula for like 6 hours now and people talk about most complicated NASA stuff like arcos and vector scalar product stuff. My head feels like in a fridge. Some math gurus here that think this is a simple problem? I think the programing language doesn't matter here but for those who think it does: java and objective-c. need that for both. haven't tagged it for these, though.

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  • Wrapping/warping a CALayer/UIView (or OpenGL) in 3D (iPhone)

    - by jbrennan
    I've got a UIView (and thus a CALayer) which I'm trying to warp or bend slightly in 3D space. That is, imagine my UIView is a flat label which I want to partially wrap around a beer bottle (not 360 degrees around, just on one "side"). I figured this would be possible by applying a transform to the view's layer, but as far as I can tell, this transform is limited to rotation, scale and translation of the layer uniformly. I could be wrong here, as my linear algebra is foggy at this point, to say the least. How can I achieve this?

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  • How do I determine a best-fit distribution in java?

    - by Eadwacer
    I have a bunch of sets of data (between 50 to 500 points, each of which can take a positive integral value) and need to determine which distribution best describes them. I have done this manually for several of them, but need to automate this going forward. Some of the sets are completely modal (every datum has the value of 15), some are strongly modal or bimodal, some are bell-curves (often skewed and with differing degrees of kertosis/pointiness), some are roughly flat, and there are any number of other possible distributions (possion, power-law, etc.). I need a way to determine which distribution best describes the data and (ideally) also provides me with a fitness metric so that I know how confident I am in the analysis. Existing open-source libraries would be ideal, followed by well documented algorithms that I can implement myself.

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  • Compilation error when using boost serialization library

    - by Shakir
    I have been struggling with this error for a long time. The following is my code snippet. //This is the header file template<typename TElem> class ArrayList { public: /** An accessible typedef for the elements in the array. */ typedef TElem Elem; friend class boost::serialization::access; template<class Archive> void serialize(Archive & ar, const unsigned int version) { ar & ptr_; ar & size_; ar & cap_; } Elem *ptr_; // the stored or aliased array index_t size_; // number of active objects index_t cap_; // allocated size of the array; -1 if alias }; template <typename TElem> class gps_position { public: typedef TElem Elem; friend class boost::serialization::access; template<class Archive> void serialize(Archive & ar, const unsigned int version) { ar & degrees; ar & minutes; ar & seconds; } private: Elem degrees; index_t minutes; index_t seconds; }; // This is the .cc file #include #include #include #include #include #include #include #include #include "arraylist.h" int main() { // create and open a character archive for output std::ofstream ofs("filename"); // create class instance // gps_position<int> g(35.65, 59, 24.567f); gps_position<float> g; // save data to archive { boost::archive::text_oarchive oa(ofs); // write class instance to archive //oa << g; // archive and stream closed when destructors are called } // ... some time later restore the class instance to its orginal state /* gps_position<int> newg; { // create and open an archive for input std::ifstream ifs("filename"); boost::archive::text_iarchive ia(ifs); // read class state from archive ia >> newg; // archive and stream closed when destructors are called }*/ ArrayList<float> a1; ArrayList<int> a2; a1.Init(22); a2.Init(21); // a1.Resize(30); // a1.Resize(12); // a1.Resize(22); // a2.Resize(22); a1[21] = 99.0; a1[20] = 88.0; for (index_t i = 0; i < a1.size(); i++) { a1[i] = i; a1[i]++; } std::ofstream s("test.txt"); { boost::archive::text_oarchive oa(s); oa << a1; } return 0; } The following is the compilation error i get. In file included from /usr/include/boost/serialization/split_member.hpp:23, from /usr/include/boost/serialization/nvp.hpp:33, from /usr/include/boost/serialization/serialization.hpp:17, from /usr/include/boost/archive/detail/oserializer.hpp:61, from /usr/include/boost/archive/detail/interface_oarchive.hpp:24, from /usr/include/boost/archive/detail/common_oarchive.hpp:20, from /usr/include/boost/archive/basic_text_oarchive.hpp:32, from /usr/include/boost/archive/text_oarchive.hpp:31, from demo.cc:4: /usr/include/boost/serialization/access.hpp: In static member function ‘static void boost::serialization::access::serialize(Archive&, T&, unsigned int) [with Archive = boost::archive::text_oarchive, T = float]’: /usr/include/boost/serialization/serialization.hpp:74: instantiated from ‘void boost::serialization::serialize(Archive&, T&, unsigned int) [with Archive = boost::archive::text_oarchive, T = float]’ /usr/include/boost/serialization/serialization.hpp:133: instantiated from ‘void boost::serialization::serialize_adl(Archive&, T&, unsigned int) [with Archive = boost::archive::text_oarchive, T = float]’ /usr/include/boost/archive/detail/oserializer.hpp:140: instantiated from ‘void boost::archive::detail::oserializer<Archive, T>::save_object_data(boost::archive::detail::basic_oarchive&, const void*) const [with Archive = boost::archive::text_oarchive, T = float]’ demo.cc:105: instantiated from here /usr/include/boost/serialization/access.hpp:109: error: request for member ‘serialize’ in ‘t’, which is of non-class type ‘float’ Please help me out.

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  • Can FPDF/FPDI use a PDF in landscape format as a template?

    - by Jim OHalloran
    I am trying to import an existing PDF as a template with FPDI. The template is in landscape format. If I import the template into a new document the template page is inserted in portrait form with the content rotated 90 degrees. If my new document is in portrait the full content appears, but if the new document is also landscape, the content is cropped. Is it possible to use a landscape template with FPDI? Thanks in advance! Jim.

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  • How do I perform an HSL transform on a texture?

    - by Mason Wheeler
    If I have an OpenGL texture, and I need to perform HSL modifications on it before rendering the texture, from what I've heard I need a shader. Problem is, I know nothing about shaders. Does anyone know where I would need to look? I want to write a function where I can pass in a texture and three values, a hue shift in degrees, and saturation and lightness multipliers between 0 and 2, and then have it call a shader that will apply these transformations to the texture before it renders. The interface would look something like this: procedure HSLTransform(texture: GLuint; hShift: integer; sMult, lMult: GLfloat); I have no idea what's supposed to go inside the routine, though. I understand the basic math involved in HSL/RGB conversions, but I don't know how to write a shader or how to apply it. Can someone point me in the right direction? Delphi examples preferred, but I can also read C if I have to.

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  • Intersection point in silverlight/wpf

    - by Andrei Neagu
    Hello, Given a path like this one : <Path Stretch="Fill" Stroke="#FFD69436" Data="M 0,20 L 22.3,20 L 34,0 L 44.7,20 L 68,20 L 55.8,40 L 68,60 L 44.7,60 L 34,80 L 22.3,60 L 0,60 L 11.16,40 L 0,20 Z"> <Path.Fill> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Color="#FFFFFF" Offset="0" /> <GradientStop Color="Orange" Offset="1" /> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Path.Fill> </Path> How can I get the point that is at the edge of this figure at any angle? Lets say that I want the intersection point between the edge of this figure and a line passing through the center of this figure, at the 30 degrees angle with the OX axe? thanks.

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  • Comparison of Code Review Tools/Systems

    - by SytS
    There are a number of tools/systems available aimed at streamlining and enhancing the code review process, including: CodeStriker Review Board, code review system in use at VMWare Code Collaborator, commercial product by SmartBear Rietveld, based on Modrian, the code review system in use at Google Crucible, commercial product by Atlassian These systems all have varying feature sets, and differ in degrees of maturity and polish; the selection is a little bewildering for someone who is evaluating code review systems for the frist time. Some of these tools have already been mentioned in other questions/answers on StackOverflow, but I would like to see a more comprehensive comparison of the more popular systems, especially with respect to: integration with source control systems integration with bug tracking systems supported workflow (reviews pre/post commit, review or contiguous/non-contigous revision ranges, etc) deployment/maintenance requirements

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  • Silverlight like login/register control in WPF

    - by user293545
    If you have created a silverlight business application you will see that in the top righthand corner on the menu is a login hyperlink. Pressing it opens up a childwindow that displays a login control, within that control is another hyperlink that says "Register" if you press it, it flips the control 180 degrees around from the login control to the register control. I really like this type of animation and want to do something similar in WPF for a project I am working on. However I am not sure how to do it, has anyone done this or knows where I can find some more information on how to achieve it? Thank you

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  • WPF, animate over container boundaries

    - by ImIan
    Hi, I'm learning WPF and have a specific goal. Imagine you have a grid (3 rows by 3 columns), and a control, say a simple blue rectangle fills the middle cell. When I click on the cell I want the square to rotate smoothly through 180 degrees. The specific issue I have at the moment is; as the rectangle rotates, it won't change its dimensions, so it will extend beyond the boundary of the cell. I don't want it to clip, i want it to appear on top, partially obscuring surrounding cells. The second part of this is, if there is one cell that fills the entire window, and I click on the blue rectangle in that cell, can I make the rectangle rotate and extend beyond the sides of the form? If that doesn't make sense, please ask. I'm finding it hard to google because I don't know the exact terms I should be using. Thank you

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  • How do I pass argument from an activity to another in Workflow 4

    - by Jimmy Engtröm
    Hi I have created an Activity (CodeActivity) that retrieves the temperature where I live. I wan't to add that activity to a workflow and connect it to an if statement/activity that can based on my temperature outargument do different things. But I can't seem to find how to access the outargument from my temperature-activity. This is my first Windows Workflow 4 project so perhaps I'm attacking this in the wrong way. I have: public OutArgument Degrees { get; set; } But how do I access it? I have found tutorials how to get the data when running the activity (only one) but not as part of a workflow. Hope my question makes sence. /Jimmy

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  • How can HTML5 "replace" Flash?

    - by Kassini
    A topic of debate that's seen a resurgence since the unveiling of the iPad is the issue of Flash versus HTML5. There are those that suggest that HTML5 will one day supplant/replace Adobe Flash. I do not develop software that runs in a browser, so my (limited) understanding is: HTML is a pure-text markup language that is delivered over HTTP to a client browser. The client browser interprets the markup and renders (with varying degrees of success) the page according to an standard specification. Adobe Flash is a propriety framework for working with audio, video, sound and raster/vector graphics. It requires special authoring tools (a compiler perhaps?) and a custom player that's available as a plug-in to most common browsers. Could someone please explain (to this C/C++ developer) how it is possible from a technical/coding point-of-view that a text-based markup language (HTML5) could be considered a replacement to a multimedia framework (Flash)? Please no opinionated arguments - just technical facts.

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  • Rotate Windows.Documents.Table

    - by Neverrav
    I need to rotate a table clockwise up to 90 degrees. It's one of the blocks of a FlowDocument. Is there a way to apply some kind of rotation to a Table? The possible solution of creating TextEffect like this: var table = new Table(); ... // fill the table here var effect = new TextEffect { Transform = new RotationTransform(90), PositionStart = 0, PositionCount = int.MaxValue }; table.TextEffects = new TextEffectCollection(); table.TextEffects.Add(effect); doesn't work.

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  • translation/rotation of a HUD against a camera using vectors in Euclidian 3D space

    - by Jakob
    i've got 2 points in 3D space: the camera position and the camera lookAt. the camera movement is restricted akin to typical first person shooter games. you can move the cam freely, tilt horizontally and up to 90 degrees vertically, but not roll. so now i want to draw a HUD to the screen, on which i can move the mouse freely, with the position of the cursor correctly translating into 3D space. the easy part was to draw something directly in front of the camera. V0 = camPos; V1 = lookAt; V2 = lookAt-camPos; normalize V2; mutiply V2 according to camera frustum V3 = V0+V2 draw something at V3 now the part i don't get: i could use V3 and add to that the rotations of the cam combined with the x/y of the mouse cursor, somehow, right? that's what i want.

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  • Rotating text in postscript

    - by Mrgreen
    I have the following postscript code: /outputtext { /data exch def /rot exch def /xfont exch def /Times-Roman findfont xfont scalefont setfont /y1 exch def /x1 exch def x1 y1 moveto rot rotate data show } def % x y fontsize rotation (text) outputtext 20 300 12 0 (text1) outputtext 20 400 12 90 (text2) outputtext 20 500 12 90 (text3) outputtext 20 600 12 0 (text4) outputtext showpage The function simply outputs text based on a x, y co-ords and the text to display, there is also a variable for rotation. For some reason when I output text with a rotation of 0 degrees, all other text that comes after that will not work, I can't seem to figure out why this is the case. In the example above, 'text1' and 'text2' will display, but not 3 and 4.

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  • Is a masters degree overkill?

    - by Chris
    After reading the responses to Is a College/University Degree Still Relevant?, I'd then ask, once you complete a university technology degree, would pursuing a masters in the field be worth it? Or is the experience you would gain working for those two years be more valuable? Or is a masters degree something that is more valuable after one has a few years of real-world experience after their undergrad? And what career doors would a masters open, and which would they possibly close? Keeping in mind this discussion on higher pay for advanced degrees, I'd rate whether a masters is worthwhile by both the pay one would get, but also more importantly, how enjoyable the job would be, and the types available (research only? development? management?).

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  • Is there a good charting library for iPhone?

    - by Mike Akers
    I have a need to render and display charts (bar charts for now, but more types may be needed later) in an iPhone app I'm working on. I've done some looking around and it doesn't look like there are any really good, mature charting libraries for iPhone yet. I've also looked for something written for Cocoa on the Mac that can be adapted, but haven't found anything great yet. Anybody dealt with this before? Any recommendations? I did find Core Plot, but it seems to be in the early stages of development. Edit to add some details of requirements (as they currently stand ;) ) Bar Charts Horizontal bar charts Double stacked bar charts Axis labels (including rotated 90 degrees on the y axis) Labels above each bar on the chart Shaded or custom backgrounds

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  • How to calculate both positive and negative angle between two lines?

    - by Jaanus
    There is a very handy set of 2d geometry utilities here. The angleBetweenLines has a problem, though. The result is always positive. I need to detect both positive and negative angles, so if one line is 15 degrees "above" or "below" the other line, the shape obviously looks different. The configuration I have is that one line remains stationary, while the other line rotates, and I need to understand what direction it is rotating in, by comparing it with the stationary line. EDIT: in response to swestrup's comment below, the situation is actually that I have a single line, and I record its starting position. The line then rotates from its starting position, and I need to calculate the angle from its starting position to current position. E.g if it has rotated clockwise, it is positive rotation; if counterclockwise, then negative. (Or vice versa.) How to improve the algorithm so it returns the angle as both positive or negative depending on how the lines are positioned?

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  • Rotate image in Quartz? Image is upside down! (iPhone)

    - by Johannes Jensen
    I don't want to transform the ENTIRE context. I'm making a game with Quartz, and I'm drawing my player with lines, rects and ellipses. And then I have diamong.png which I rendered at 0,0 in the top left of the screen. Problem is... It renders upside down! How would I rotate it 180 degrees? Here's some of my code: CGImageRef diamondImage = CGImageRetain([UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"Diamond.png" ofType:nil]].CGImage); CGContextDrawImage(context, CGRectMake(0, 0, 32, 24), diamondImage); If it's of any help, I'm using Landscape mode, with home button to the right. It's defined both in my .plist, and in my ViewController's -shouldAutorotateToInterfaceOrientation:interfaceOrientation: How would I rotate/transform it?

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  • DisplayObject.rotation not matching trig functions

    - by futuraprime
    I'm trying to label an animated pie chart, and I've been having a great deal of trouble getting rotated objects to line up with trigonometrically-positioned objects. So, for example, if I have a pie piece that's middle is angle theta and has been rotated n degrees in a tween, and then I try to position a label with code like this: label.x = center.x + Math.cos((theta + n)/180 * Math.PI) * radius; label.y = center.y + Math.sin((theta + n)/180 * Math.PI) * radius; the label is often not aligned with the center of the pie slice. Since I am also zooming in to the pie chart a great deal, the error becomes significant enough that it occasionally causes the label to miss the pie slice altogether. The error seems relatively unpredictable, and it looks a great deal like a rounding error, but I don't see any obvious rounding going on (the trig functions evaluate to ten or so decimal places, which should be more than enough here). How can I get these labels to position correctly?

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