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  • Getting the relational table data into XML recursively

    - by Tom
    I have levels of tables (Level1, Level2, Level3, ...) For simplicity, we'll say I have 3 levels. The rows in the higher level tables are parents of lower level table rows. The relationship does not skip levels however. E.g. Row1Level1 is parent of Row3Level2, Row2Level2 is parent of Row4Level3. Level(n-1)'s parent is always be in Level(n). Given these tables with data, I need to come up with a recursive function that generates an XML file to represent the relationship and the data. E.g. <data> <level levelid = 1 rowid=1> <level levelid = 2 rowid=3 /> </level> <level levelid = 2 rowid=2> <level levelid = 3 rowid=4 /> </level> </data> I would like help with coming up with a pseudo-code for this setup. This is what I have so far: XElement GetXMLData(Table table, string identifier, XElement data) { XElement xmlData = data; if (table != null) { foreach (row in the table) { // Get subordinate table Table subordinateTable = GetSubordinateTable(table); // Get the XML Data for the children of current row xmlData += GetXMLData(subordinateTable, row.Identifier, xmlData); } } return xmlData; }

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  • Creating Parent-Child Relationships in SSRS

    - by Tim Murphy
    As I have been working on SQL Server Reporting Services reports the last couple of weeks I ran into a scenario where I needed to present a parent-child data layout.  It is rare that I have seen a report that was a simple tabular or matrix format and this report continued that trend.  I found that the processes for developing complex SSRS reports aren’t as commonly described as I would have thought.  Below I will layout the process that I went through to create a solution. I started with a List control which will contain the layout of the master (parent) information.  This allows for a main repeating report part.  The dataset for this report should include the data elements needed to be passed to the subreport as parameters.  As you can see the layout is simply text boxes that are bound to the dataset. The next step is to set a row group on the List row.  When the dialog appears select the field that you wish to group your report by.  A good example in this case would be the employee name or ID. Create a second report which becomes the subreport.  The example below has a matrix control.  Create the report as you would any parameter driven document by parameterizing the dataset. Add the subreport to the main report inside the row of the List control.  This can be accomplished by either dragging the report from the solution explorer or inserting a Subreport control and then setting the report name property. The last step is to set the parameters on the subreport.  In this case the subreport has EmpId and ReportYear as parameters.  While some of the documentation on this states that the dialog will automatically detect the child parameters, but this has not been my experience.  You must make sure that the names match exactly.  Tie the name of the parameter to either a field in the dataset or a parameter of the parent report. del.icio.us Tags: SQL Server Reporting Services,SSRS,SQL Server,Subreports

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  • Does the HTMLEditor control raise any client-side events?

    - by SAMIR BHOGAYTA
    The HTML Editor has three modes: Design, HTML Text and preview mode. Design mode is in an IFrame. HTML Text is prensented in a TextArea and preview mode is in another Iframe. The code rendered about these three modes is as below. iframe id="editor1_ctl02_ctl00" name="editor1_ctl02_ctl00" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe textarea id="editor1_ctl02_ctl01" class="ajax__htmleditor_htmlpanel_default" style="height:100%;width:100%;display:none;" /textarea iframe id="editor1_ctl02_ctl02" name="editor1_ctl02_ctl02" marginheight="0" marginwidth="0" frameborder="0" src="javascript:false;" style="height:100%;width:100%;display:none;border-width:0px;" /iframe In design mode, we can use the following JavaScript to append a callback function in onKeypress event. script type="text/javascript" var count = 0; function pageLoad() { $get('editor1_ctl02_ctl00').contentWindow.document.body.onkeypress = function() { count++; $get('cc').innerHTML = "you input " + count + "charactors"; }; } /script As a same way, you can append another keypress event on TextArea and preview IFrame.

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • When is it better to offload work to the RDBMS rather than to do it in code?

    - by GeminiDomino
    Okay, I'll cop to it: I'm a better coder than I am at databases, and I'm wondering where thoughts on "best practices" lie on the subject of doing "simple" calculations in the SQL query vs. in the code, such as this MySQL example (I didn't write it, I just have to maintain it!) -- This returns the username, and the users age as of the last event. SELECT u.username as user, IF ((DAY(max(e.date)) - DAY(u.DOB)) &lt; 0 , TRUNCATE(((((YEAR(max(e.date))*12)+MONTH(max(e.date))) -((YEAR(u.DOB)*12)+MONTH(u.DOB)))-1)/12, 0), TRUNCATE((((YEAR(max(e.date))*12)+MONTH(max(e.date))) - ((YEAR(u.DOB)*12)+MONTH(u.DOB)))/12, 0)) AS age FROM users as u JOIN events as e ON u.id = e.uid ... Compared to doing the "heavy" lifting in code: Query: SELECT u.username, u.DOB as dob, e.event_date as edate FROM users as u JOIN events as e ON u.id = e.uid code: function ageAsOfDate($birth, $aod) { //expects dates in mysql Y-m-d format... list($by,$bm,$bd) = explode('-',$birth); list($ay,$am,$ad) = explode('-',$aod); //Insert Calculations here ... return $Dy; //Difference in years } echo "Hey! ". $row['user'] ." was ". ageAsOfDate($row['dob'], $row['edate']) . " when we last saw him."; I'm pretty sure in a simple case like this it wouldn't make much difference (other than the creeping feeling of horror when I have to make changes to queries like the first one), but I think it makes it clearer what I'm looking for. Thanks!

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • How to capture a Header or Trailer Count Value in a Flat File and Assign to a Variable

    - by Compudicted
    Recently I had several questions concerning how to process files that carry a header and trailer in them. Typically those files are a product of data extract from non Microsoft products e.g. Oracle database encompassing various tables data where every row starts with an identifier. For example such a file data record could look like: HDR,INTF_01,OUT,TEST,3/9/2011 11:23 B1,121156789,DATA TEST DATA,2011-03-09 10:00:00,Y,TEST 18 10:00:44,2011-07-18 10:00:44,Y B2,TEST DATA,2011-03-18 10:00:44,Y B3,LEG 1 TEST DATA,TRAN TEST,N B4,LEG 2 TEST DATA,TRAN TEST,Y FTR,4,TEST END,3/9/2011 11:27 A developer is normally able to break the records using a Conditional Split Transformation component by employing an expression similar to Output1 -- SUBSTRING(Output1,1,2) == "B1" and so on, but often a verification is required after this step to check if the number of data records read corresponds to the number specified in the trailer record of the file. This portion sometimes stumbles some people so I decided to share what I came up with. As an aside, I want to mention that the approach I use is slightly more portable than some others I saw because I use a separate DFT that can be copied and pasted into a new SSIS package designer surface or re-used within the same package again and it can survive several trailer/footer records (!). See how a ready DFT can look: The first step is to create a Flat File Connection Manager and make sure you get the row split into columns like this: After you are done with the Flat File connection, move onto adding an aggregate which is in use to simply assign a value to a variable (here the aggregate is used to handle the possibility of multiple footers/headers): The next step is adding a Script Transformation as destination that requires very little coding. First, some variable setup: and finally the code: As you can see it is important to place your code into the appropriate routine in the script, otherwise the end result may not be as expected. As the last step you would use the regular Script Component to compare the variable value obtained from the DFT above to a package variable value obtained say via a Row Count component to determine if the file being processed has the right number of rows.

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  • Google Analytics Visitors drop-off for certain region of site only

    - by crmpicco
    I have an issue with the tracking on my site where I have seen a dramatic drop off of visitors to the site from a certain region. I have four regions on my site at the moment, these are UK, EU, US and RoW (Rest of the World). The UK, EU and US regions are unaffected, only the RoW region suffers this drop-off. I have included a screen shot below from my GA account, which shows this effect. My GA code, which is included on every page on the site is below. I have changed the UA account number intentionally for this example. There have been no changes made to the GA account or the tracking code in a live environment for some considerable time, but for some reason I am seeing the drop-off for this region only. In the code below I am not tracking page views on certain pages as I have event tracking setup for these pages. <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-18721873-5']); _gaq.push(['_setCookiePath', '/row/']); if ( typeof(p_page) != 'undefined') { // do nothing if user is on above pages // N.B. there are a series of conditions in this if statement checking that we are not on a particular page } else { _gaq.push(['_trackPageview']); } </script>

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Smooth drag scrolling of an Isometric map - Html5

    - by user881920
    I have implemented a basic Isometric tile engine that can be explored by dragging the map with the mouse. Please see the fiddle below and drag away: http://jsfiddle.net/kHydg/14/ The code broken down is (CoffeeScript): The draw function draw = -> requestAnimFrame draw canvas.width = canvas.width for row in [0..width] for col in [0..height] xpos = (row - col) * tileHeight + width xpos += (canvas.width / 2) - (tileWidth / 2) + scrollPosition.x ypos = (row + col) * (tileHeight / 2) + height + scrollPosition.y context.drawImage(defaultTile, Math.round(xpos), Math.round(ypos), tileWidth, tileHeight) Mouse drag-scrolling control scrollPosition = x: 0 y: 0 dragHelper = active: false x: 0 y: 0 window.addEventListener 'mousedown', (e) => handleMouseDown(e) , false window.addEventListener 'mousemove', (e) => handleDrag(e) , false window.addEventListener 'mouseup', (e) => handleMouseUp(e) , false handleDrag = (e) => e.preventDefault() if dragHelper.active x = e.clientX y = e.clientY scrollPosition.x -= Math.round((dragHelper.x - x) / 28) scrollPosition.y -= Math.round((dragHelper.y - y) / 28) handleMouseUp = (e) => e.preventDefault() dragHelper.active = false handleMouseDown = (e) => e.preventDefault() x = e.clientX y = e.clientY dragHelper.active = true dragHelper.x = x dragHelper.y = y The Problem As you can see from the fiddle the dragging action is ok but not perfect. How would I change the code to make the dragging action more smooth? What I would like is the point of the map you click on to stay under the mouse point whilst you drag; the same as they have done here: http://craftyjs.com/demos/isometric/

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  • MultiSelectChoice: How to get underlying values selected

    - by Vijay Mohan
    Let's say you include a multiselectchoice component in your jspx/jsff page, which has <f;selectItem> or <af:forEach> binded to a VO iterator to populate the multiselectchoice and the value property of which is binded to a List attribute binding.When the user selects some items in that choice List then u want the actual values to be posted.You can check the valuepassthrough flag to true , but many a times it doesn't help and you end up getting the indexes of multiselect values.Here is a way to get the actual values..Lets say in the bean u have a utility method to achieve this as follows..You can associate a valueChangeListener for the multiselectchoice as follows..public void onValueChangeOfLOV(ValueChangeEvent valueChangeEvent) { //get array of indexes of selected items in master list List valueIndexes = (List)valueChangeEvent.getNewValue(); String concatCodes = returnSelectmanyChoiceValues(valueIndexes,"YourIterator", "YourAttribute"); } public String returnSelectmanyChoiceValues(List valueIndexes,String iterName, String idAttrName){ DCBindingContainer dc = (DCBindingContainer)BindingContext.getCurrent().getCurrentBindingsEntry(); DCIteratorBinding iter = dc.findIteratorBinding(iterName); ViewObject vo = iter.getViewObject(); String codes = ""; for(Object index : valueIndexes){ String iIndex = (String)index; Row row = vo.getRowAtRangeIndex(Integer.parseInt(iIndex)); codes = codes +(String)row.getAttribute(idAttrName)+","; } //remove last "," if(codes.endsWith(",")) codes = codes.substring(0,codes.lastIndexOf(",")); return codes; }This will return u a comma separated values of the selected items. if you want thenYou can store it in a List.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Create an array from mysql with column names and values [on hold]

    - by ScaZ
    i'm trying to create an array with PHP and MySQL, but i always get errors. The code i'm using function db_listar_usuarios(){ $link=db_connect(); $query = "select * from usuarios" or die("Problemas en el select: " . mysqli_error($link)); $result = $link->query($query); while($row = mysqli_fetch_assoc($result)) { $row['nombre'] . array(; foreach ($row as $col => $val) { $col => $val; } } } And what I want to create with this code is: array( 'john' => array('address' => 'st 123', 'age' => '25', 'surname' => 'doe'), 'ane' => array('address' => 'av 456', 'age'=> '32', 'surname' => 'smith'), ); To use then like something like this: private $contacts = db_listar_usuarios(); I use 2 files: functions.php and server.php server.php is a downloaded file example to do a REST API. Here are both of them. server.php - pastebin.com/5j54m1Mz functions.php - pastebin.com/N7jMhSBa Thank you in advance!

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  • Matrices: Arrays or separate member variables?

    - by bjz
    I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: Separate member variables: struct Mat4 { float m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44; // methods } A multi-dimensional array: struct Mat4 { float[4][4] m; // methods } An array of vectors struct Mat4 { Vec4[4] m; // methods } I'm guessing there would be positives and negatives to each. From 3D Math Primer for Graphics and Game Development, 2nd Edition p.155: Matrices use 1-based indices, so the first row and column are numbered 1. For example, a12 (read “a one two,” not “a twelve”) is the element in the first row, second column. Notice that this is different from programming languages such as C++ and Java, which use 0-based array indices. A matrix does not have a column 0 or row 0. This difference in indexing can cause some confusion if matrices are stored using an actual array data type. For this reason, it’s common for classes that store small, fixed size matrices of the type used for geometric purposes to give each element its own named member variable, such as float a11, instead of using the language’s native array support with something like float elem[3][3]. So that's one vote for method one. Is this really the accepted way to do things? It seems rather unwieldy if the only benefit would be sticking with the conventional math notation.

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • glTexImage2D not loading my data

    - by Clyde
    Can anyone suggest why this code doesn't work? When I draw using this texture all I get is black. If I use GLUtils.texImage2D() to load a png file, it works correctly. ByteBuffer bb = ByteBuffer.allocateDirect(128*128*4).order(ByteOrder.nativeOrder()); bb.position(0); for(int row = 0; row != 128; row++) { for(int i = 0 ; i != 128 ; i++) { bb.put((byte)0x80); bb.put((byte)0xFF); bb.put((byte)0xFF); bb.put((byte)i); } } int[] handle = new int[1]; GLES20.glEnable(GLES20.GL_TEXTURE_2D); GLES20.glGenTextures(1, handle, 0); DrawAdapter.checkGlError("Gen textures"); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, handle[0]); DrawAdapter.checkGlError("Bind textures"); bb.position(0); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 128, 128, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bb); DrawAdapter.checkGlError("glTexImage2D"); return handle[0];

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  • Implementing Camera Zoom in a 2D Engine

    - by Luke
    I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; var y = sprite.y; var sizeX = sprite.width * sprite.scaleX; // width of the sprite on the screen var sizeY = sprite.height * sprite.scaleY; // height of the sprite on the screen } To implement the scaling i changed the code to this: class Camera { var scaleX; var scaleY; var zoom; var finalScaleX; // = scaleX * zoom var finalScaleY; // = scaleY * zoom } render() { var x = sprite.x * Camera.finalScaleX; var y = sprite.y * Camera.finalScaleY; var sizeX = sprite.width * sprite.scaleX * Camera.finalScaleX; var sizeY = sprite.height * sprite.scaleY * Camera.finalScaleY; } The problem is that when the zoom is smaller than 1.0 all sprites are moved toward the top-left corner of the screen. This is expected when looking at the code but i want the camera to zoom on the center of the screen. Any tips on how to do that are welcome. :)

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  • How to convert List to Datatable in vb.net

    - by Samir R. Bhogayta
    Public Function ConvertToDataTable(Of T)(ByVal list As IList(Of T)) As DataTable        Dim table As New DataTable()        Dim fields() As FieldInfo = GetType(T).GetFields()        For Each field As FieldInfo In fields            table.Columns.Add(field.Name, field.FieldType)        Next        For Each item As T In list            Dim row As DataRow = table.NewRow()            For Each field As FieldInfo In fields                row(field.Name) = field.GetValue(item)            Next            table.Rows.Add(row)        Next        Return table    End Function

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  • help with yes/no radio button for multiple questions pull from database

    - by Darlene
    hey guys i need a little help with this questionaire form. The tables currently using are: user userid| username answers aswerid|quesid|ans|userid|date ques quesid|ques The form below is what im using however i'm gettin errors for radio button.... could anyone offer advice? $query = mysql_query("SELECT * FROM ques", $con) or die("Cannot Access tblprequeations From Server"); echo"<div id='quesform' class='quesform'>"; echo"<form name='QForm' method='post' action='answers.php' onsubmit='return validateQForm(this);'>"; echo"<p>"; while($row = mysql_fetch_array($query)) { echo"<p>"; echo"<label>".$row['quesid']."</label>&nbsp; &nbsp;"; echo"<label>".$row['ques']."</label>&nbsp; &nbsp;"; echo"<input type='radio' name='ans' value='yes' if (isset($_POST['ans']) && $_POST['ans'] == 'yes') echo'checked'/>"; echo"<input type='radio' name='ans' value='no' if (isset($_POST['ans']) && $_POST['ans'] == 'no') echo'checked'/>"; echo"</p>"; } echo"</p>";

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  • Help with URL Rewrite

    - by bodesam
    This is the first time i'm doing this and have been doing some research on it. I have a page that selects some info from a database and displays it with a link to a second page that uses the result to query the database, something like this: $sel=mysql_query("select id, title from thetable "); while($row=mysql_fetch_array($sel)) { $id=$row['id']; $title=$row['title']; echo "<a href='more.php?id=$id'>$title</a>"; } The issue is, in the more.php page, instead of more.php?id=5 to show in the address bar, I want something like more/title Secondly, as it obtains in most sites, I want the link on the referring page to show this friendly url on mouse hover not the more.php?id=5 And I notice in most sites some words like 'a', 'and', 'the' etc are usually removed from the url title(even if there originally), moreover how does one handle the situation where more than one record have the same title. How does one go about achieving this url rewrite with htaccess or whatever method is used. Thanks.

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • Programatically create a table using c#

    - by Samir R. Bhogayta
    Table tbl = new Table();         tbl.ID = "table1";         this.Controls.Add(tbl);         for (int row = 0; row < 5; row++)         {             TableRow rw = new TableRow();             TableCell cell = new TableCell();             Label text = new Label();             text.Text = "text";             cell.Controls.Add(text);             rw.Cells.Add(cell);             tbl.Controls.Add(rw);         }

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