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  • Participating in 3 SQL events in 8 days

    - by AaronBertrand
    Well, 8 days not including lead and lag travel time. A quick summary of the three events, and the flights it took to get me to each: SQL Saturday #105 - Dublin, Ireland Flights on March 21st: Providence -> Philadelphia (236 miles) Philadelphia -> Dublin (3,260 miles) Time zone change: +4 when we got there, plus Daylight Saving Time kicked in, so +5 after the event. I spoke at this event, and manned the SQL Sentry booth with cohort Scott Fallen. This event was a fantastic SQL Saturday - very...(read more)

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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  • Google page events monitoring and analysis

    - by Homunculus Reticulli
    I have read the Google page event documentation, but I am not sure I understand it correctly. I am new to Google analytics, and I have two questions: Once I have google analytics enabled for my site (i.e. I have inserted the tracking code in my pages etc), do I need to set anything else up (at the Google end - i.e. in my Google analytics account) It is not clear to me how the event data particularly, relating to how the data can be aggregated and analyzed. For instance, if I want to track an event under category category for click action action, I will use the following code snippet: <a href="some-uri.htm" onclick="_gaq.push(['_trackEvent', 'category', 'action', 'label']);">Do Something</a> For the sake of simplicity, lets say I am interested in monitoring click events in my header and footer, and I want to find which pages the header and or footer is clicked most often. How would I set things up so that I can analyze the header/footer clicks aggregated at the page level?

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • What is So Unique About Node.js?

    - by Adrian Shum
    Recently there has been a lot of praise for Node.js. I am not a developer that has had much exposure to network application. From my bare understanding of Nodes.js, its strength is: we have only one thread handling multiple connections, providing an event-based architecture. However, for example in Java, I can create only one thread using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it to run faster too), and event-based handling architecture seems to be something not difficult to create, I am not sure why Node.js is attracting so much attention. Did I miss some important points?

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  • South African MVPs deserve their title.

    - by MarkPearl
    Recently I read a post by someone who felt the Microsoft MVP program had failed. My local experience with the MVP program would tend for me to disagree. On Saturday I attended a free Windows Phone 7 event organized by Robert MacLean and Rudi Grobler both of whom are local MVP’s. First of all, kudos to them for organizing the event which included a free lunch and flash stick and had some great content for a free event. Secondly, this is not the first time that either of these two MVP’s have organized events. They are active in the community, present at the majority of local events and are always approachable and give an “honest” opinion. For me, that is what an MVP stands for and at least in my region I feel that the MVP program is a real success.

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  • Why Nodes.js being that "unique"?

    - by Adrian Shum
    Recently years there are lots of praise to Nodes.js. I am not a developer that have much exposure on network application. From my bare understanding of Nodes.js, its strength is: We are having only on thread handling multiple connections, providing a event-based architecture. However, for example in Java, what if I am having only one thread, using NIO/AIO (which is non-blocking APIs from my bare understanding), and handle multiple connections using that thread, and I provide an event-based architecture to implement the data handling logic (shouldn't be that difficult by providing some callback etc) ? Given JVM being a even more mature VM than V8 (I expect it run faster too), and event-based handling architecture seems not something difficult to create. I am not sure why Nodes.js is attracting so much attention. Did I miss some important points?

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  • Silverlight and Windows Phone 7 DFW DevCamp (Silverlightpalooza) is around the corner

    - by T
    It is really shaping up to be everything I had hoped.  Prizes are stacked up behind me.  Food is in place.  I have a set of wonderful volunteers beside me.  The event has been full for weeks.  I will not be doing any official blogging for this event here.  You will have to watch the official blog for that http://silverlightpalooza.dynamitesilverlight.com/ I plan to post pictures and descriptions of everyone’s projects during the event to that site.  It is going to be wonderful fun.  Shawn will be filming part of the time so stay tuned for that also.  We have some great plans in place!!!  I wish everyone could join us and am very excited for those who signed up in time.

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  • Community Events in Köln (October) and Copenhagen November #ssas #tabular #powerpivot

    - by Marco Russo (SQLBI)
    Short update about community events in Europe where I will speak.On October 11 I will present DAX in Action in Köln - all details in the PASS local chapter here: http://www.sqlpass.de/Regionen/Deutschland/K%C3%B6lnBonnD%C3%BCsseldorf.aspxI will be speaking at a community event in Copenhagen on November 21, 2012. The session will be Excel 2013 PowerPivot in Action and details about time and location are available here: http://msbip.dk/events/30/msbip-mode-nr-9/I will be in Köln and Copenhagen to teach the SSAS Tabular Workshop. The workshop in Köln is the first in Germany and I look forward to meet new BI developers there.Copenhagen is the second edition after another we delivered this spring. It is a convenient location also for people coming from Malmoe and Göteborg in Sweden. Last event in Copenhagen were conflicting with a large event in Sweden, maybe this time I'll meet more people coming from the other side of the Øresund Bridge!Many other dates and location are available on the SSAS Tabular Workshop website.

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  • Product Launch: Oracle Optimized Storage: Solutions for Simplifying IT

    - by swalker
    On July 18, 2012 at 10am PT 17pm UK Time, Oracle is hosting an online storage launch event featuring Mark Hurd, John Fowler, and several other Oracle executives.  This event will consist of 3 different webcasts, all detailing our latest messaging, momentum, and product innovations. Highlights include: Even in the most advanced data centers, outdated and inefficient storage management techniques are stifling business innovation. But now you can deploy Oracle’s optimized storage, the industry’s most advanced, easy-to-use, and cost-effective enterprise storage solutions. Learn about the benefits of Oracle’s latest storage innovations, including: How you can take on the biggest enterprise storage infrastructure challenges—including reducing costs and increasing data management efficiency A deep-dive discussion into Oracle’s storage innovations, featuring the leaders of Oracle’s storage development organizations A first look at Oracle’s newest scalable storage solution for midsize businesses Join Mark Hurd and John Fowler for this important online launch event. Register NOW

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • Oracle Value Chain Summit - February, 2012 Hold The Date!

    - by paul.homchick
    The Oracle Value Chain Summit brings together all of the Oracle Supply Chain products, including Product Lifecycle Management, Manufacturing, Enterprise Asset Management, Logistics,Value Chain Planning and Procurement Summit to create a comprehensive conference that includes over 200 sessions covering the entire value chain footprint. The marquee value chain event of the year, the Oracle Value Chain Summit will bring customers, partnersand industry experts together to exchange views and demonstrate the latest tools that create more connectedand efficient value chains. The Summit will focus on today’s key supply chain management challenges and feature hands-on workshops and solution demonstrations. Join us at the Hyatt Regency Embarcadero in San Francisco, February 4th through 6th. Follow this link for more information and to register for the event. Don't delay! This event is sure to sell out. 

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  • Have you considered working for Microsoft in the IT organization?

    - by CatherineRussell
    Microsoft’s IT organization is hosting a Webinar for female technology professionals! Microsoft’s IT organization is hosting a Webinar on Thursday, June 24th at 11:30 AM PDT for female technology professionals interested in meeting some of the dynamic women who work in IT at Microsoft. Four different women from across the organization will share with you their stories and highlight why they have chosen Microsoft’s IT organization as a great place to grow and nurture their careers. This event will can be experienced via Live Meeting and audio conferencing. An RSVP is required to attend this event. To reserve your spot, register here: http://microsoftit.eventbrite.com Upon registration, a confirmation will be sent including additional event details and a FAQ. Find out more about Career Opportunities with Microsoft IT http://www.microsoft-careers.com/content/information-technology/?utm_source=LinkedIn&utm_campaign=Event_Women_in_IT_Webinar_MSIT_US_maryb_6152010

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  • SQLAuthority News Author Visit SQL Server 2008 R2Launch

    June 11, 2010 was a wonderful day because I attended the very first SQL Server 2008 R2 Launch event held by Microsoft at Mumbai. I traveled to Mumbai from my home town, Ahmedabad. The event was located at one of the best hotels in Mumbai,”The Leela”. SQL Server R2 Launch was an evening event that [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Css clicking problem [migrated]

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

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  • Logic - Time measurement

    - by user73384
    To measure the following for tasks- Last execution time and maximum execution time for each task. CPU load/time consumed by each task over a defined period informed by application at run time. Maximum CPU load consumed by each task. Tasks have following characteristics- First task runs as background – Event information for entering only Second task - periodic – Event information for entering and exiting from task Third task is interrupt , can start any time – no information available from this task Forth task highest priority interrupt , can start any time – Event information for entering and exiting from task Should use least possible execution time and memory. 32bit increment timer available for time counting. Lets prepare and discuss the logic, It’s OK to have limitations …! Questions on understanding problem statement are welcome

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  • SQL Saturday #248 Tampa

    SQLSaturday BI & Big Data Edition is a free training event for everyone interested in learning about Business Intelligence & Big Data with a focus in the Microsoft SQL Server platform. This event will be held November 9th, 2013. In addition to our Saturday free event, we will also host four paid full day pre-conferences. Want faster, smaller backups you can rely on? Use SQL Backup Pro for up to 95% compression, faster file transfer and integrated DBCC CHECKDB. Download a free trial now.

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  • SQLBits breaking records

    - by simonsabin
    Our next SQLBits event in Telford in July has topped the number of registrations for the Friday and we are still over 2 months to go. This is going to be our biggest regional SQLBits ever by a long way both in terms of attendees and sessions.   I’m currently in the planning for the Friday evening party and it will be a special event.   If you care about data and work with SQL Server the SQLBits XII is an event that you do not want to miss. Its not too late to register but I’ve been told...(read more)

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  • ???????/??????????????!Oracle CEP?????????·???????????

    - by user788995
    ????? ??:2012/01/23 ??:??????/?? CEP(Complex Event Processing) ??????????·???????????????????????????????????EDA ??????????????????????????????????????????????????????????????? ??????? / ???????????Event Driven Architecture ? CEP / EDA?Complex Event Processing????:??????? / ????????!???????? CEP????:??????????? / Eclipse - EPN, Spring?Visualizer ????????? ????????????????? http://otndnld.oracle.co.jp/ondemand/otn-seminar/movie/111214_F-8_CEP.wmv http://otndnld.oracle.co.jp/ondemand/otn-seminar/movie/mp4/111214_F-8_CEP.mp4 http://www.oracle.com/technetwork/jp/ondemand/db-new/f-8-cep-1448387-ja.pdf

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  • Get XML from Server for Use on Windows Phone

    - by psheriff
    When working with mobile devices you always need to take into account bandwidth usage and power consumption. If you are constantly connecting to a server to retrieve data for an input screen, then you might think about moving some of that data down to the phone and cache the data on the phone. An example would be a static list of US State Codes that you are asking the user to select from. Since this is data that does not change very often, this is one set of data that would be great to cache on the phone. Since the Windows Phone does not have an embedded database, you can just use an XML string stored in Isolated Storage. Of course, then you need to figure out how to get data down to the phone. You can either ship it with the application, or connect and retrieve the data from your server one time and thereafter cache it and retrieve it from the cache. In this blog post you will see how to create a WCF service to retrieve data from a Product table in a database and send that data as XML to the phone and store it in Isolated Storage. You will then read that data from Isolated Storage using LINQ to XML and display it in a ListBox. Step 1: Create a Windows Phone Application The first step is to create a Windows Phone application called WP_GetXmlFromDataSet (or whatever you want to call it). On the MainPage.xaml add the following XAML within the “ContentPanel” grid: <StackPanel>  <Button Name="btnGetXml"          Content="Get XML"          Click="btnGetXml_Click" />  <Button Name="btnRead"          Content="Read XML"          IsEnabled="False"          Click="btnRead_Click" />  <ListBox Name="lstData"            Height="430"            ItemsSource="{Binding}"            DisplayMemberPath="ProductName" /></StackPanel> Now it is time to create the WCF Service Application that you will call to get the XML from a table in a SQL Server database. Step 2: Create a WCF Service Application Add a new project to your solution called WP_GetXmlFromDataSet.Services. Delete the IService1.* and Service1.* files and the App_Data folder, as you don’t generally need these items. Add a new WCF Service class called ProductService. In the IProductService class modify the void DoWork() method with the following code: [OperationContract]string GetProductXml(); Open the code behind in the ProductService.svc and create the GetProductXml() method. This method (shown below) will connect up to a database and retrieve data from a Product table. public string GetProductXml(){  string ret = string.Empty;  string sql = string.Empty;  SqlDataAdapter da;  DataSet ds = new DataSet();   sql = "SELECT ProductId, ProductName,";  sql += " IntroductionDate, Price";  sql += " FROM Product";   da = new SqlDataAdapter(sql,    ConfigurationManager.ConnectionStrings["Sandbox"].ConnectionString);   da.Fill(ds);   // Create Attribute based XML  foreach (DataColumn col in ds.Tables[0].Columns)  {    col.ColumnMapping = MappingType.Attribute;  }   ds.DataSetName = "Products";  ds.Tables[0].TableName = "Product";  ret = ds.GetXml();   return ret;} After retrieving the data from the Product table using a DataSet, you will want to set each column’s ColumnMapping property to Attribute. Using attribute based XML will make the data transferred across the wire a little smaller. You then set the DataSetName property to the top-level element name you want to assign to the XML. You then set the TableName property on the DataTable to the name you want each element to be in your XML. The last thing you need to do is to call the GetXml() method on the DataSet object which will return an XML string of the data in your DataSet object. This is the value that you will return from the service call. The XML that is returned from the above call looks like the following: <Products>  <Product ProductId="1"           ProductName="PDSA .NET Productivity Framework"           IntroductionDate="9/3/2010"           Price="5000" />  <Product ProductId="3"           ProductName="Haystack Code Generator for .NET"           IntroductionDate="7/1/2010"           Price="599.00" />  ...  ...  ... </Products> The GetProductXml() method uses a connection string from the Web.Config file, so add a <connectionStrings> element to the Web.Config file in your WCF Service application. Modify the settings shown below as needed for your server and database name. <connectionStrings>  <add name="Sandbox"        connectionString="Server=Localhost;Database=Sandbox;                         Integrated Security=Yes"/></connectionStrings> The Product Table You will need a Product table that you can read data from. I used the following structure for my product table. Add any data you want to this table after you create it in your database. CREATE TABLE Product(  ProductId int PRIMARY KEY IDENTITY(1,1) NOT NULL,  ProductName varchar(50) NOT NULL,  IntroductionDate datetime NULL,  Price money NULL) Step 3: Connect to WCF Service from Windows Phone Application Back in your Windows Phone application you will now need to add a Service Reference to the WCF Service application you just created. Right-mouse click on the Windows Phone Project and choose Add Service Reference… from the context menu. Click on the Discover button. In the Namespace text box enter “ProductServiceRefrence”, then click the OK button. If you entered everything correctly, Visual Studio will generate some code that allows you to connect to your Product service. On the MainPage.xaml designer window double click on the Get XML button to generate the Click event procedure for this button. In the Click event procedure make a call to a GetXmlFromServer() method. This method will also need a “Completed” event procedure to be written since all communication with a WCF Service from Windows Phone must be asynchronous.  Write these two methods as follows: private const string KEY_NAME = "ProductData"; private void GetXmlFromServer(){  ProductServiceClient client = new ProductServiceClient();   client.GetProductXmlCompleted += new     EventHandler<GetProductXmlCompletedEventArgs>      (client_GetProductXmlCompleted);   client.GetProductXmlAsync();  client.CloseAsync();} void client_GetProductXmlCompleted(object sender,                                   GetProductXmlCompletedEventArgs e){  // Store XML data in Isolated Storage  IsolatedStorageSettings.ApplicationSettings[KEY_NAME] = e.Result;   btnRead.IsEnabled = true;} As you can see, this is a fairly standard call to a WCF Service. In the Completed event you get the Result from the event argument, which is the XML, and store it into Isolated Storage using the IsolatedStorageSettings.ApplicationSettings class. Notice the constant that I added to specify the name of the key. You will use this constant later to read the data from Isolated Storage. Step 4: Create a Product Class Even though you stored XML data into Isolated Storage when you read that data out you will want to convert each element in the XML file into an actual Product object. This means that you need to create a Product class in your Windows Phone application. Add a Product class to your project that looks like the code below: public class Product{  public string ProductName{ get; set; }  public int ProductId{ get; set; }  public DateTime IntroductionDate{ get; set; }  public decimal Price{ get; set; }} Step 5: Read Settings from Isolated Storage Now that you have the XML data stored in Isolated Storage, it is time to use it. Go back to the MainPage.xaml design view and double click on the Read XML button to generate the Click event procedure. From the Click event procedure call a method named ReadProductXml().Create this method as shown below: private void ReadProductXml(){  XElement xElem = null;   if (IsolatedStorageSettings.ApplicationSettings.Contains(KEY_NAME))  {    xElem = XElement.Parse(     IsolatedStorageSettings.ApplicationSettings[KEY_NAME].ToString());     // Create a list of Product objects    var products =         from prod in xElem.Descendants("Product")        orderby prod.Attribute("ProductName").Value        select new Product        {          ProductId = Convert.ToInt32(prod.Attribute("ProductId").Value),          ProductName = prod.Attribute("ProductName").Value,          IntroductionDate =             Convert.ToDateTime(prod.Attribute("IntroductionDate").Value),          Price = Convert.ToDecimal(prod.Attribute("Price").Value)        };     lstData.DataContext = products;  }} The ReadProductXml() method checks to make sure that the key name that you saved your XML as exists in Isolated Storage prior to trying to open it. If the key name exists, then you retrieve the value as a string. Use the XElement’s Parse method to convert the XML string to a XElement object. LINQ to XML is used to iterate over each element in the XElement object and create a new Product object from each attribute in your XML file. The LINQ to XML code also orders the XML data by the ProductName. After the LINQ to XML code runs you end up with an IEnumerable collection of Product objects in the variable named “products”. You assign this collection of product data to the DataContext of the ListBox you created in XAML. The DisplayMemberPath property of the ListBox is set to “ProductName” so it will now display the product name for each row in your products collection. Summary In this article you learned how to retrieve an XML string from a table in a database, return that string across a WCF Service and store it into Isolated Storage on your Windows Phone. You then used LINQ to XML to create a collection of Product objects from the data stored and display that data in a Windows Phone list box. This same technique can be used in Silverlight or WPF applications too. NOTE: You can download the complete sample code at my website. http://www.pdsa.com/downloads. Choose Tips & Tricks, then "Get XML From Server for Use on Windows Phone" from the drop-down. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **Visit http://www.pdsa.com/Event/Blog for a free video on Silverlight entitled Silverlight XAML for the Complete Novice - Part 1.  

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • mod_wsgi on Plesk server

    - by Rogue Coder
    I've installed mod_wsgi on my Plesk server, but I can't get it to behave the way I'd like. If I add WSGIScriptAlias /python /var/www/vhosts/domain.com/httpdocs/python/test.wsgi To my config file, going to http://domain.com/python/blah triggers my test.wsgi script. However, going to any domain on my server and adding /python triggers my script as well. How can I limit it to one specific domain without breaking anything in Plesk? Right now I've tried this and it doesn't work <Directory /var/www/vhosts/domain.com/httpdocs/python> WSGIApplicationGroup %{GLOBAL} AddHandler wsgi-script .wsgi Options ExecCGI Order allow,deny Allow from all </Directory>

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  • How to print out information about Task Scheduler in powershell script?

    - by Jimboy
    I am trying to print out information from the Task Scheduler from the local computer in a powershell script so other users can print out this information as well and not have to access the Task Scheduler. I need the script to print out the name, status, triggers, next run time, last run time, last run result, author and created. I can print out the information about the name, next run time, and last run time, but the rest wont print out when i run the script. I have already got a little start on my script and got the fields down. $schedule = new-object -com("Schedule.Service") $schedule.connect() $tasks = $schedule.getfolder("\").gettasks(0) $tasks | select Name,Status,Triggers,NextRunTime,LastRunTime,LastRunResult,Author,Created | ft foreach ($t in $tasks) { foreach ($a in $t.Actions) { $a.Path } } Any help or suggestions would be appreciated.

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