Search Results

Search found 8027 results on 322 pages for 'liron loop'.

Page 171/322 | < Previous Page | 167 168 169 170 171 172 173 174 175 176 177 178  | Next Page >

  • Nodejs removing event listeners [migrated]

    - by JeffH
    Looking to get some help. I'm new to Nodejs and wondering if it is possible, to remove this custom event emitter. Most of this code comes from the Hand on nodejs by Pedro Teixeira. My function at the bottom is attempting to remove the custom event emitter you setup in the book. var util = require('util'); var EventEmitter = require('events').EventEmitter; // Pseudo-class named ticker that will self emit every 1 second. var Ticker = function() { var self = this; setInterval(function() { self.emit('tick'); }, 1000); }; // Bind the new EventEmitter to the sudo class. util.inherits(Ticker, EventEmitter); // call and instance of the ticker class to get the first // event started. Then let the event emitter run the infinante loop. var ticker = new Ticker(); ticker.on('tick', function() { console.log('Tick'); }); (function tock() { setInterval(function() { console.log('Tock'); EventEmitter.removeListener('Ticker',function() { console.log("Clocks Dead!"); }); }, 5000); })();

    Read the article

  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

    Read the article

  • Cocos-2D asteroids style movement (iOS)

    - by bwheeler96
    So I have a CCSprite subclass, well call this Spaceship. Spaceship needs to move on a loop, until I say othersise by calling a method. The method should look something like - (void)moveForeverAtVelocity { // method logic } The class Spaceship has two relevant iVars, resetPosition and targetPosition, the target is where we are headed, the reset is where we set to when we've hit our target. If they are both off-screen this creates a permanent looping effect. So for the logic, I have tried several things, such as CCMoveTo *move = [CCMoveTo actionWithDuration:2 position:ccp(100, 100)]; CCCallBlockN *repeat = [CCCallBlockN actionWithBlock: ^(CCNode *node) { [self moveForeverAtVelocity]; }]; [self runAction:[CCSequence actions: move, repeat, nil]]; self.position = self.resetPosition; recursively calling the moveForeverAtVelocity method. This is psuedo-code, so its not perfect. I have hard-coded some of the values for the sake of simplicity. Enough garble: The problem I am having, how can I make a method that loops forever, but can be called and reset at will. I'm running into issues with creating multiple instances of this method. If you can offer any assistance with creating this effect, that would be appreciated.

    Read the article

  • WINAPI beginner guidance question

    - by gekod
    I'm learning to develop windows applications using WINAPI and plain C. Now I got a bit confused with all those handles and would like to ask if you guys could teach me some good practices to structure and handle controls and windows. Here's where I get confused: Using the IDs declared in the resources for each object, we can get their handles using GetDlgItem(). Now what if we don't know their parent, which is needed by this function. One example: We have the main window created at launch. Then we register two new window classes and create a window for each new class and we create a message function for each too. Now if inside one of the children windows I create a button and inside the other child window I create a text label. Now when we click the button inside of child window A the label in child window B shall be modified to whatever. The WM_COMMAND for the button is interpreted inside the message loop for child window A. Now what would be the best and more elegant way to access the text label inside the child window B? I am in the process of learning the WINAPI and just want to learn it right from the start instead of producing Hacked code that someday becomes unreadable and to later have to adapt to a new way of programing.

    Read the article

  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

    Read the article

  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

    Read the article

  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

    Read the article

  • Process that needs a volume starting before volume mounts

    - by user36126
    The destination for incoming CrashPlan backups on my server (11.04) is /media/SeagateBig (SeagateBig is the volume name of my 2TB USB drive). When the server boots, two things happen: 1) SeagateBig auto-mounts and 2) CrashPlan starts. The problem is, that often these two things don't happen in that order. Then I get: Crashplan starts looks for /media/SeagateBig doesn't find it instead of waiting for it, CREATES IT Now it's backing up onto my / filesystem. NOT COOL. Meanwhile, when SeagateBig finally gets around to mounting, it finds that /media/SeagateBig already exists, shrugs, and creates /media/SeagateBig_ as its mount point. What I need is a way for the order to be enforced - where SeagateBig mounts and then and only then the CrashPlan service is started. Unless I learn that CrashPlan can be told to wait for its destination directory, never to create it... which I am also investigating. But the CrashPlanEngine script is installed by the product so I am loath to modify it, as I know I could by having it loop until df greps successfully for "SeagateBig".

    Read the article

  • What does it mean to be agile?

    - by JD01
    We have a project that everyone says we will be doing in a agile way but I doubt we have clearly understood what agile is. In previous projects we had planning meetings, then defined the product back log and allocated the work to developers in 2 to 3 week sprints. Every morning we had scrum meetings (which seemed to go on for 1/2 an hour each time) and each developer got on with it after that. Hardly anyone wrote any tests until at the end of sprint and work that was not completed was added on to the next sprint. Developers hardly spoke to each other and there was no TDD involved in development. In fact most developers had a spec at the start and just got on with it for the 2 or 3 weeks the sprint was arranged for. There was hardly any communication with the client/stake holder. QA got involved usually a few months later and by then we found missing requirements which further increased the amount of work we had to do. Clearly there was no feedback loop. So my question is, where did we go wrong and how can I prevent the team from making the same mistakes.

    Read the article

  • 7 drived classes with one common base class

    - by user144905
    i have written the following code, //main.cpp #include<iostream> #include<string> #include"human.h" #include"computer.h" #include"referee.h" #include"RandomComputer.h" #include"Avalanche.h" #include"Bureaucrat.h" #include"Toolbox.h" #include"Crescendo.h" #include"PaperDoll.h" #include"FistfullODollors.h" using namespace std; int main() { Avalanche pla1; Avalanche pla2; referee f; pla1.disp(); for (int i=0;i<5;i++) { cout<<pla2.mov[i]; } return 0; } in this program all included classes except referee.h and human.h are drived from computer.h. each drived calls has a char array variable which is initialized when a member of a drived class is declared. the problem is that when i declare tow diffrent drived class memebers lets say Avalache and ToolBox. upon printing the char array for one of them using for loop it prints nothing. However if i declare only one of them in main.cpp the it works properly. and the file for computer.h is as such: #ifndef COMPUTER_H #define COMPUTER_H class computer { public: int nump; char mov[]; void disp(); }; #endif ToolBox.h is like this: #ifndef TOOLBOX_H #define TOOLBOX_H #include"computer.h" class Toolbox: public computer { public: Toolbox(); }; #endif finally Avalanche.h is as following: #ifndef AVALANCHE_H #define AVALANCHE_H #include"computer.h" class Avalanche: public computer { public: Avalanche(); }; #endif

    Read the article

  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

    Read the article

  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

    Read the article

  • How to model an address type in DDD?

    - by Songo
    I have an User entity that has a Set of Address where Address is a value object: class User{ ... private Set<Address> addresses; ... public setAddresses(Set<Address> addresses){ //set all addresses as a batch } ... } A User can have a home address and a work address, so I should have something that acts as a look up in the database: tbl_address_type ------------------------------------------------ | address_type_id | address_type | ------------------------------------------------ | 1 | work | ------------------------------------------------ | 2 | home | ------------------------------------------------ and correspondingly tbl_address ------------------------------------------------------------------------------------- | address_id | address_description |address_type_id| user_id | ------------------------------------------------------------------------------------- | 1 | 123 main street | 1 | 100 | ------------------------------------------------------------------------------------- | 2 | 456 another street | 1 | 100 | ------------------------------------------------------------------------------------- | 3 | 789 long street | 2 | 200 | ------------------------------------------------------------------------------------- | 4 | 023 short street | 2 | 200 | ------------------------------------------------------------------------------------- Should the address type be modeled as an Entity or Value type? and Why? Is it OK for the Address Value object to hold a reference to the Entity AdressType (in case it was modeled as an entity)? Is this something feasible using Hibernate/NHibernate? If a user can change his home address, should I expose a User.updateHomeAddress(Address homeAddress) function on the User entity itself? How can I enforce that the client passes a Home address and not a work address in this case? (a sample implementation is most welcomed) If I want to get the User's home address via User.getHomeAddress() function, must I load the whole addresses array then loop it and check each for its type till I found the correct type then return it? Is there a more efficient way than this?

    Read the article

  • Can't remove software - Installed in NULL

    - by ChosSimbaOne
    I've installed software to our administration machine. The problem is that i cannot start the software or uninstall it, as it is not in any directory on the machine. I tried to install it at /pack/CST/... but it is not there and a locate on CST or cst returns nothing. The software is installed from a DVD and not a repository. I've tried to reboot the machine, as i thought i might had something to do with the software being loaded in some sort of tmpfs but that didn't help. I've looked through the entire /etc to check for any relations to the software, but unsuccessfully. I'm out of ideas, to what can cause this problem, anyone got any ideas?? EDIT: I downloaded the iso wich i mounted with: sudo mount -o loop /path/to/iso.iso /path/to/mountpoint sudo /path/to/mountpoint/install.sh Ran the install GUI via an X-session. I choose to install the software in /pack/CST/... but when it exited it said that the software had been installed to /tmp/... There was nothing in tmp, so i decided to reboot the machine and did a full find to see if there was anything left of the software, removed what looked like it could be related. It had placed a script in all the /etc/rs* folder which I removed with: sudo update-rc.d -f scriptname -r I rebooted the machine again, just to be sure. When i run the installer again, it tells me that the software is installed in NULL and i have to remove before installing it. /pack/ is a mountpoint for /q/system/pack What i expected was that the software would be installed in /pack/CST, but it seems to be lock in the system, but I am unable to locate where.

    Read the article

  • Google Indexing Issue after htaccess changes

    - by Klement
    I have a site called www.FuneralCoverFinder.co.za. I have about 30 pages on the site and usually have 29 indexed. (Excluding 15 blog posts) They are new. I recently upgraded my entire site and made some redirection changes in my .htaccess file. I have made my url's more SEO friendly (Removing index.php/) and redirecting dead pages to working pages. I have tons of unique content all checked by grammarly and plagium to ensure I have no duplicate content. I have since resubmited my sitemap to Google and now have only one page indexed. It was within a couple of minutes. I usually see results almost immediately after submitting, now it's stuck on 1 page indexed. I assume I might have made errors in the .htaccess file as this was my first attempt. The site runs perfectly and all the url's redirect the way they should. I'm scared I have some or other loop, although the website runs fine. I still see many of my old indexed pages in the SERP's, I'm just worried that the issue with the new sitemap can cause my rankings some harm. My website is pretty SEO optimized onsite. I have about 1500 indexed backlinks and have been building them steadily over about half a year. I would really appreciate some clarity on this matter.

    Read the article

  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

    Read the article

  • Checking validation of entries in a Sudoku game written in Java

    - by Mico0
    I'm building a simple Sudoku game in Java which is based on a matrix (an array[9][9]) and I need to validate my board state according to these rules: all rows have 1-9 digits all columns have 1-9 digits. each 3x3 grid has 1-9 digits. This function should be efficient as possible for example if first case is not valid I believe there's no need to check other cases and so on (correct me if I'm wrong). When I tried doing this I had a conflict. Should I do one large for loop and inside check columns and row (in two other loops) or should I do each test separately and verify every case by it's own? (Please don't suggest too advanced solutions with other class/object helpers.) This is what I thought about: Main validating function (which I want pretty clean): public boolean testBoard() { boolean isBoardValid = false; if (validRows()) { if (validColumns()) { if (validCube()) { isBoardValid = true; } } } return isBoardValid; } Different methods to do the specific test such as: private boolean validRows() { int rowsDigitsCount = 0; for (int num = 1; num <= 9; num++) { boolean foundDigit = false; for (int row = 0; (row < board.length) && (!foundDigit); row++) { for (int col = 0; col < board[row].length; col++) { if (board[row][col] == num) { rowsDigitsCount++; foundDigit = true; break; } } } } return rowsDigitsCount == 9 ? true : false; } I don't know if I should keep doing tests separately because it looks like I'm duplicating my code.

    Read the article

  • How to go about designing an intermediate routing filter program to accept input and forward accordingly?

    - by phileaton
    My predicament: I designed an app, written in Python, to read my mail and check for messages that contain a certain digital signature. It opens these and looks for keywords. If the message contains these keywords, certain related functions area executed on the computer. It is a way I can control my computer from my cell phone without being there. I am still in the beginning stages and it can only currently remotely open and close applications/processes. The obvious issue is security risks. I hoped to spearhead that by requiring and checking for that digital signature. However, my issue comes when I'd like to make this program usable by multiple users. The idea is that the user will send keywords: username and password, for instance, to log into their personal email account and send messages to it to be parsed. Please ignore the security implications of sending non-encoded passwords through email. (Though if you could help me on that part I'd much appreciate it as well, but currently, that is not the scope of my question.) My issue is designing an intermediary process that will take an email/password to read an email and scan for those keywords. The issue is, that the program has to be accessing an email to read the email for the username/password! I have got myself into a loop and cannot figure out how to have this required intermediary program. I could just create an arbitrary email account and have that check for login-creds, but is there a better way of doing this than that? Also, is there a better way of communicating with a computer remotely than this? Especially if the computer is not a server and is behind a router with only a subnet ip? If I am asking this question in the wrong place, I deeply apologize. Any help would be much appreciated!

    Read the article

  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

    Read the article

  • 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); } }

    Read the article

  • Reversing animated sprites

    - by brandon sedgwick
    I have created a sprite sheet of which consists of 6 frames with a character moving legs each frame, now I have coded it so that the animation is running successfully from frame 1 to 6, however I am trying to reverse this so then when it goes from 1 to 6 instead of restarting it go's 6 to 1 in a continuous loop. The coding for current animation is: void SpriteGame::Update(int tickTotal, int tickDelta) { //This is where you manage the state of game objects if ( tickTotal >= this->playerLastFrameChange + 4) { //Four ticks have elapsed since the last frame change this->playerFrame = this->playerFrame + 1; this->playerLastFrameChange = tickTotal; //We've just changed the frame if (this->playerFrame >= this->playerSheetLength) { this->playerFrame = playerLastFrameChange + 4; } //Frame has changed so change the source rectangle this->playerSourceRect->left = this->playerFrame * 64; this->playerSourceRect->top = 0; this->playerSourceRect->right = (this->playerFrame + 1) * 64; this->playerSourceRect->bottom = 64; } } any help please I am using DirectX11 as thats what we are being told to use as its for an win 8 game.

    Read the article

  • WINAPI window management question

    - by gekod
    I'm learning to develop windows applications using WINAPI and plain C. Now I got a bit confused with all those handles and would like to ask if you guys could teach me some good practices to structure and handle controls and windows. Here's where I get confused: Using the IDs declared in the resources for each object, we can get their handles using GetDlgItem(). Now what if we don't know their parent, which is needed by this function. One example: We have the main window created at launch. Then we register two new window classes and create a window for each new class and we create a message function for each too. Now if inside one of the children windows I create a button and inside the other child window I create a text label. Now when we click the button inside of child window A the label in child window B shall be modified to whatever. The WM_COMMAND for the button is interpreted inside the message loop for child window A. Now what would be the best and more elegant way to access the text label inside the child window B? I am in the process of learning the WINAPI and just want to learn it right from the start instead of producing Hacked code that someday becomes unreadable and to later have to adapt to a new way of programing.

    Read the article

  • Need help for array when no checkbox is selected [closed]

    - by darlene
    Hi guys I have created a form that has checkboxes, the code works great when a checkbox is selcted however when no checkboxes are selected I get errors such as "Undefined index: onemon in and Warning: Invalid argument supplied for foreach()" Please help:) FORM 1. Had a cold, fever or headache? input type="checkbox" name="onemon[]" value="q1" if(isset($_GET['onemon']) && $_GET['onemon']= "q1") 2. Had dental extractions or teeth cleaning? input type="checkbox" name="onemon[]" value="q2" if(isset($_GET['onemon']) && $_GET['onemon']= "q2") 3. Had minor outpatient sugery? input type="checkbox" name="onemon[]" value="q3" if(isset($_GET['onemon']) && $_GET['onemon']= "q3") 4. Had any vaccines? input type="checkbox" name="onemon[]" value="q4" if(isset($_GET['onemon']) && $_GET['onemon']= "q4") PHP $date = date('Y-m-d'); $onemon = $_POST ['onemon']; { $con = mysql_connect("localhost","root","") or die ("Could not connect to DB Server"); $db_selected = mysql_select_db("nbtsdb", $con) or die("Could not locate the DB"); // You have to loop through the array of checked box values ... $ques=""; foreach($onemon as $entry){ $ques .= $entry.","; } //$addPersonalSql holds the insert SQL query string $query = "INSERT INTO defferal(defid, intdate, onemonth) VALUES('','$date','$ques')"; $addMemberSql = $query or die ("Unable to Insert Data into defferal Table"); mysql_query($addMemberSql); }

    Read the article

  • How to structure reading of commands given at a(n interactive) CLI prompt?

    - by Anto
    Let's say I have a program called theprogram (the marketing team was on strike when the product was to be named). I start that program by typing, perhaps not surprisingly, the program name as a command into a command prompt. After that, I get into a loop (from the users standpoint, an interactive command-line prompt), where one command will be read from the user, and depending on what command was given, the program will execute some instructions. I have been doing something like the following (in C-like pseudocode): main_loop{ in=read_input(); if(in=="command 1") do_something(); else if(in=="command 2") do_something_else(); ... } (In a real program, I would probably encapsulate more things into different procedures, this is just an example.) This works well for a small amount of commands, but let's say you have 100, 1000 or even 10 000 of them (the manual would be huge!). It is clearly a bad idea to have 10 000 ifs and else ifs after each other, for instance, the program would be hard to read, hard to maintain, contain a lot of boilerplate code... Yeah, you don't want to do that, so what approach would you recommend me to use (I will probably never use 10 000 commands in a program, but the solution should, at least preferably, be able to scale to that kind of massive (?) problems. The solution doesn't have to allow for arguments to the commands)?

    Read the article

  • New Online Learning Library (OLL) content

    - by Irina
    Looking to brush up on OAM or OVD skills? Want some help with OIM? Well, have you checked our Online Learning Library (OLL) recently? OLL is a great way to pickup new skills in short blocks of time, and there is an enormous selection, on a diverse set of products. Every month these trainings get hundreds or thousands of hits. It would be worth your while to spend some time just poking around the nooks and crannies for items that interest you.A smattering of new OBEs and other content have recently become available, and if you haven't already, you might want to check them out: Identity Management: Business Scenarios Business and IT – Collaborative Access Review Sign Off and Closed Loop Identity Certification Oracle Identity Governance: End to End integration From Oracle Identity Manager to a Target Webservice Oracle Identity Manager: Configuring SOA Composite Oracle Identity Manager: Web Services Connector - Overview How to do a basic Oracle Virtual Directory (OVD) Setup? How to setup a simple Oracle Virtual Directory (OVD) Join? Installing Oracle Access Manager: Identity Server and WebPass  Also new is an Oracle University 5-day class you might want to investigate: Oracle Access Manager R2: Administration Essentials An OAM Advanced Administration class is in the works and should be available late summer or fall, so keep your calendar clear! Be sure to let us know in the Comments if there is a training you would find useful. Happy Trails :)

    Read the article

< Previous Page | 167 168 169 170 171 172 173 174 175 176 177 178  | Next Page >