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  • How to schedule multiple jobs in quartz scheduler using same trigger?

    - by aquero
    Hi, I am using quartz scheduler in my spring project. I have to run a job after another job which is scheduled to run in every 15 mins? I cant run this job concurrently as both of this jobs have to access same mail account using different protocols(one to send:smtp and other to receive: imap) and it may cause problems. Please reply quickly, as its an urgent requirement.

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  • Php 2d array as C# 2d array/struct

    - by ile
    I'm using MailChimp's API to subscribe email to a list. Function listsubscribe() is used for email subscription: public static listSubscribe(string apikey, string id, string email_address, array merge_vars, string email_type, boolean double_optin, boolean update_existing, boolean replace_interests, boolean send_welcome) I downloaded MailChimp's official .NET wrapper for their API When looking in Visual Studio, this is one of overloaded functions: listSubscribe(string apikey, string id, string email_address, MCMergeVar[] merges) When I click on definition of MCMergeVar[], this comes out: [XmlRpcMissingMapping(MappingAction.Ignore)] public struct MCMergeVar { public string name; public bool req; [XmlRpcMissingMapping(MappingAction.Error)] public string tag; public string val; } In a php example on MailChimp's website, this is how merges variable is declared: $merge_vars = array('FNAME'=>'Test', 'LNAME'=>'Account', 'INTERESTS'=>''); How to write this array correctly for my C# wrapper? I tried something like this: MCMergeVar[] subMergeVars = new MCMergeVar[1]; subMergeVars["FNAME"] = "Test User"; But it requires an int in place where "FNAME" is now placed, so this doesn't work... Thanks in advance, Ile

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  • Traverse 2D Array (Matrix) Diagonally

    - by jonobr1
    So I found this thread that was extremely helpful in traversing an array diagonally. I'm stuck though on mirroring it. For example: var m = 3; var n = 4; var a = new Array(); var b = 0; for(var i = 0; i < m; i++) { a[i] = new Array(n); for(var j = 0; j < n; j++) { a[i][j] = b; b++; } } for (var i = 0; i < m + n - 1; i++) { var z1 = (i < n) ? 0 : i - n + 1; var z2 = (i < m) ? 0 : i - m + 1; for (var j = i - z2; j >= z1; j--) { console.log(a[j][i - j]); } } Console reads [[0],[4,1],[8,5,2],[9,6,3],[10,7],[11]] I'd like it to read [[8],[4,9],[0,5,10],[1,6,11],[2,7],[3]] Been stumped for awhile, it's like a rubik's cube _<

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  • How to render a 2d side-scroller

    - by Apoc
    I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters? I hope my question is clear

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  • daynamic 2d array in c++ and memory leaks

    - by SepiDev
    Hi guys, i wrote this code, it runs ok, but when i check it under Valgrind it catches 2 problems, since i can not interpret valgrind's messages i will appreciate if anyone explain me more and tell me where is the problem!!! here is the code: #include <iostream> #define width 70000 #define height 10000 using namespace std; int main(void) { int** pint; pint = new int*[height]; for(int i = 0; i < height; i++) pint[i] = new int[width]; for(int i = 0; i < height; i++){ delete[] pint[i]; pint[i] = NULL; } delete[] pint; pint = NULL; return 1; }

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  • Objective-C - How to add objects in 2d NSMutableArrays

    - by thary
    Hello, I have this code NSMutableArray *insideArray = [[NSMutableArray alloc] init]; NSMutableArray *outsideArray = [[NSMutableArray alloc] init]; [insideArray addObject:@"Hello 1"]; [insideArray addObject:@"Hello 2"]; [outsideArray addObject:insideArray]; [insideArray removeAllObjects]; [insideArray addObject:@"Hello 3"]; [insideArray addObject:@"Hello 4"]; [outsideArray addObject:insideArray]; The current output is array( ( "Hello 3", "Hello 4" ), ( "Hello 3", "Hello 4" ) ) I need a way to get the output to be array( ( "Hello 1", "Hello 2" ), ( "Hello 3", "Hello 4" ) ) Does anyone have a solution or could see where i've gone wrong? Thanks

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  • No Hibernate Session bound to thread grails

    - by naresh
    Actually we've lot of quartz jobs in our application. For some time all of the jobs work fine. After some time all jobs are throwing the following exception. org.quartz.JobExecutionException: No Hibernate Session bound to thread, and configuration does not allow creation of non-transactional one here [See nested exception: java.lang.IllegalStateException: No Hibernate Session bound to thread, and configuration does not allow creation of non-transactional one here] at grails.plugins.quartz.QuartzDisplayJob.execute(QuartzDisplayJob.groovy:37) at org.quartz.core.JobRunShell.run(JobRunShell.java:202) at org.quartz.simpl.SimpleThreadPool$WorkerThread.run(SimpleThreadPool.java:573) Caused by: java.lang.IllegalStateException: No Hibernate Session bound to thread, and configuration does not allow creation of non-transactional one here at grails.plugins.quartz.QuartzDisplayJob.execute(QuartzDisplayJob.groovy:29) ... 2 more

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  • How to create a 2D map in Java?

    - by Roman
    I would like to have a mapping which maps two string into one string. For example: map["MainServer","Status"] return "active". What is the best way to do it in Java. Should I use HashMap which include another HashMap as its elements?

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  • How to determine visibility in 2D

    - by Jack
    Hello, I'm developing an AI sandbox and I would like to calculate what every living entity can see. The rule is to simply hide what's behind the edges of the shapes from the point of view of the entity. The image clarifies everything: I need it either as an input to the artificial intelligence either graphically, to show it for a specific entity while it moves.. Any cool ideas?

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  • 2D polygon triangulation

    - by logank9
    The code below is my attempt at triangulation. It outputs the wrong angles (it read a square's angles as 90, 90. 90, 176) and draws the wrong shapes. What am I doing wrong? //use earclipping to generate a list of triangles to draw std::vector<vec> calcTriDraw(std::vector<vec> poly) { std::vector<double> polyAngles; //get angles for(unsigned int i = 0;i < poly.size();i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); //get the angle from 3 points double dx, dy; dx = poly[p2].x - poly[p1].x; dy = poly[p2].y - poly[p1].y; double a = atan2(dy,dx); dx = poly[p3].x - poly[p2].x; dy = poly[p3].y - poly[p2].y; double b = atan2(dy,dx); polyAngles.push_back((a-b)*180/PI); } std::vector<vec> triList; for(unsigned int i = 0;i < poly.size() && poly.size() > 2;i++) { int p1 = i - 1; int p2 = i; int p3 = i + 1; if(p3 > int(poly.size())) p3 -= poly.size(); if(p1 < 0) p1 += poly.size(); if(polyAngles[p2] >= 180) { continue; } else { triList.push_back(poly[p1]); triList.push_back(poly[p2]); triList.push_back(poly[p3]); poly.erase(poly.begin()+p2); std::vector<vec> add = calcTriDraw(poly); triList.insert(triList.end(), add.begin(), add.end()); break; } } return triList; }

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  • 2D Platform Games in Java

    - by breno.inojosa
    I'm not new in Java, but I know nothing about tools and APIs related to games. So now I have decided to create a few games but I don't know where to start. I could buy a book but I don't think that's the best choice. So.. What do you guys suggest? What should I learn first, are there any Complete tutorials? What further reading do you recommend? Better: Where should I start? Need help. Thanks =D

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  • OpenGL 2D Texture Mapping problem.

    - by gutsblow
    Hi there, I am relatively new to OpenGL and I am having some issues when I am rendering an image as a texture for a QUAD which is as the same size of the image. Here is my code. I would be very grateful if someone helps me to solve this problem. The image appears way smaller and is squished. (BTW, the image dimensions are 500x375). glGenTextures( 1, &S_GLator_InputFrameTextureIDSu ); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, 4, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataP); glBindTexture(GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, S_GLator_EffectCommonData.mRenderBufferWidthSu, S_GLator_EffectCommonData.mRenderBufferHeightSu, GL_RGBA, GL_UNSIGNED_BYTE, bufferP); //set the matrix modes glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 45.0, (GLdouble)widthL / heightL, 0.1, 100.0 ); glOrtho (0, 1, 0, 1, -1, 1); // Set up the frame-buffer object just like a window. glViewport( 0, 0, widthL, heightL ); glDisable(GL_DEPTH_TEST); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBindTexture( GL_TEXTURE_2D, S_GLator_InputFrameTextureIDSu ); //Render the geometry to the frame-buffer object glBegin(GL_QUADS); //input frame glColor4f(1.f,1.f,1.f,1.f); glTexCoord2f(0.0f,0.0f); glVertex3f(0.f ,0.f ,0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f(1.f ,0.f,0.0f); glTexCoord2f(1.0f,1.f); glVertex3f(1.f ,1.f,0.0f); glTexCoord2f(0.0f,1.f); glVertex3f(0.f ,1.f,0.0f); glEnd();

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  • Android ==> Simple 2d Animation ???

    - by aryaxt
    public void MoveMyButton (int x) //where the button suppose to move to { TranslateAnimation anim=new TranslateAnimation(this.getLeft() ,x, this.getTop() ,20)); anim.setFillAfter(true); anim.setDuration(1000); this.setAnimation(anim); anim.start(); } button's x at start is 1. I call the method to move it to 100, and it goes from 1 to 100 I call it to go to 200, and it goes from 1 to 200, instead of 100 to 200 Is there any way to make the animation to save the location of the button as it animates it? Thanks

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  • C++ 2d Array Class Function Call Help

    - by johnny-conrad
    I hope this question takes a simple fix, and I am just missing something very small. I am in my second semester of C++ in college, and we are just getting into OOP. This is my first OOP program, and it is causing me a little problem. Here are the errors I am getting: Member function must be called or its address taken in function displayGrid(int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Warning: Parameter 'grid' is never used in function displayGrid(int,Cell ( *)[20]) Here is all of my code. I am aware It is much more code than necessary, sorry if it makes it more difficult. I was worried that I might accidentally delete something. const int MAX=20; //Struct Cell holds player and their symbol. class Cell { private: int Player; char Symbol; public: Cell(void); void setPlayer(int); void setSymbol(char); int getPlayer(void); char getSymbol(void); }; Cell::Cell(void) { Symbol ='-'; } void Cell::setPlayer(int player_num) { Player = player_num; } void Cell::setSymbol(char rps) { Symbol = rps; } int Cell::getPlayer(void) { return Player; } char Cell::getSymbol(void) { return Symbol; } void Turn(int, int, Cell[MAX][MAX]); void displayGrid(int, Cell[MAX][MAX]); void main(void) { int size; cout << "How big would you like the grid to be: "; cin >> size; //Checks to see valid grid size while(size>MAX || size<3) { cout << "Grid size must between 20 and 3." << endl; cout << "Please re-enter the grid size: "; cin >> size; } int cnt=1; int full; Cell grid[MAX][MAX]; //I use full to detect when the game is over by squaring size. full = size*size; cout << "Starting a new game." << endl; //Exits loop when cnt reaches full. while(cnt<full+1) { displayGrid(size, grid); //calls function to display grid if(cnt%2==0) //if cnt is even then it's 2nd players turn cout << "Player 2's turn." << endl; else cout << "Player 1's turn" << endl; Turn(size, cnt, grid); //calls Turn do each players turn cnt++; } cout << endl; cout << "Board is full... Game Over" << endl; } void displayGrid(int size, Cell grid[MAX][MAX]) { cout << endl; cout << " "; for(int x=1; x<size+1; x++) // prints first row cout << setw(3) << x; // of numbers. cout << endl; //Nested-For prints the grid. for(int i=1; i<size+1; i++) { cout << setw(2) << i; for(int c=1; c<size+1; c++) { cout << setw(3) << grid[i][c].getSymbol; } cout << endl; } cout << endl; } void Turn(int size, int cnt, Cell grid[MAX][MAX]) { char temp; char choice; int row=0; int column=0; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; //puts what is in the current cell in "temp" temp = grid[row][column].getSymbol; //Checks to see if temp is occupied or not while(temp!='-') { cout << "Cell space is Occupied..." << endl; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; temp = grid[row][column].getSymbol; //exits loop when finally correct } if(cnt%2==0) //if cnt is even then its player 2's turn { cout << "Enter your Symbol R, P, or S (Capitals): "; cin >> choice; grid[row][column].setPlayer(1); in >> choice; } //officially sets choice to grid cell grid[row][column].setSymbol(choice); } else //if cnt is odd then its player 1's turn { cout << "Enter your Symbol r, p, or s (Lower-Case): "; cin >> choice; grid[row][column].setPlayer(2); //checks for valid input by user1 while(choice!= 'r' && choice!='p' && choice!='s') { cout << "Invalid Symbol... Please Re-Enter: "; cin >> choice; } //officially sets choice to grid cell. grid[row][column].setSymbol(choice); } cout << endl; } Thanks alot for your help!

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  • Java 2D clip area to shape

    - by user2923880
    I'm quite new to graphics in java and I'm trying to create a shape that clips to the bottom of another shape. Here is an example of what I'm trying to achieve: Where the white line at the base of the shape is the sort of clipped within the round edges. The current way I am doing this is like so: g2.setColor(gray); Shape shape = getShape(); //round rectangle g2.fill(shape); Rectangle rect = new Rectangle(shape.getBounds().x, shape.getBounds().y, width, height - 3); Area area = new Area(shape); area.subtract(new Area(rect)); g2.setColor(white); g2.fill(area); I'm still experimenting with the clip methods but I can't seem to get it right. Is this current method ok (performance wise, since the component repaints quite often) or is there a more efficient way? Thanks in advance.

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  • Trying to convert a 2D image into 3D objects in Java

    - by Kyle
    Hey, I'm trying to take a simple image, something like a black background with colored blocks representing walls. I'm trying to figure out how to go about starting on something like this. Do I need to parse the image and look at each pixel or is there an easier way to do it? I'm using Java3D but it doesn't seem to have any sort of built in support for that...

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  • Java Swing custom shapes (2D Graphics)

    - by juFo
    I need to draw custom shapes. Now when a user clicks on several points on the panel I create a shape using a polygon. public void mouseClicked(MouseEvent e) { polygon.addPoint(e.getX(), e.getY()); repaint(); } But I don't know if this is the best way to draw custom shapes. It should be possible to edit a drawn shape: resize change its fill color change the stroke color copy/paste it move a single point of the polygon ... I have seen people creating an own class implementing the Shape class and using a GeneralPath. But again I have no idea if this is a good way. Now I can create my own shape with a polygon (or with a GeneralPath) but I have no clue how to attach all the edit functions to my own shape (the edit functions I mean the resize, move, etc from above). I hope somebody could show me a way to do this or maybe write a little bit of code to demonstrate this. Thanks in advance!!

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  • Searching a 2D array for a range of values in java

    - by Paige O
    I have a 2^n size int array and I want to check if an element exists that is greater than 0. If the element exists, I want to divide the array by 4 and check if the coordinates of the found element are in the 1st, 2nd, 3rd or 4th quadrant of the array. For example, logically if the element exists in the first quadrant it would look something like this: If array[][] 0 && the row of that coordinate is in the range 0-(grid.length/2-1) && the column of that coordinate is in the range 0-(grid.length/2-1) then do something. I'm really not sure how to check the row and column index of the found element and store those coordinates to use in my if statement. Help!

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  • Collision Detection (Ground & Slopes) in 2D Platform Game using Pygame Rects

    - by RedCap
    Hi, First off, I am not after any instructions on logic for collision detection; I get it. What I am trying to work out is the least complicated way to do this with Pygame using Sprites & Rects. I want to be able to check collisions for the Player against ground, walls & slopes. In theory it is quite straight forward, but I'm having difficulty because it seems like you cannot do this with one Rect. One Rect is simple enough to get you collisions in the X plane against walls. The same Rect could be used also be used in the Y plane against solids, but not with slopes - since with the collision routines in Pygame it checks the whole Rect (or mask), rather than perhaps just the bottom middle of the Rect. It seems in addition you need to have a number of "sprites" to check collisions with, that are 1x1 pixel in various places around the Player. What's the easiest way to do this, without having a bunch of 3, 4, or more separate "collision pixels" to check against slopes? Geoff

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

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

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  • Converting 2D coordinates from multiple viewpoints into 3D coordinates

    - by Kirk Smith
    Here's the situation. I've got a set of 2D coordinates that specify a point on an image. These 2D coordinates relate to an event that happened in a 3D space (video game). I have 5 images with the same event point on it, so I have 5 sets of 2D coordinates for a single 3D coordinate. I've tried everything I can think to translate these 2D coordinates into 3D coordinates, but the math just escapes me. I have a good estimate of the coordinates from which each image was taken, they're not perfect but they're close. I tried simplifying this and opening up Cinema 4D, a 3D modeling application. I placed 5 cameras at the coordinates where the pictures were taken and lined up the pictures with the event points for each one and tried to find a link, but nothing was forthcoming. I know it's a math question, but like I said, I just can't get it. I took physics in high school 6 years ago, but we didn't deal with a whole lot of this sort of thing. Any help will be very much appreciated, I've been thinking on it for quite a while and I just can't come up with anything.

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