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  • How to calculate median of a Map<Int,Int>?

    - by Chris
    For a map where the key represents a number of a sequence and the value the count how often this number appeared in the squence, how would an implementation of an algorithm in java look like to calculate the median? For example: 1,1,2,2,2,2,3,3,3,4,5,6,6,6,7,7 in a map: Map<Int,Int> map = ... map.put(1,2) map.put(2,4) map.put(3,3) map.put(4,1) map.put(5,1) map.put(6,3) map.put(7,2) double median = calculateMedian(map); print(median); would result in: > print(median); 3 > So what i am looking for is a java implementation of calculateMedian.

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  • Comparison question string vs int

    - by Mike
    Can someone explain to me why these comparisons work they way the do. I had a bug in one of my scripts that took me a little bit to work through. I was using read-host and typing a number. It was storing it as a string. Write-Host "(`'2`' -gt 9 ) = " ('2' -gt 9 ) Write-Host "(2 -gt 9 ) = " (2 -gt 9 ) Write-Host "(`'2`' -gt 10 ) = " ('2' -gt 10 ) If you are comparing a string to an Int does it use the Ascii value? If so why does the first one show $false, it should be $true. Then how is it when you chage it to an int of 10 it because $true.

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  • convert int into string with certain length of char

    - by Tommy
    If the title wasn't clear, ill try to explain it well here. I have a bunch of integers, ranging from 1 to 999, and i need to convert these into strings, but when i do that, i need them to be 3 characters long. so for instance, if i had: int i1 = 45; then when i turned that into a string, i'd need this: "045" or similarly, if i had an int of 8 then that would have to turn into "008", and if anything had 3 places, such as 143, then it would just be outputted as 143. is this easily possible? Thanks for responses in advance. :)

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  • Int property in class definition

    - by Daniel I-S
    I have the following class structure for custom UITableViewCells: NumericEntryCell - Contains method for controlling max value that can be entered into a textbox. SliderCell - inherits from NEC and contains methods for handling slider-control of textbox value TextOnlyCell - just contains a textbox CellA - inherits from SliderCell and has a max value of 28 CellB - inherits from TextOnlyCell and has a max value of 150. I want NumericEntryCell to contain a definition for a property that contains the maxValue. I want to be able to set a value for this in the initialize method of a child class (CellA or CellB). Currently I have an int maxValue declared in the interface of NEC. I declare a property for this with @property int maxValue and @synthesize it within the .m file. However, attempting to modify this property's value from CellA or CellB's initialize method has no effect - when I hit a breakpoint in the NEC method that uses this value, its value is always zero. How can I get this to work?

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  • Convert char array to int array c++

    - by Yadira Suazo
    I`m having problems converting a char array read from file to an int array. Maybe someone can help me. This is my code: char vectorPatron[67]; int iPatrones[67]; archivo = fopen("1_0.txt", "r"); for(i=0;i<67;i++){ fscanf(archivo, "%c", &vectorPatron[i]); printf("%c",vectorPatron[i]); } fclose(archivo); for(i=0;i<67;i++){ iPatrones[i] = atoi(&vectorPatron[i]); printf("%d",iPatrones[i]); }

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  • Count double palindromes in given int sequence

    - by jakubmal
    For a given int sequence check number of double palindromes, where by double palindrome we mean sequence of two same palindromes without break between them. So for example: in 1 0 1 1 0 1 we have 1 0 1 as a palindrome which appears 2 times without a break, in 1 0 1 5 1 0 1 we have 1 0 1 but it's separated (apart from the other palindromes in these sequences) Problem example test data is: 3 12 0 1 1 0 0 1 1 0 0 1 1 0 12 1 0 1 0 1 0 1 0 1 0 1 0 6 3 3 3 3 3 3 with answers 8 0 9 Manacher is obvious for the begging, but I'm not sure what to do next. Any ideas appreciated. Complexity should be below n^2 I guess. EDIT: int is here treated as single element of alphabet

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  • C# remove duplicates from List<List<int>>

    - by marseilles84
    I'm having trouble coming up with the most efficient algorithm to remove duplicates from List<List<int>>, for example (I know this looks like a list of int[], but just doing it that way for visual purposes: my_list[0]= {1, 2, 3}; my_list[1]= {1, 2, 3}; my_list[2]= {9, 10, 11}; my_list[3]= {1, 2, 3}; So the output would just be new_list[0]= {1, 2, 3}; new_list[1]= {9, 10, 11}; Let me know if you have any ideas. I would really appreciate it.

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  • Java Int Array - Number being stored are different from ones specified

    - by Danadir
    Hey there, I have encountered the most weird problem ever in Java. When I am doing this: int []s = new int [5]; s[0] = 026; s[1] = 0011; s[2] = 1001; s[3] = 0026; s[4] = 1101; the numbers being stored in the array, seen from debug mode are different i.e. the numbers stored are 22,9,1001,22,1101. Can you give me some hints what might be wrong with this? Thanks in advance

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  • Get coordinates of arraylist

    - by opiop65
    Here's my map class: public class map{ public static final int CLEAR = 0; public static final ArrayList<Integer> STONE = new ArrayList<Integer>(); public static final int GRASS = 2; public static final int DIRT = 3; public static final int WIDTH = 32; public static final int HEIGHT = 24; public static final int TILE_SIZE = 25; // static int[][] map = new int[WIDTH][HEIGHT]; ArrayList<ArrayList<Integer>> map = new ArrayList<ArrayList<Integer>>(WIDTH * HEIGHT); enum tiles { air, grass, stone, dirt } Image air, grass, stone, dirt; Random rand = new Random(); public Map() { /* default map */ /*for(int y = 0; y < WIDTH; y++){ map[y][y] = (rand.nextInt(2)); System.out.println(map[y][y]); }*/ /*for (int y = 18; y < HEIGHT; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = STONE; } } for (int y = 18; y < 19; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = GRASS; } } for (int y = 19; y < 20; y++) { for (int x = 0; x < WIDTH; x++) { map[x][y] = DIRT; } }*/ for (int y = 0; y < HEIGHT; y++) { for(int x = 0; x < WIDTH; x++){ map.set(x * WIDTH + y, STONE); } } try { init(null, null); } catch (SlickException e) { e.printStackTrace(); } render(null, null, null); } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { air = new Image("res/air.png"); grass = new Image("res/grass.png"); stone = new Image("res/stone.png"); dirt = new Image("res/dirt.png"); } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) { for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y)) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } } public static boolean blocked(float x, float y) { return map[(int) x][(int) y] == STONE; } public static Rectangle blockBounds(int x, int y) { return (new Rectangle(x, y, TILE_SIZE, TILE_SIZE)); } } Specifically I am looking at this: for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { switch (map.get(x * WIDTH + y).intValue()) { case CLEAR: air.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case STONE: stone.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case GRASS: grass.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; case DIRT: dirt.draw(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); break; } } } How can I access the coordinates of my arraylist map and then draw the tiles to the screen? Thanks!

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  • C# Int and math not returning full value.

    - by Mike
    Int64 c1 = Convert.ToInt64(csvdeep[1]); Int64 division = 1024; string results = Math.Abs(c1 / division / division / division).ToString(); My c1 is 10201841664 and results is "9". I'd perfer to get the 2nd two decimal places so my real result would be 9.50. Any tips on how I could get the 2 decimal places?

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  • iPhone Problem comparing course value for cllocation

    - by zebra
    hi all, i'm writing some code for getting some values including course -(void) locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { //somecode NSString *dirString = [[NSString alloc] initWithFormat:@"%d", newLocation.course]; int myInt = [dirString intValue]; if ((myInt >= 0) || (myint < 90)) {course.text =@ "N";} if ((myInt >= 90) || (myint < 180)) {course.text =@ "E";} and so on, but i always retrieve the first value, "N". where's my mistake? Thank's!

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  • Data Validation for Random varying Phone Numbers

    - by baron
    I am storing phone numbers of varying lengths in my WPF (C#, VS 08) App. I store them as strings. My question is about my method AddNewPhoneNo(string phoneNo). In this method, I use Int.TryParse to validate the incoming number (i.e. not null, is numeric...). I've since realized this is probably not the best way to do this, because then I am limited to a number which is ± 2147483647. Definetly this is not always the case with phone numbers. What is a good, easy way to validate phone numbers? I guess the basic rules would be as follows: All numeric All positive Upto 25 chars (could be more, but this will to do for time being) Can't thing if theres any more rules at the moment, that's probably it.

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • how to change a button into a imagebutton in asp.net c#

    - by sweetsecret
    How to change the button into image button... the button in the beginning has "Pick a date" when clicked a calender pops out and the when a date is selected a label at the bottom reading the date comes in and the text on the button changes to disabled... i want to palce a imagebutton having a image icon of the calender and rest of the function will be the same.... the code as follows: using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; [assembly: TagPrefix("DatePicker", "EWS")] namespace EclipseWebSolutions.DatePicker { [DefaultProperty("Text")] [ToolboxData("<{0}:DatePicker runat=server")] [DefaultEvent("SelectionChanged")] [ValidationProperty("TextValue")] public class DatePicker : WebControl, INamingContainer { #region Properties public TextBox txtDate = new TextBox(); public Calendar calDate = new Calendar(); public Button btnDate = new Button(); public Panel pnlCalendar = new Panel(); private enum ViewStateConstants { ValidationGroup, RegularExpression, ErrorMessage, RegExText, CalendarPosition, FormatString, ExpandLabel, CollapseLabel, ApplyDefaultStyle, CausesValidation, } /// <summary> /// Defines the available display modes of this calendar. /// </summary> public enum CalendarDisplay { DisplayRight, DisplayBelow } /// <summary> /// Where to display the popup calendar. /// </summary> [Category("Behaviour")] [Localizable(true)] public CalendarDisplay CalendarPosition { get { if (ViewState[ViewStateConstants.CalendarPosition.ToString()] == null) { ViewState[ViewStateConstants.CalendarPosition.ToString()] = CalendarDisplay.DisplayRight; } return (CalendarDisplay)ViewState[ViewStateConstants.CalendarPosition.ToString()]; } set { ViewState[ViewStateConstants.CalendarPosition.ToString()] = value; } } /// <summary> /// Text version of the control's value, for use by ASP.NET validators. /// </summary> public string TextValue { get { return txtDate.Text; } } /// <summary> /// Holds the current date value of this control. /// </summary> [Category("Behaviour")] [Localizable(true)] [Bindable(true, BindingDirection.TwoWay)] public DateTime DateValue { get { try { if (txtDate.Text == "") return DateTime.MinValue; DateTime val = DateTime.Parse(txtDate.Text); return val; } catch (ArgumentNullException) { return DateTime.MinValue; } catch (FormatException) { return DateTime.MinValue; } } set { if (value == DateTime.MinValue) { txtDate.Text = ""; } else { txtDate.Text = value.ToShortDateString(); } } } [Category("Behavior"), Themeable(false), DefaultValue("")] public virtual string ValidationGroup { get { if (ViewState[ViewStateConstants.ValidationGroup.ToString()] == null) { return string.Empty; } else { return (string)ViewState[ViewStateConstants.ValidationGroup.ToString()]; } } set { ViewState[ViewStateConstants.ValidationGroup.ToString()] = value; } } /// <summary> /// The label of the exand button. Shown when the calendar is hidden. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("PickDate")] [Localizable(true)] public string ExpandButtonLabel { get { String s = (String)ViewState[ViewStateConstants.ExpandLabel.ToString()]; return ((s == null) ? "PickDate" : s); } set { ViewState[ViewStateConstants.ExpandLabel.ToString()] = value; } } /// <summary> /// The label of the collapse button. Shown when the calendar is visible. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("Disabled")] [Localizable(true)] public string CollapseButtonLabel { get { String s = (String)ViewState[ViewStateConstants.CollapseLabel.ToString()]; return ((s == null) ? "Disabled" : s); } set { ViewState[ViewStateConstants.CollapseLabel.ToString()] = value; } } /// <summary> /// Whether to apply the default style. Disable this if you want to apply a custom style, or to use themes and skins /// to style the control. /// </summary> [Category("Appearance")] [DefaultValue(true)] [Localizable(true)] public bool ApplyDefaultStyle { get { if (ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] == null) { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = true; } return (bool)ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()]; } set { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = value; } } /// <summary> /// Causes Validation /// </summary> [Category("Appearance")] [DefaultValue(false)] [Localizable(false)] public bool CausesValidation { get { if (ViewState[ViewStateConstants.CausesValidation.ToString()] == null) { ViewState[ViewStateConstants.CausesValidation.ToString()] = false; } return (bool)ViewState[ViewStateConstants.CausesValidation.ToString()]; } set { ViewState[ViewStateConstants.CausesValidation.ToString()] = value; btnDate.CausesValidation = value; } } #endregion #region Events /// <summary> /// A day was selected from the calendar control. /// </summary> public event EventHandler SelectionChanged; protected virtual void OnSelectionChanged() { if (SelectionChanged != null) // only raise the event if someone is listening. { SelectionChanged(this, EventArgs.Empty); } } #endregion #region Event Handlers /// <summary> /// The +/- button was clicked. /// </summary> protected void btnDate_Click(object sender, System.EventArgs e) { if (!calDate.Visible) { // expand the calendar calDate.Visible = true; txtDate.Enabled = false; btnDate.Text = CollapseButtonLabel; if (DateValue != DateTime.MinValue) { calDate.SelectedDate = DateValue; calDate.VisibleDate = DateValue; } } else { // collapse the calendar calDate.Visible = false; txtDate.Enabled = true; btnDate.Text = ExpandButtonLabel; } } /// <summary> /// A date was selected from the calendar. /// </summary> protected void calDate_SelectionChanged(object sender, System.EventArgs e) { calDate.Visible = false; txtDate.Visible = true; btnDate.Text = ExpandButtonLabel; txtDate.Enabled = true; txtDate.Text = calDate.SelectedDate.ToShortDateString(); OnSelectionChanged(); } #endregion /// <summary> /// Builds the contents of this control. /// </summary> protected override void CreateChildControls() { btnDate.Text = ExpandButtonLabel; btnDate.CausesValidation = CausesValidation; txtDate.ID = "txtDate"; calDate.Visible = false; if (ApplyDefaultStyle) { calDate.BackColor = System.Drawing.Color.White; calDate.BorderColor = System.Drawing.Color.FromArgb(10066329); calDate.CellPadding = 2; calDate.DayNameFormat = DayNameFormat.Shortest; calDate.Font.Name = "Verdana"; calDate.Font.Size = FontUnit.Parse("8pt"); calDate.ForeColor = System.Drawing.Color.Black; calDate.Height = new Unit(150, UnitType.Pixel); calDate.Width = new Unit(180, UnitType.Pixel); calDate.DayHeaderStyle.BackColor = System.Drawing.Color.FromArgb(228, 228, 228); calDate.DayHeaderStyle.Font.Size = FontUnit.Parse("7pt"); calDate.TitleStyle.Font.Bold = true; calDate.WeekendDayStyle.BackColor = System.Drawing.Color.FromArgb(255, 255, 204); } ConnectEventHandlers(); pnlCalendar.Controls.Add(calDate); pnlCalendar.Style["position"] = "absolute"; pnlCalendar.Style["filter"] = "alpha(opacity=95)"; pnlCalendar.Style["-moz-opacity"] = ".95"; pnlCalendar.Style["opacity"] = ".95"; pnlCalendar.Style["z-index"] = "2"; pnlCalendar.Style["background-color"] = "White"; if (CalendarPosition == CalendarDisplay.DisplayBelow) { pnlCalendar.Style["margin-top"] = "27px"; } else { pnlCalendar.Style["display"] = "inline"; } Controls.Add(txtDate); Controls.Add(pnlCalendar); Controls.Add(btnDate); base.CreateChildControls(); } /// <summary> /// Render the contents of this control. /// </summary> /// <param name="output">The HtmlTextWriter to use.</param> protected override void RenderContents(HtmlTextWriter output) { switch (CalendarPosition) { case CalendarDisplay.DisplayRight: { txtDate.RenderControl(output); btnDate.RenderControl(output); pnlCalendar.RenderControl(output); break; } case CalendarDisplay.DisplayBelow: { pnlCalendar.RenderControl(output); txtDate.RenderControl(output); btnDate.RenderControl(output); break; } } } /// <summary> /// Connect event handlers to events. /// </summary> private void ConnectEventHandlers() { btnDate.Click += new System.EventHandler(btnDate_Click); calDate.SelectionChanged += new System.EventHandler(calDate_SelectionChanged); } } } using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; [assembly: TagPrefix("DatePicker", "EWS")] namespace EclipseWebSolutions.DatePicker { [DefaultProperty("Text")] [ToolboxData("<{0}:DatePicker runat=server")] [DefaultEvent("SelectionChanged")] [ValidationProperty("TextValue")] public class DatePicker : WebControl, INamingContainer { #region Properties public TextBox txtDate = new TextBox(); public Calendar calDate = new Calendar(); public Button btnDate = new Button(); public Panel pnlCalendar = new Panel(); private enum ViewStateConstants { ValidationGroup, RegularExpression, ErrorMessage, RegExText, CalendarPosition, FormatString, ExpandLabel, CollapseLabel, ApplyDefaultStyle, CausesValidation, } /// <summary> /// Defines the available display modes of this calendar. /// </summary> public enum CalendarDisplay { DisplayRight, DisplayBelow } /// <summary> /// Where to display the popup calendar. /// </summary> [Category("Behaviour")] [Localizable(true)] public CalendarDisplay CalendarPosition { get { if (ViewState[ViewStateConstants.CalendarPosition.ToString()] == null) { ViewState[ViewStateConstants.CalendarPosition.ToString()] = CalendarDisplay.DisplayRight; } return (CalendarDisplay)ViewState[ViewStateConstants.CalendarPosition.ToString()]; } set { ViewState[ViewStateConstants.CalendarPosition.ToString()] = value; } } /// <summary> /// Text version of the control's value, for use by ASP.NET validators. /// </summary> public string TextValue { get { return txtDate.Text; } } /// <summary> /// Holds the current date value of this control. /// </summary> [Category("Behaviour")] [Localizable(true)] [Bindable(true, BindingDirection.TwoWay)] public DateTime DateValue { get { try { if (txtDate.Text == "") return DateTime.MinValue; DateTime val = DateTime.Parse(txtDate.Text); return val; } catch (ArgumentNullException) { return DateTime.MinValue; } catch (FormatException) { return DateTime.MinValue; } } set { if (value == DateTime.MinValue) { txtDate.Text = ""; } else { txtDate.Text = value.ToShortDateString(); } } } [Category("Behavior"), Themeable(false), DefaultValue("")] public virtual string ValidationGroup { get { if (ViewState[ViewStateConstants.ValidationGroup.ToString()] == null) { return string.Empty; } else { return (string)ViewState[ViewStateConstants.ValidationGroup.ToString()]; } } set { ViewState[ViewStateConstants.ValidationGroup.ToString()] = value; } } /// <summary> /// The label of the exand button. Shown when the calendar is hidden. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("PickDate")] [Localizable(true)] public string ExpandButtonLabel { get { String s = (String)ViewState[ViewStateConstants.ExpandLabel.ToString()]; return ((s == null) ? "PickDate" : s); } set { ViewState[ViewStateConstants.ExpandLabel.ToString()] = value; } } /// <summary> /// The label of the collapse button. Shown when the calendar is visible. /// </summary> [Bindable(true)] [Category("Appearance")] [DefaultValue("Disabled")] [Localizable(true)] public string CollapseButtonLabel { get { String s = (String)ViewState[ViewStateConstants.CollapseLabel.ToString()]; return ((s == null) ? "Disabled" : s); } set { ViewState[ViewStateConstants.CollapseLabel.ToString()] = value; } } /// <summary> /// Whether to apply the default style. Disable this if you want to apply a custom style, or to use themes and skins /// to style the control. /// </summary> [Category("Appearance")] [DefaultValue(true)] [Localizable(true)] public bool ApplyDefaultStyle { get { if (ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] == null) { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = true; } return (bool)ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()]; } set { ViewState[ViewStateConstants.ApplyDefaultStyle.ToString()] = value; } } /// <summary> /// Causes Validation /// </summary> [Category("Appearance")] [DefaultValue(false)] [Localizable(false)] public bool CausesValidation { get { if (ViewState[ViewStateConstants.CausesValidation.ToString()] == null) { ViewState[ViewStateConstants.CausesValidation.ToString()] = false; } return (bool)ViewState[ViewStateConstants.CausesValidation.ToString()]; } set { ViewState[ViewStateConstants.CausesValidation.ToString()] = value; btnDate.CausesValidation = value; } } #endregion #region Events /// <summary> /// A day was selected from the calendar control. /// </summary> public event EventHandler SelectionChanged; protected virtual void OnSelectionChanged() { if (SelectionChanged != null) // only raise the event if someone is listening. { SelectionChanged(this, EventArgs.Empty); } } #endregion #region Event Handlers /// <summary> /// The +/- button was clicked. /// </summary> protected void btnDate_Click(object sender, System.EventArgs e) { if (!calDate.Visible) { // expand the calendar calDate.Visible = true; txtDate.Enabled = false; btnDate.Text = CollapseButtonLabel; if (DateValue != DateTime.MinValue) { calDate.SelectedDate = DateValue; calDate.VisibleDate = DateValue; } } else { // collapse the calendar calDate.Visible = false; txtDate.Enabled = true; btnDate.Text = ExpandButtonLabel; } } /// <summary> /// A date was selected from the calendar. /// </summary> protected void calDate_SelectionChanged(object sender, System.EventArgs e) { calDate.Visible = false; txtDate.Visible = true; btnDate.Text = ExpandButtonLabel; txtDate.Enabled = true; txtDate.Text = calDate.SelectedDate.ToShortDateString(); OnSelectionChanged(); } #endregion /// <summary> /// Builds the contents of this control. /// </summary> protected override void CreateChildControls() { btnDate.Text = ExpandButtonLabel; btnDate.CausesValidation = CausesValidation; txtDate.ID = "txtDate"; calDate.Visible = false; if (ApplyDefaultStyle) { calDate.BackColor = System.Drawing.Color.White; calDate.BorderColor = System.Drawing.Color.FromArgb(10066329); calDate.CellPadding = 2; calDate.DayNameFormat = DayNameFormat.Shortest; calDate.Font.Name = "Verdana"; calDate.Font.Size = FontUnit.Parse("8pt"); calDate.ForeColor = System.Drawing.Color.Black; calDate.Height = new Unit(150, UnitType.Pixel); calDate.Width = new Unit(180, UnitType.Pixel); calDate.DayHeaderStyle.BackColor = System.Drawing.Color.FromArgb(228, 228, 228); calDate.DayHeaderStyle.Font.Size = FontUnit.Parse("7pt"); calDate.TitleStyle.Font.Bold = true; calDate.WeekendDayStyle.BackColor = System.Drawing.Color.FromArgb(255, 255, 204); } ConnectEventHandlers(); pnlCalendar.Controls.Add(calDate); pnlCalendar.Style["position"] = "absolute"; pnlCalendar.Style["filter"] = "alpha(opacity=95)"; pnlCalendar.Style["-moz-opacity"] = ".95"; pnlCalendar.Style["opacity"] = ".95"; pnlCalendar.Style["z-index"] = "2"; pnlCalendar.Style["background-color"] = "White"; if (CalendarPosition == CalendarDisplay.DisplayBelow) { pnlCalendar.Style["margin-top"] = "27px"; } else { pnlCalendar.Style["display"] = "inline"; } Controls.Add(txtDate); Controls.Add(pnlCalendar); Controls.Add(btnDate); base.CreateChildControls(); } /// <summary> /// Render the contents of this control. /// </summary> /// <param name="output">The HtmlTextWriter to use.</param> protected override void RenderContents(HtmlTextWriter output) { switch (CalendarPosition) { case CalendarDisplay.DisplayRight: { txtDate.RenderControl(output); btnDate.RenderControl(output); pnlCalendar.RenderControl(output); break; } case CalendarDisplay.DisplayBelow: { pnlCalendar.RenderControl(output); txtDate.RenderControl(output); btnDate.RenderControl(output); break; } } } /// <summary> /// Connect event handlers to events. /// </summary> private void ConnectEventHandlers() { btnDate.Click += new System.EventHandler(btnDate_Click); calDate.SelectionChanged += new System.EventHandler(calDate_SelectionChanged); } } } <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" % <%@ Register Assembly="EclipseWebSolutions.DatePicker" Namespace="EclipseWebSolutions.DatePicker" TagPrefix="ews" % Untitled Page       using System; using System.Data; using System.Configuration; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Web.UI.HtmlControls; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void DatePicker1_SelectionChanged(object sender, EventArgs e) { Label1.Text = DatePicker1.DateValue.ToShortDateString(); pnlLabel.Update(); } }

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  • Can i use a switch to hold a function?

    - by TIMOTHY
    I have a 3 file program, basically teaching myself c++. I have an issue. I made a switch to use the math function. I need and put it in a variable, but for some reason I get a zero as a result. Also another issue, when I select 4 (divide) it crashes... Is there a reason? Main file: #include <iostream> #include "math.h" #include <string> using namespace std; int opersel; int c; int a; int b; string test; int main(){ cout << "Welcome to Math-matrix v.34"<< endl; cout << "Shall we begin?" <<endl; //ASK USER IF THEY ARE READY TO BEGIN string answer; cin >> answer; if(answer == "yes" || answer == "YES" || answer == "Yes") { cout << "excellent lets begin..." << endl; cout << "please select a operator..." << endl << endl; cout << "(1) + " << endl; cout << "(2) - " << endl; cout << "(3) * " << endl; cout << "(4) / " << endl; cin >> opersel; switch(opersel){ case 1: c = add(a,b); break; case 2: c = sub(a,b); break; case 3: c = multi(a,b); break; case 4: c = divide(a,b); break; default: cout << "error... retry" << endl; }// end retry cout << "alright, how please select first digit?" << endl; cin >> a; cout << "excellent... and your second?" << endl; cin >> b; cout << c; cin >> test; }else if (answer == "no" || answer == "NO" || answer == "No"){ }//GAME ENDS }// end of int main Here is my math.h file #ifndef MATH_H #define MATH_H int add(int a, int b); int sub(int a, int b); int multi(int a, int b); int divide(int a, int b); #endif Here is my math.cpp: int add(int a, int b) { return a + b; } int sub(int a, int b) { return a - b; } int multi(int a, int b) { return a * b; } int divide(int a, int b) { return a / b; } }// end of int main

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Original object is also changed when values of cloned object are changed.

    - by fari
    I am trying to use clone but the original object is also changed when values of cloned object are changed. As you can see KalaGameState does not use any objects so a shallow copy should work. /** * This class represents the current state of a Kala game, including * which player's turn it is along with the state of the board; i.e. the * numbers of stones in each side pit, and each player's 'kala'). */ public class KalaGameState implements Cloneable { // your code goes here private int turn; private int[] sidePit; private boolean game; public Object clone() { try { return super.clone(); } catch (CloneNotSupportedException e) { // This should never happen throw new InternalError(e.toString()); } } /** * Constructs a new GameState with a specified number of stones in each * player's side pits. * @param startingStones the number of starting stones in each side pit. * @throws InvalidStartingStonesException if startingStones not in the range 1-10. */ public KalaGameState(int startingStones) throws InvalidStartingStonesException { game=true; turn=0; sidePit=new int[14]; for (int i=0; i <= 13 ; i++) { sidePit[i] = startingStones; } sidePit[6] =0; sidePit[13] =0; // your code goes here } /** * Returns the ID of the player whose turn it is. * @return A value of 0 = Player A, 1 = Player B. */ public int getTurn() { return turn; // your code goes here } /** * Returns the current kala for a specified player. * @param playerNum A value of 0 for Player A, 1 for Player B. * @throws IllegalPlayerNumException if the playerNum parameter * is not 0 or 1. */ public int getKala(int playerNum) throws IllegalPlayerNumException { if(playerNum!=0 || playerNum!=1) throw new IllegalPlayerNumException(playerNum); if(playerNum==0) return sidePit[6]; else return sidePit[13]; // your code goes here } /** * Returns the current number of stones in the specified pit for * the player whose turn it is. * @param sidePitNum the side pit being queried in the range 1-6. * @throws IllegalSidePitNumException if the sidePitNum parameter. * is not in the range 1-6. */ public int getNumStones(int sidePitNum) throws IllegalSidePitNumException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); if(turn==0) return sidePit[sidePitNum]; else return sidePit[sidePitNum+6]; // your code goes here } /** * Returns the current number of stones in the specified pit for a specified player. * @param playerNum the player whose kala is sought. (0 = Player A, 1 = Player B). * @param sidePitNum the side pit being queried (in the range 1-6). * @throws IllegalPlayerNumException if the playerNum parameter is not 0 or 1. * @throws IllegalSidePitNumException if the sidePitNum parameter is not in the * range 1-6. */ public int getNumStones(int playerNum, int sidePitNum) throws IllegalPlayerNumException, IllegalSidePitNumException { /*if(playerNum>2) throw new IllegalPlayerNumException(playerNum); if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); */ if(playerNum==0) return sidePit[sidePitNum]; else if(playerNum==1) return sidePit[sidePitNum+7]; else return sidePit[sidePitNum]; } /** * Returns the current score for a specified player - the player's * kala plus the number of stones in each of their side pits. * @param playerNum the player whose kala is sought. (0 = Player A, 1 = Player B). * @throws IllegalPlayerNumException if the playerNum parameter is not 0 or 1. */ public int getScore(int playerNum) throws IllegalPlayerNumException { if(playerNum>1) throw new IllegalPlayerNumException(playerNum); int score=0; if(playerNum==0) { for(int i=0;i<=5;i++) score=score+sidePit[i]; score=score+sidePit[6]; } else { for(int i=7;i<=12;i++) score=score+sidePit[i]; score=score+sidePit[13]; } // your code goes here return score; } private int getSidePitArrayIndex(int sidePitNum) throws IllegalSidePitNumException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); if(turn==0) { return sidePitNum--; } else { return sidePitNum+6; } } public boolean gameOver() { int stone=0; if(turn==0) for(int i=0;i<=5;i++) stone=stone+getNumStones(i); else for(int i=7;i<=12;i++) stone=stone+getNumStones(i-7); if (stone==0) game=false; return game; } /** * Makes a move for the player whose turn it is. * @param sidePitNum the side pit being queried (should be in the range 1-6) * @throws IllegalSidePitNumException if the sidePitNum parameter is not in the range 1-6. * @throws IllegalMoveException if the side pit is empty and has no stones in it. */ public void makeMove(int sidePitNum) throws IllegalSidePitNumException, IllegalMoveException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); /* if(turn==0) { if(sidePit[sidePitNum-1]==0) throw new IllegalMoveException(sidePitNum); } else { if(sidePit[sidePitNum-1+7]==0) throw new IllegalMoveException(sidePitNum); } */ sidePitNum--; int temp=sidePitNum; int pitNum=sidePitNum+1; int stones=getNumStones(turn,sidePitNum); if(turn==0) sidePit[sidePitNum]=0; else { sidePitNum=sidePitNum+7; sidePit[sidePitNum]=0; pitNum=pitNum+7; } while(stones!=0) { if(turn==0) { sidePit[pitNum]=sidePit[pitNum]+1; stones--; pitNum++; if(pitNum==13) pitNum=0; } else { sidePit[pitNum]=sidePit[pitNum]+1; stones--; pitNum++; if(pitNum==6) pitNum=7; else if(pitNum==14) pitNum=0; } } boolean res=anotherTurn(pitNum); if(!res){ capture(pitNum,temp); if(turn==0) turn=1; else turn=0;} } private boolean anotherTurn(int pitNum) {pitNum--; boolean temp=false; if(turn==0) {if(pitNum==6) {turn=0; temp=true; } } else if(pitNum==-1) {turn=1; temp=true; } return temp; } private void capture(int pitNum, int pit) { pitNum--; if(turn==0){ if(sidePit[pitNum]==1 && pitNum<6) { if(pitNum==0) { sidePit[6]=sidePit[6]+sidePit[12]+1; sidePit[12]=0; } else if(pitNum==1) { sidePit[6]=sidePit[6]+sidePit[11]+1; sidePit[11]=0; } else if(pitNum==2) { sidePit[6]=sidePit[6]+sidePit[10]+1; sidePit[10]=0; } else if(pitNum==3) { sidePit[6]=sidePit[6]+sidePit[9]+1; sidePit[9]=0; } else if(pitNum==4) { sidePit[6]=sidePit[6]+sidePit[8]+1; sidePit[8]=0; } else if(pitNum==5) { sidePit[6]=sidePit[6]+sidePit[7]+1; sidePit[7]=0; } sidePit[pitNum]=0; } } if(turn==1) { //pitNum=pitNum; if(sidePit[pitNum]==1 && pit+7>6) { if(pitNum==7) { sidePit[13]=sidePit[13]+sidePit[5]+1; sidePit[7]=0; } else if(pitNum==8) { sidePit[13]=sidePit[13]+sidePit[4]+1; sidePit[4]=0; } else if(pitNum==9) { sidePit[13]=sidePit[13]+sidePit[3]+1; sidePit[3]=0; } else if(pitNum==10) { sidePit[13]=sidePit[13]+sidePit[2]+1; sidePit[2]=0; } else if(pitNum==11) { sidePit[13]=sidePit[13]+sidePit[1]+1; sidePit[1]=0; } else if(pitNum==12) { sidePit[13]=sidePit[13]+sidePit[0]+1; sidePit[0]=0; } sidePit[pitNum]=0; } } } } import java.io.BufferedReader; import java.io.InputStreamReader; public class RandomPlayer extends KalaPlayer{ //KalaGameState state; public int chooseMove(KalaGameState gs) throws NoMoveAvailableException {int[] moves; moves=getMoves(gs); try{ for(int i=0;i<=5;i++) System.out.println(moves[i]); for(int i=0;i<=5;i++) { if(moves[i]==1) { KalaGameState state=(KalaGameState) gs.clone(); state.makeMove(moves[i]); gs.getTurn(); moves[i]=evalValue(state.getScore(0),state.getScore(1)); } } } catch(IllegalMoveException e) { System.out.println(e); //chooseMove(state); } return 10; } private int evalValue(int score0,int score1) { int score=0; //int score0=0; // int score1=0; //getScore(0); //score1=state.getScore(1); //if((state.getTurn())==0) score=score1-score0; //else //score=score1-score0; System.out.println("score: "+score); return score; } public int[] getMoves(KalaGameState gs) { int[] moves=new int[6]; for(int i=1;i<=6;i++) { if(gs.getNumStones(i)!=0) moves[i-1]=1; else moves[i-1]=0; } return moves; } } Can you explain what is going wrong, please?

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  • Method return type

    - by sarah xia
    Hi, In my company, a system is designed to have 3 layers. Layer1 is responsible for business logic handling. Layer3 is calling back end systems. Layer2 sits between the two layers so that layer1 doesn't need to know about the back end systems. To replay information from layer3, layer2 needs to define interface to layer1. For example, layer1 wants to check if a PIN from user is correct. It calls layer2 checkPin() method and then layer2 calls the relevant back end system. The checkPin() results could be: correctPin, inCorrectPin and internalError. At the moment, we defined the return type 'int'. So if layer2 returns 0, it means correctPin; if 1 is returned, it means inCorrectPin; if 9 is returned it means internalError. It works. However I feel a bit uneasy about this approach. Are there better ways to do it? For example define an enum CheckPinResult{CORRECT_PIN,INCORRECT_PIN,INTERNAL_ERROR}, and return CheckPinResult type? Thanks, Sarah

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  • C++ LPTSTR to int (but memory overwrite problem using atoi)

    - by Dexter
    I have the following code, m_edit is a MFC CEdit (I know I would never use MFC but project demanded it). It's a simple loop, that gets the text from a text edit, converts it to integer after getting the first line, then stores it in m_y vector. LPTSTR szTemp; vector<int> m_y; for(int i = 0; i < m_edit->GetLineCount(); i++){ szTemp = s_y.GetBuffer(0); m_edit->GetLine(i, szTemp); // get line text store in szTemp y = atoi(szTemp); m_y.push_back(y); szTemp = ""; y = 0; } IMPORTANT EXAMPLE: So let's say the CEdit has 6 numbers: 0 5 2 5 18 6 If you use Visual Studio's debugger you will notice an anomaly!! Here's what it shows: y = 0 y = 5 y = 2 y = 5 y = 18 y = 68 Do you see that? szTemp when inserted into atoi, it returns the number 6, but concatenates the 2nd digit of the last number!!! This is why I did szTemp = "";, but the problem persists. Also, let's say the last number was 17 (not 18), then this time debugger would say y = 67, so it is definitely this problem. However, Visual Studio debugger, when you hover over szTemp during this iteration, it says '6' <--- not '68' inside szTemp. So somehow atoi is ruining it. Am I suppose to concatenate a \0 into szTemp before putting it into atoi? How do I solve this easily?

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  • Atomic int writes on file

    - by Waneck
    Hello! I'm writing an application that will have to be able to handle many concurrent accesses to it, either by threads as by processes. So no mutex'es or locks should be applied to this. To make the use of locks go down to a minimum, I'm designing for the file to be "append-only", so all data is first appended to disk, and then the address pointing to the info it has updated, is changed to refer to the new one. So I will need to implement a small lock system only to change this one int so it refers to the new address. How is the best way to do it? I was thinking about maybe putting a flag before the address, that when it's set, the readers will use a spin lock until it's released. But I'm afraid that it isn't at all atomic, is it? e.g. a reader reads the flag, and it is unset on the same time, a writer writes the flag and changes the value of the int the reader may read an inconsistent value! I'm looking for locking techniques but all I find is either for thread locking techniques, or to lock an entire file, not fields. Is it not possible to do this? How do append-only databases handle this? Thanks! Cauê

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  • Gui problem after rewriting to MVC

    - by trevor_nise
    I'm practicing MVC style programming. I have a Mastermind game in a single file, working with no problems (maybe apart of the fact that "Check" button is invisible at start). http://paste.pocoo.org/show/226726/ But when I've rewritten it to model, view, controller files - when I click on empty Pin (that should be updated, and repainted with new color) - noting happens. Can anybody see any problems here ? I've tried placing repaint() in different places, but it simply does not work at all :/ Main : public class Main { public static void main(String[] args){ Model model = new Model(); View view = new View("Mastermind", 400, 590, model); Controller controller = new Controller(model, view); view.setVisible(true); } } Model : import java.util.Random; public class Model{ static final int LINE = 5, SCORE = 10, OPTIONS = 20; Pin pins[][] = new Pin[21][LINE]; int combination[] = new int[LINE]; int curPin = 0; int turn = 1; Random generator = new Random(); int repaintPin; boolean pinsRepaint=false; int pinsToRepaint; boolean isUpdate = true, isPlaying = true, isRowFull = false; static final int HIT_X[] = {270,290,310,290,310}, HIT_Y[] = {506,496,496,516,516}; public Model(){ for ( int i=0; i < SCORE; i++ ){ for ( int j = 0; j < LINE; j++ ){ pins[i][j] = new Pin(20,0); pins[i][j].setPosition(j*50+30,510-i*50); pins[i+SCORE][j] = new Pin(8,0); pins[i+SCORE][j].setPosition(HIT_X[j],HIT_Y[j]-i*50); } } for ( int i=0; i < LINE; i++ ){ pins[OPTIONS][i] = new Pin( 20, i+2 ); pins[OPTIONS][i].setPosition( 370,i * 50 + 56); } } void fillHole(int color) { pins[turn-1][curPin].setColor(color+1); pinsRepaint = true; pinsToRepaint = turn; curPin = (curPin+1) % LINE; if (curPin == 0){ isRowFull = true; } pinsRepaint = false; pinsToRepaint = 0; } void check() { int junkPins[] = new int[LINE], junkCode[] = new int[LINE]; int pinCount = 0, pico = 0; for ( int i = 0; i < LINE; i++ ) { junkPins[i] = pins[turn-1][i].getColor(); junkCode[i] = combination[i]; } for ( int i = 0; i < LINE; i++ ){ if (junkPins[i]==junkCode[i]) { pins[turn+SCORE][pinCount].setColor(1); pinCount++; pico++; junkPins[i] = 98; junkCode[i] = 99; } } for ( int i = 0; i < LINE; i++ ){ for ( int j = 0; j < LINE; j++ ) if (junkPins[i]==junkCode[j]) { pins[turn+SCORE][pinCount].setColor(2); pinCount++; junkPins[i] = 98; junkCode[j] = 99; j = LINE; } } pinsRepaint = true; pinsToRepaint = turn + SCORE; pinsRepaint = false; pinsToRepaint=0; if ( pico == LINE ){ isPlaying = false; } else if ( turn >= 10 ){ isPlaying = false; } else{ curPin = 0; isRowFull = false; turn++; } } void combination() { for ( int i = 0; i < LINE; i++ ){ combination[i] = generator.nextInt(6) + 1; } } } class Pin{ private int color, X, Y, radius; public Pin(){ X = 0; Y = 0; radius = 0; color = 0; } public Pin( int r,int c ){ X = 0; Y = 0; radius = r; color = c; } public int getX(){ return X; } public int getY(){ return Y; } public int getRadius(){ return radius; } public void setRadius(int r){ radius = r; } public void setPosition( int x,int y ){ this.X = x ; this.Y = y ; } public void setColor( int c ){ color = c; } public int getColor() { return color; } } View: import java.awt.*; import javax.swing.*; public class View extends Frame{ Model model; JButton checkAnswer; private JPanel button; private static final Color COLORS[] = {Color.black, Color.white, Color.red, Color.yellow, Color.green, Color.blue, new Color(7, 254, 250)}; public View(String name, int w, int h, Model m){ model = m; setTitle( name ); setSize( w,h ); setResizable( false ); this.setLayout(new BorderLayout()); button = new JPanel(); button.setSize( new Dimension(400, 100)); button.setVisible(true); checkAnswer = new JButton("Check"); checkAnswer.setSize( new Dimension(200, 30)); button.add( checkAnswer ); this.add( button, BorderLayout.SOUTH); button.setVisible(true); } @Override public void paint( Graphics g ) { g.setColor( new Color(238, 238, 238)); g.fillRect( 0,0,400,590); for ( int i=0; i < model.pins.length; i++ ) { paintPins(model.pins[i][0],g); paintPins(model.pins[i][1],g); paintPins(model.pins[i][2],g); paintPins(model.pins[i][3],g); paintPins(model.pins[i][4],g); } } @Override public void update( Graphics g ) { if ( model.isUpdate ) { paint(g); } else { model.isUpdate = true; paintPins(model.pins[model.repaintPin-1][0],g); paintPins(model.pins[model.repaintPin-1][1],g); paintPins(model.pins[model.repaintPin-1][2],g); paintPins(model.pins[model.repaintPin-1][3],g); paintPins(model.pins[model.repaintPin-1][4],g); } } void repaintPins( int pin ) { model.repaintPin = pin; model.isUpdate = false; repaint(); } public void paintPins(Pin p, Graphics g ){ int X = p.getX(); int Y = p.getY(); int color = p.getColor(); int radius = p.getRadius(); int x = X-radius; int y = Y-radius; if (color > 0){ g.setColor( COLORS[color]); g.fillOval( x,y,2*radius,2*radius ); } else{ g.setColor( new Color(238, 238, 238) ); g.drawOval( x,y,2*radius-1,2*radius-1 ); } g.setColor( Color.black ); g.drawOval( x,y,2*radius,2*radius ); } } Controller: import java.awt.*; import java.awt.event.*; public class Controller implements MouseListener, ActionListener { private Model model; private View view; public Controller(Model m, View v){ model = m; view = v; view.addWindowListener( new WindowAdapter(){ public void windowClosing(WindowEvent e){ System.exit(0); } }); view.addMouseListener(this); view.checkAnswer.addActionListener(this); model.combination(); } public void actionPerformed( ActionEvent e ) { if(e.getSource() == view.checkAnswer){ if(model.isRowFull){ model.check(); } } } public void mousePressed(MouseEvent e) { Point mouse = new Point(); mouse = e.getPoint(); if (model.isPlaying){ if (mouse.x > 350) { int button = 1 + (int)((mouse.y - 32) / 50); if ((button >= 1) && (button <= 5)){ model.fillHole(button); if(model.pinsRepaint){ view.repaintPins( model.pinsToRepaint ); } } } } } public void mouseClicked(MouseEvent e) {} public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }

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  • function php with parameter 0

    - by Arnaud Ncy
    I have a function like this public function get_page($position) { switch ($position) { case "current": echo "current"; return $this->current_page; break; case "first": echo "first"; return $this->current_page >= 3 ? 1 : false; break; case "last": echo "last"; return $this->current_page <= $this->total_pages() - 2 ? ceil($this->count / $this->nb_items_to_show) : false; break; case "previous": echo "previous"; return $this->current_page - 1 >= 1 ? $this->current_page - 1 : false; break; case "next": echo "next"; return $this->current_page + 1 <= $this->total_pages() ? $this->current_page + 1 : false; break; case is_int($position): echo "int"; if ($position >= 1 && $position <= $this->total_pages()) { return $position; } else { return false; } break; default: echo "default"; return false; break; } } When I call the function, it works for every parameters except 0 and goes in "current" case in the switch. $paginator->get_page(0); If I call the function with quotes "0", it works. But the function could be called like this $paginator->get_page($paginator->get_page("current") - 2); How can I call the function with parameter 0 ?

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