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  • Smooth scrolling and syntax highlighting in MacVim

    - by mitjak
    Is there any way to get MacVim to scroll more smoothly TextMate style? While I'm here, is there a syntax file I can edit to add syntax highlighting to files? I have Velocity .vhtml files which are largely regular HTML with a bit of VTL thrown in. If I could just add .vhtml as an extension to the HTML syntax highlighter that would already make things 10x better.

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  • friendship and operator overloading help

    - by sil3nt
    hello there, I have the following class #ifndef Container_H #define Container_H #include <iostream> using namespace std; class Container{ friend bool operator==(const Container &rhs,const Container &lhs); public: void display(ostream & out) const; private: int sizeC; // size of Container int capacityC; // capacity of dynamic array int * elements; // pntr to dynamic array }; ostream & operator<< (ostream & out, const Container & aCont); #endif and this source file #include "container.h" /*----------------------------********************************************* note: to test whether capacityC and sizeC are equal, must i add 1 to sizeC? seeing as sizeC starts off with 0?? */ Container::Container(int maxCapacity){ capacityC = maxCapacity; elements = new int [capacityC]; sizeC = 0; } Container::~Container(){ delete [] elements; } Container::Container(const Container & origCont){ //copy constructor? int i = 0; for (i = 0; i<capacityC; i++){ //capacity to be used here? (*this).elements[i] = origCont.elements[i]; } } bool Container::empty() const{ if (sizeC == 0){ return true; }else{ return false; } } void Container::insert(int item, int index){ if ( sizeC == capacityC ){ cout << "\n*** Next: Bye!\n"; return; // ? have return here? } if ( (index >= 0) && (index <= capacityC) ){ elements[index] = item; sizeC++; } if ( (index < 0) && (index > capacityC) ){ cout<<"*** Illegal location to insert--"<< index << ". Container unchanged. ***\n"; }//error here not valid? according to original a3? have i implemented wrong? } void Container::erase(int index){ if ( (index >= 0) && (index <= capacityC) ){ //correct here? legal location? int i = 0; while (i<capacityC){ //correct? elements[index] = elements[index+1]; //check if index increases here. i++; } sizeC=sizeC-1; //correct? updated sizeC? }else{ cout<<"*** Illegal location to be removed--"<< index << ". Container unchanged. ***\n"; } } int Container::size()const{ return sizeC; //correct? } /* bool Container::operator==(const Container &rhs,const Container &lhs){ int equal = 0, i = 0; for (i = 0; i < capacityC ; i++){ if ( rhs.elements[i] == lhs.elements[i] ){ equal++; } } if (equal == sizeC){ return true; }else{ return false; } } ostream & operator<< (ostream & out, const Container & aCont){ int i = 0; for (i = 0; i<sizeC; i++){ out<< aCont.elements[i] << " " << endl; } } */ I dont have the other functions in the header file (just a quikie). Anyways, the last two functions in "/* */" I cant get to work, what am I doing wrong here? the first function is to see whether the two arrays are equal to one another

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  • subclassing QList and operator+ overloading

    - by Milen
    I would like to be able to add two QList objects. For example: QList<int> b; b.append(10); b.append(20); b.append(30); QList<int> c; c.append(1); c.append(2); c.append(3); QList<int> d; d = b + c; For this reason, I decided to subclass the QList and to overload the operator+. Here is my code: class List : public QList<int> { public: List() : QList<int>() {} // Add QList + QList friend List operator+(const List& a1, const List& a2); }; List operator+(const List& a1, const List& a2) { List myList; myList.append(a1[0] + a2[0]); myList.append(a1[1] + a2[1]); myList.append(a1[2] + a2[2]); return myList; } int main(int argc, char *argv[]) { QCoreApplication a(argc, argv); List b; b.append(10); b.append(20); b.append(30); List c; c.append(1); c.append(2); c.append(3); List d; d = b + c; List::iterator i; for(i = d.begin(); i != d.end(); ++i) qDebug() << *i; return a.exec(); } , the result is correct but I am not sure whether this is a good approach. I would like to ask whether there is better solution?

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • What logic operator to use, as3?

    - by VideoDnd
    What operator or expression can I use that will fire on every number, including zero? I want a logic operator that will fire with ever number it receives. My animations pause at zero. This skips on zero if (numberThing> 0); This skips on 9 if (numberThing>> 0); This jitters 'fires quickly and goes back on count' if (numberThing== 0); EXPLANATION I'm catching split string values in a logic function, and feeding them to a series of IF, ELSE IF statements. I'm using this with a timer, so I can measure the discrepency. CODE • I GET VALUES FROM TIMER • STRING GOES TO TEXTFIELD 'substr' • NUMBER TRIGGERS TWEENS 'parseInt' • Goes to series of IF and ELSE IF statements

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  • Perl Hash Slice, Replication x Operator, and sub params

    - by user210757
    Ok, I understand perl hash slices, and the "x" operator in Perl, but can someone explain the following code example from here (slightly simplified)? sub test{ my %hash; @hash{@_} = (undef) x @_; } Example Call to sub: test('one', 'two', 'three'); This line is what throws me: @hash{@_} = (undef) x @_; It is creating a hash where the keys are the parameters to the sub and initializing to undef, so: %hash: 'one' = undef, 'two' = undef, 'three' = undef The rvalue of the x operator should be a number; how is it that @_ is interpreted as the length of the sub's parameter array? I would expect you'd at least have to do this: @hash{@_} = (undef) x length(@_);

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  • Disallow using comma operator

    - by RiaD
    I never use the comma operator. But sometimes, when I write some recursions, I make a stupid mistake: I forget the function name. That's why the last operand is returned, not the result of a recursion call. Simplified example: int binpow(int a,int b){ if(!b) return 1; if(b&1) return a*binpow(a,b-1); return (a*a,b/2); // comma operator } Is it possible get a compilation error instead of incorrect, hard to debug code?

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  • Adding two different Objects by overloading operator+ C++

    - by lampshade
    Hello, I've been trying to figure out how to add a private member from Object A, to a private member from Object B. Both Cat and Dog Class's inheriate from the base class Animal. I have a thrid class 'MyClass', that I want to inheriate the private members of the Cat and Dog class. So in MyClass, I have a friend function to overload the + operator. THe friend function is defined as follows: MyClass operator+(const Dog &dObj, const Cat &cObj); I want to access dObj.age and cObj.age within the above function, invoke by this statement in main: mObj = dObj + cObj; Here is the entire source for a complete reference into the class objects: #include <iostream> #include <vld.h> using namespace std; class Animal { public : Animal() {}; virtual void eat() = 0 {}; virtual void walk() = 0 {}; }; class Dog : public Animal { public : Dog(const char * name, const char * gender, int age); Dog() : name(NULL), gender(NULL), age(0) {}; virtual ~Dog(); void eat(); void bark(); void walk(); private : char * name; char * gender; int age; }; class Cat : public Animal { public : Cat(const char * name, const char * gender, int age); Cat() : name(NULL), gender(NULL), age(0) {}; virtual ~Cat(); void eat(); void meow(); void walk(); private : char * name; char * gender; int age; }; class MyClass : private Cat, private Dog { public : MyClass() : action(NULL) {}; void setInstance(Animal &newInstance); void doSomething(); friend MyClass operator+(const Dog &dObj, const Cat &cObj); private : Animal * action; }; Cat::Cat(const char * name, const char * gender, int age) : name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Cat::~Cat() { delete name; delete gender; age = 0; } void Cat::walk() { cout << name << " is walking now.. " << endl; } void Cat::eat() { cout << name << " is eating now.. " << endl; } void Cat::meow() { cout << name << " says meow.. " << endl; } Dog::Dog(const char * name, const char * gender, int age) : name(new char[strlen(name)+1]), gender(new char[strlen(gender)+1]), age(age) { if (name) { size_t length = strlen(name) +1; strcpy_s(this->name, length, name); } else name = NULL; if (gender) { size_t length = strlen(gender) +1; strcpy_s(this->gender, length, gender); } else gender = NULL; if (age) { this->age = age; } } Dog::~Dog() { delete name; delete gender; age = 0; } void Dog::eat() { cout << name << " is eating now.. " << endl; } void Dog::bark() { cout << name << " says woof.. " << endl; } void Dog::walk() { cout << name << " is walking now.." << endl; } void MyClass::setInstance(Animal &newInstance) { action = &newInstance; } void MyClass::doSomething() { action->walk(); action->eat(); } MyClass operator+(const Dog &dObj, const Cat &cObj) { MyClass A; //dObj.age; //cObj.age; return A; } int main() { MyClass mObj; Dog dObj("B", "Male", 4); Cat cObj("C", "Female", 5); mObj.setInstance(dObj); // set the instance specific to the object. mObj.doSomething(); // something happens based on which object is passed in dObj.bark(); mObj.setInstance(cObj); mObj.doSomething(); cObj.meow(); mObj = dObj + cObj; return 0; }

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  • how to manage smooth playback in vb.net

    - by testkhan
    i am developing a video player for a local tv channel, which is working well but the main problem is a 1-2 seconds pause between changing one video to second video how can i control that pause so that the video comming next should be played right after the currnet video finished with not any pause or stoping or blank screen effect...... i am using windows media player in my vb.net form for video playback...

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  • Binary Tree operator overloading and recursion

    - by furious.snail
    I was wondering how to overload the == operator for a binary tree to compare if two trees have identical data at same nodes. So far this is what I have: bool TreeType::operator==(const TreeType& otherTree) const { if((root == NULL) && (otherTree.root == NULL)) return true; //two null trees are equal else if((root != NULL) && (otherTree.root != NULL)) { return((root-info == otherTree.root-info) && //this part doesn't actually do anything recursively... //(root-left == otherTree.root-left) && //(root-right == otherTree.root-right)) } else return false; //one tree is null the other is not } I have a similar function that takes two TreeNode pointers as parameters but I've been stuck on how to convert it to this function.

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  • why must you provide the keyword const in operator overloads

    - by numerical25
    Just curious on why a param has to be a const in operation overloading CVector& CVector::operator= (const CVector& param) { x=param.x; y=param.y; return *this; } couldn't you have easily done something like this ?? CVector& CVector::operator= (CVector& param) //no const { x=param.x; y=param.y; return *this; } Isn't when something becomes a const, it is unchangeable for the remainder of the applications life ?? How does this differ in operation overloading ???

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  • jQuery: How to smooth animated image resizing

    - by nikibrown
    I'm a jQuery noob - so please excuse the probable basicness of this question. I'm doing something pretty simple - on hover animate the position and size of an image. When you mouse over the images there are some noticeable 'jaggies' - is there a way to get rid of this? The jquery code is as follows and a live link is here kristechdev.metropoliscreative.com (hover over the icons). <script type="text/javascript"> $(document).ready(function() { $('#zoomNav li img').hoverIntent( function() { $(this).animate({'margin-top' :'-35px', 'margin-left' :'-10px', 'height' :'95px','width' : '79px' }, 'fast'); }, function() { $(this).animate({'margin-top' : '0px', 'margin-left' :'0px', 'height' :'70px','width' : '58px' }, 'fast'); }); }); </script>

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  • Overloading operator>> for case insensitive string

    - by TheSOFan
    Given the definition of ci_string from cpp.reference.com, how would we go about implementing operator? My attempts at it involved std::read, but it doesn't seem to work (that is, gcount() properly counts the number of characters entered, but there is no output) #include <iostream> #include <cctype> #include <string> // ci_string definition goes here std::istream& operator>>(std::istream& in, ci_string& str) { return in.read(&*str.begin(), 4); } int main() { ci_string test_str; std::cin >> test_str; std::cout << test_str; return 0; }

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • StringBuilder/StringBuffer vs. "+" Operator

    - by matt.seil
    I'm reading "Better, Faster, Lighter Java" (by Bruce Tate and Justin Gehtland) and am familiar with the readability requirements in agile type teams, such as what Robert Martin discusses in his clean coding books. On the team I'm on now, I've been told explicitly not to use the "+" operator because it creates extra (and unnecessary) string objects during runtime. But this article: http://www.ibm.com/developerworks/java/library/j-jtp01274.html Written back in '04 talks about how object allocation is about 10 machine instructions. (essentially free) It also talks about how the GC also helps to reduce costs in this environment. What is the actual performance tradeoffs between using "+," "StringBuilder," or "StringBuffer?" (In my case it is StringBuffer only as we are limited to Java 1.4.2.) StringBuffer to me results in ugly, less readable code, as a couple of examples in Tate's book demonstrates. And StringBuffer is thread-synchronized which seems to have its own costs that outweigh the "danger" in using the "+" operator. Thoughts/Opinions?

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  • override the operator overloading in C++ ?

    - by stdnoit
    helo guys i have class call Complex I did operator overloading like such Complex c = a + b; // where a and b are object of Complex class which basically is operator+(Complex& that); but I dont know how to say for example double c = a + 10; //where a is object of Complex class but 10 is integer / double I did define typecasting for a to be double get my IDE says that there are too many operands + and it somehow complains for not being able to "understand" the + it has to be in this format though double c = a + 10; thanks

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  • Operator + for matrices in C++

    - by cibercitizen1
    I suppose the naive implementation of a + operator for matrices (2D for instance) in C++ would be: class Matrix { Matrix operator+ (Matrix other) const { Matrix result; // fill result with *this.data plus other.data return result; } } so we could use it like Matrix a; Matrix b; Matrix c; c = a + b; Right? But if matrices are big this is not efficient as we are doing one not-necessary copy (return result). Therefore, If we wan't to be efficient we have to forget the clean call: c = a + b; Right? What would you suggest / prefer ? Thanks.

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  • boost::spirit::karma using the alternatives operator (|) with conditions

    - by Ingemar
    I'm trying to generate a string from my own class called Value using boost::spirit::karma, but i got stuck with this. I've tried to extract my problem into a simple example. I want to generate a String with karma from instances of the following class: class Value { public: enum ValueType { BoolType, NumericType }; Value(bool b) : type_(BoolType), value_(b) {} Value(const double d) : type_(NumericType), value_(d) {}; ValueType type() { return type_; } operator bool() { return boost::get<bool>(value_); } operator double() { return boost::get<double>(value_); } private: ValueType type_; boost::variant<bool, double> value_; }; Here you can see what I'm tying to do: int main() { using karma::bool_; using karma::double_; using karma::rule; using karma::eps; std::string generated; std::back_insert_iterator<std::string> sink(generated); rule<std::back_insert_iterator<std::string>, Value()> value_rule = bool_ | double_; Value bool_value = Value(true); Value double_value = Value(5.0); karma::generate(sink, value_rule, bool_value); std::cout << generated << "\n"; generated.clear(); karma::generate(sink, value_rule, double_value); std::cout << generated << "\n"; return 0; } The first call to karma::generate() works fine because the value is a bool and the first generator in my rule also "consumes" a bool. But the second karma::generate() fails with boost::bad_get because karma tries to eat a bool and calls therefore Value::operator bool(). My next thought was to modify my generator rule and use the eps() generator together with a condition but here i got stuck: value_rule = (eps( ... ) << bool_) | (eps( ... ) << double_); I'm unable to fill the brackets of the eps generator with sth. like this (of course not working): eps(value.type() == BoolType) I've tried to get into boost::phoenix, but my brain seems not to be ready for things like this. Please help me! here is my full example (compiling but not working): main.cpp

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  • Smooth arcs in quartz?

    - by ciukes
    While developing a rounded rectangle widget I encountered the following problem: path built with arcs looks ugly when stroked. How to make the stroked arcs look nicer?

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  • C++ conversion operator between types in other libraries

    - by Dave
    For convenience, I'd like to be able to cast between two types defined in other libraries. (Specifically, QString from the Qt library and UnicodeString from the ICU library.) Right now, I have created utility functions in a project namespace: namespace MyProject { const icu_44::UnicodeString ToUnicodeString(const QString& value); const QString ToQString(const icu_44::UnicodeString& value); } That's all well and good, but I'm wondering if there's a more elegant way. Ideally, I'd like to be able to convert between them using a cast operator. I do, however, want to retain the explicit nature of the conversion. An implicit conversion should not be possible. Is there a more elegant way to achieve this without modifying the source code of the libraries? Some operator overload syntax, perhaps?

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