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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Where to generate data in an Entity-Component System?

    - by Mark Mandel
    So I'm making a small game where I generate 2D landscape using perlin noise when the game first loads. I've got it working in a OO way, but want to move over to an ES architecure, and I'm just struggling to work out the right place for the code that does the generation to go? In OO world, I have a World object which gets passes a coordinate value that is used as the seed for the perlin noise, and generates all the points for the land mass when the world is created. I'm thinking I need a World component with a coordinate field on it - that's an easy part. From there - is it right for a component to generate data when it's first initialised (or is that too OO?)? Or should a System be doing that instead, when the game first starts? Or... some other solution I'm not aware of? Thanks in advance for any guidance.

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  • Openlayers - LayerRedraw() / Feature rotation / Linestring coords

    - by Ozaki
    TLDR: I have an Openlayers map with a layer called 'track' I want to remove track and add track back in. Or figure out how to plot a triangle based off one set of coords & a heading(see below). I have an image 'imageFeature' on a layer that rotates on load to the direction being set. I want it to update this rotation that is set in 'styleMap' on a layer called 'tracking'. I set the var 'stylemap' to apply the external image & rotation. The 'imageFeature' is added to the layer at the coords specified. 'imageFeature' is removed. 'imageFeature' is added again in its new location. Rotation is not applied.. As the 'styleMap' applies to the layer I think that I have to remove the layer and add it again rather than just the 'imageFeature' Layer: var tracking = new OpenLayers.Layer.GML("Tracking", "coordinates.json", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); styleMap: var styleMap = new OpenLayers.StyleMap({ fillOpacity: 1, pointRadius: 10, rotation: heading, }); Now wrapped in a timed function the imageFeature: map.layers[3].addFeatures(new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(longitude, latitude), {rotation: heading, type: parseInt(Math.random() * 3)} )); Type refers to a lookup of 1 of 3 images.: styleMap.addUniqueValueRules("default", "type", lookup); var lookup = { 0: {externalGraphic: "Image1.png", rotation: heading}, 1: {externalGraphic: "Image2.png", rotation: heading}, 2: {externalGraphic: "Image3.png", rotation: heading} } I have tried the 'redraw()' function: but it returns "tracking is undefined" or "map.layers[2]" is undefined. tracking.redraw(true); map.layers[2].redraw(true); Heading is a variable: from a JSON feed. var heading = 13.542; But so far can't get anything to work it will only rotate the image onload. The image will move in coordinates as it should though. So what am I doing wrong with the redraw function or how can I get this image to rotate live? Thanks in advance -Ozaki Add: I managed to get map.layers[2].redraw(true); to sucessfully redraw layer 2. But it still does not update the rotation. I am thinking because the stylemap is updating. But it runs through the style map every n sec, but no updates to rotation and the variable for heading is updating correctly if i put a watch on it in firebug. If I were to draw a triangle with an array of points & linestring. How would I go about facing the triangle towards the heading. I have the Lon/lat of one point and the heading. var points = new Array( new OpenLayers.Geometry.Point(lon1, lat1), new OpenLayers.Geometry.Point(lon2, lat2), new OpenLayers.Geometry.Point(lon3, lat3) ); var line = new OpenLayers.Geometry.LineString(points); Looking for any way to solve this problem Image or Line anyone know how to do either added a 100rep bounty I am really stuck with this.

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  • ESXi - change to thin - virtual disk filesize is the same

    - by sven
    running ESXi 5.5 here with a datastore on a single SSD. Now, I thought about changing to thin disks from thick and found that I could use a tool on the ESXi host to do that. However, the file size of the new created virtual disk is not changing. I run: vmkfstools -i loader.vmdk -d 'thin' thinloader.vmdk Destination disk format: VMFS thin-provisioned Cloning disk 'loader.vmdk'... Clone: 100% done. After that I compared the virtual disksizes: ls -la *.vmdk -rw------- 1 root root 32212254720 Jun 10 08:25 loader-flat.vmdk -rw------- 1 root root 467 May 21 17:04 loader.vmdk -rw------- 1 root root 32212254720 Jun 10 08:27 thinloader-flat.vmdk -rw------- 1 root root 520 Jun 10 08:33 thinloader.vmdk Stats on the original file: stat loader.vmdk File: loader.vmdk Size: 467 Blocks: 0 IO Block: 131072 regular file Device: 8bf64d175e27544ch/10085333178302026828d Inode: 419443780 Links: 1 Access: (0600/-rw-------) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2014-01-25 10:17:34.000000000 Modify: 2014-05-21 17:04:06.000000000 Change: 2014-05-21 17:04:06.000000000 and on the thin file: stat thinloader.vmdk File: thinloader.vmdk Size: 520 Blocks: 0 IO Block: 131072 regular file Device: 8bf64d175e27544ch/10085333178302026828d Inode: 432026692 Links: 1 Access: (0600/-rw-------) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2014-06-10 08:27:45.000000000 Modify: 2014-06-10 08:33:30.000000000 Change: 2014-06-10 08:33:30.000000000 Anyone an idea why the disk is not providing any more space (tried with multiple VM's already - all the same)? Also, I have noticed that the newly created file "autoappend" "-flat" to the disk ... Thanks Sven Update - diff of the vmdk config* --- loader.vmdk +++ thinloader.vmdk @@ -7,15 +7,17 @@ createType="vmfs" -RW 62914560 VMFS "loader-flat.vmdk" +RW 62914560 VMFS "thinloader-flat.vmdk" ddb.adapterType = "lsilogic" +ddb.deletable = "true" ddb.geometry.cylinders = "3916" ddb.geometry.heads = "255" ddb.geometry.sectors = "63" ddb.longContentID = "6d95855805dfa0079327dfee29b48dca" -ddb.uuid = "60 00 C2 98 d5 7d 17 bf-ac 54 70 b1 2d 39 43 d5" +ddb.thinProvisioned = "1" +ddb.uuid = "60 00 C2 93 c4 13 6c cf-bb 7b 34 c9 2c b4 dc 1e" ddb.virtualHWVersion = "8"

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  • UIView's frame, bounds, center, origin, when to use what?

    - by Boon
    UIView has the concept of frame, bounds, center, and origin, and they all seem to be interrelated. Most of the time, I deal with frame when setting the position and size of a UIView (or subclass). I understand that the frame is using global coordinate system and the bounds is using coordinate of the local view (therefore it's x and y are 0, but not always), but it's still confusing to me when to use what. Question: Under what context (and what's the right time) the other properties (bounds, center, origin) should be used?

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  • Use JTS topology in JavaFx

    - by borovsky
    I have some polygon in jts topology library. if I want to draw on javafx pane I do: Polygon poly=new Polygon();//javafx //g is geometry of jts for (Coordinate coord : g.getCoordinates()) { poly.getPoints().addAll(coord.x, coord.y); } and got extra four edges that are not expected: but the same data look good in test builder: what is wrong? order of traversing the geometry? any ideas?

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  • Incorrect Coordinates From getLocationOnScreen/getLocationInWindow

    - by nimph
    A call to getLocationOnScreen() or getLocationInWindow() both give me a top/Y coordinate that is about ~30px (status/notifications bar's height) too far down. The left/X coordinate is dead on. As I hinted above, I believe the difference is because of the status/notification bar... I could be wrong. I think I can solve this if I can determine the size of the notification bar but, I'm having trouble doing just that. Any help would be greatly appreciated.

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  • How can I use geoalchemy with elixir autoload tables?

    - by Dan Ellis
    I'm using geoalchemy and autoloaded tables, but I'd like to use Elixir, because it has a nicer query syntax. Does anyone know how to get them to work together? I did get it working with this code -- http://pastie.textmate.org/private/y3biyvosuejkrtxbpdv1a -- but that still gives the ugly warning about not recognising the geometry column when the table is reflected. Ideally, what I'd like to do is to get SQLAlchemy's own table reflection to recognise the geometry columns. How would I plumb them together?

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  • nearest neighbor - k-d tree - wikipedia proof.

    - by user123930
    On the wikipedia entry for k-d trees, an algorithm is presented for doing a nearest neighbor search on a k-d tree. What I don't understand is the explanation of step 3.2. How do you know there isn't a closer point just because the difference between the splitting coordinate of the search point and the current node is greater than the difference between the splitting coordinate of the search point and the current best?

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  • finding "distance" between two pixel's colors.

    - by igor
    Once more something relatively simple, but confused as to what they want. the method to find distance on cartesian coordinate system is distance=sqrt[(x2-x1)^2 + (y2-y1)^2] but how do i apply it here? //Requires: testColor to be a valid Color //Effects: returns the "distance" between the current Pixel's color and // the passed color // uses the standard method to calculate "distance" // uses the same formula as finding distance on a // Cartesian coordinate system double colorDistance(Color testColor) const;

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  • iPhone dev - showing two locations on the map

    - by Brian
    Now I have the coordinate of two locations, let say locationA with latitude 40 and longitude -80, locationB with latitude 30 and longitude -70, I want to create a mapView that I can see both locations with appropriate viewing distance. I got the new coordinate by finding the midpoint (in this example, {35, -75}), but the question is, How can I get an appropriate viewing distance? In particular, how can I calculate CLLocationDistance (if I'm using MKCoordinateRegionMakeWithDistance) or MKCoordinateSpan (if I'm using MKCoordinateSpanMake). Thanks in advance.

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  • Using data from a dataset in styles with Mapnik

    - by Alex King
    I've setup Mapnik to connect to a PostGIS database, and display geometry. I'd like to have a column in my database called opacity, and use it as the opacity for that row of geometry when Mapnik renders it. So far, I've only found information on how to display text from the database, and how to use filters to display different styles when database values are within parameters. Nothing about how to use the values directly inside of a style or layer though - is this possible?

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  • Replacing deprecated <:< Manifest type witness in Scala 2.10

    - by Josh
    Can someone point me at what I should be doing under scala 2.10 in place of this deprecated type witness on Manifest? reflect.ClassManifest.singleType(foo) <:< barManifest Honestly, my goal here is just to replace it with something that doesn't raise a deprecation warning. I'm happy to use the new reflection API. Here's the code in question in context, if that's important: https://github.com/azavea/geotrellis/blob/master/src/main/scala/geotrellis/feature/op/geometry/geometry.scala#L45

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  • LaTeX -> dvi/pdf/ps -> list of (x, y, font_name, character_id)

    - by anon
    Input: I have a LaTeX file, with plain text & math formulas. Desired output: I want a list of elements, where each element is: x-coordinate y-coordinate font_name character_id Basically, I want to take a LaTeX file, r"render it", but instead of printing it / getting an image, I want it to say "okay, you have a Sigma symbol here, then you have a 'x' symbol there, ...) What's the easiest way to achieve this? (I'm on Linux) Thanks!

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  • Finding all areas that intersect with a point and vice-versa - PostGIS

    - by ForeignerBR
    I'm developing a project using PostGIS to hold spatial data where I have records that hold geometry point data and records that hold geometry area data. To solve my problem I'm looking for two queries that can take geographic shapes rather than geometric shapes as parameters. For query A I need it to return all points that intersect with a given area. For query B I need it to return all areas that intersect with a given point.

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  • How to find all points away from some polygon?

    - by Z77
    What I need is to find all points away from rectangle for 10km. Points geometry is the_geom1, rectangles (polygon) geometry is the_geom2. SRID of them is 4258. I tried: SELECT * FROM table1,table2 WHERE ST_DWithin(table1.the_geom1,table2.the_geom2,10000) and table1.gid=2; But the result is not Ok.

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  • How can i use a variable created in a objective c Void function?

    - by James
    Im trying to get the lat and long values generated in a void function and use them within another function. Any help grateful. (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { float latDeg = newLocation.coordinate.latitude; NSLog(@"Lat: %g", latDeg); float longDeg = newLocation.coordinate.longitude; NSLog(@"Lat: %g", longDeg); } I want to use the latDeg and longDeg variables.

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  • c++ program debugged well with Cygwin4 (under Netbeans 7.2) but not with MinGW (under QT 4.8.1)

    - by GoldenAxe
    I have a c++ program which take a map text file and output it to a graph data structure I have made, I am using QT as I needed cross-platform program and GUI as well as visual representation of the map. I have several maps in different sizes (8x8 to 4096x4096). I am using unordered_map with a vector as key and vertex as value, I'm sending hash(1) and equal functions which I wrote to the unordered_map in creation. Under QT I am debugging my program with QT 4.8.1 for desktop MinGW (QT SDK), the program works and debug well until I try the largest map of 4096x4096, then the program stuck with the following error: "the inferior stopped because it received a signal from operating system", when debugging, the program halt at the hash function which used inside the unordered_map and not as part of the insertion state, but at a getter(2). Under Netbeans IDE 7.2 and Cygwin4 all works fine (debug and run). some code info: typedef std::vector<double> coordinate; typedef std::unordered_map<coordinate const*, Vertex<Element>*, container_hash, container_equal> vertexsContainer; vertexsContainer *m_vertexes (1) hash function: struct container_hash { size_t operator()(coordinate const *cord) const { size_t sum = 0; std::ostringstream ss; for ( auto it = cord->begin() ; it != cord->end() ; ++it ) { ss << *it; } sum = std::hash<std::string>()(ss.str()); return sum; } }; (2) the getter: template <class Element> Vertex<Element> *Graph<Element>::getVertex(const coordinate &cord) { try { Vertex<Element> *v = m_vertexes->at(&cord); return v; } catch (std::exception& e) { return NULL; } } I was thinking maybe it was some memory issue at the beginning, so before I was thinking of trying Netbeans I checked it with QT on my friend pc with a 16GB RAM and got the same error. Thanks.

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  • ZF2 Vertical Form

    - by yunhasnawa
    I created a simple form in typical ZF2 application. The form class code is just a modified code provided by Zend's Album example. <?php namespace Admin\Form; use Zend\Form\Form; class CityForm extends Form { public function __construct($name = null) { parent::__construct('city'); $this->setAttribute('method', 'post'); $this->add(array( 'name' => 'id', 'attributes' => array( 'type' => 'hidden', ), )); $this->add(array( 'name' => 'name', 'attributes' => array( 'type' => 'text' ), 'options' => array( 'label' => 'Name', ), )); $this->add(array( 'name' => 'province', 'attributes' => array( 'type' => 'text' ), 'options' => array( 'label' => 'Province', ), )); $this->add(array( 'name' => 'country', 'attributes' => array( 'type' => 'text' ), 'options' => array( 'label' => 'Country', ), )); $this->add(array( 'name' => 'coordinate', 'attributes' => array( 'type' => 'text' ), 'options' => array( 'label' => 'Coordinate', ), )); $this->add(array( 'name' => 'submit', 'attributes' => array( 'type' => 'submit', 'value' => 'Save', 'id' => 'submitButton', ), )); } } And call it like this in CityController, a typical controller extends AbstractActionController: public function addAction() { $form = new CityForm(); $viewData = array( 'form' => $form ); return new ViewModel($viewData); } Finally in view I echo it like this: <?php $title = 'Add New City'; ?> <?php $this->headtitle($title); ?> <h1><?php echo $this->escapehtml($title); ?></h1> <?php $form = $this->form; ?> <?php $form->setAttribute('action', $this->url('city', array('action' => 'add'))); ?> <?php $form->prepare(); ?> <?php echo $this->form()->openTag($form); echo $this->formHidden($form->get('id')); echo $this->formRow($form->get('name')); echo $this->formRow($form->get('province')); echo $this->formRow($form->get('country')); echo $this->formRow($form->get('coordinate')); echo $this->formSubmit($form->get('submit')); echo $this->form()->closeTag(); ?> What I expected to see is a vertical form like this: But what i got is an ugly form like this: What's wrong with my code? Please help. EDIT: When I inspect element, the form generated is strange. The <input> element is inside the <label> element. <form id="city" name="city" method="post" action="/karciscus/public/admin/city/add"> <input type="hidden" value="" name="id"> <label> <span>Name</span><input type="text" value="" name="name"> </label> <label> <span>Province</span><input type="text" value="" name="province"> </label> <label> <span>Country</span><input type="text" value="" name="country"> </label> <label> <span> Coordinate</span><input type="text" value="" name="coordinate"> </label> <input type="submit" value="Save" id="submitButton" name="submit"> </form> I'm pretty sure it is the cause of my ugly rendered form. I think it is not supposedly like that. How to fix it?

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • Any way to loop through FPDF code with proper XY coordinates?

    - by JM4
    At the end of a form collection, I provide the consumer a printable PDF with the information they just entered. I already run through a loop to store the variables themselves but am wondering if it is at all possible to build a loop that builds on itself for FPDF. The catch is this, each new variable (#1, #2, #3) will change location by a determined amount of space. For example: I print the Member #1 First name at coordinate at coordinate (95, 101). I print Member #2 First name at coordinate (95, 110)... and so on. Each known variable will be 9.5mm greater than its previous entry (therefor Member #9 will be 40mm higher than Member 6) My sample code for the FPDF itself is: $pdf->SetFont('Arial','', 7); $pdf->SetXY(8,76.5); $pdf->Cell(20,0,$f1name); $pdf->SetFont('Arial','', 5); $pdf->SetXY(50.5,76.5); $pdf->Cell(20,0,$f1address); $pdf->SetFont('Arial','', 7); $pdf->SetXY(95.7,76.5); $pdf->Cell(20,0,$f1city); $pdf->SetXY(129.5,76.5); $pdf->Cell(20,0,$f1state); $pdf->SetXY(139.1,76.5); $pdf->Cell(20,0,$f1zip); $pdf->SetXY(151,76.5); $pdf->Cell(20,0,$f1dob); $pdf->SetXY(168,76.5); $pdf->Cell(20,0,$f1ssn); $pdf->SetXY(186,76.5); $pdf->Cell(20,0,$f1phone); $pdf->SetXY(55,81.1); $pdf->Cell(20,0,$f1email); $pdf->SetXY(129,81.1); $pdf->Cell(20,0,$f1fednum); Ideally, all Y variables with $f2 would be 9.5mm greater than f1's Y values.

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  • Flex 3 : UIComponent.addChild issue

    - by Frank
    Hello SOers, I've run into a nice problem with the UIComponent.addChild(...) function. First of all, I'm using ESRI Api for Flex. In this API you find a class called Graphic that inherits UIComponent. Basically, I'm trying to add, as a child, a Graphic 'g' to another graphic 'parent'. So that when you delete the 'parent' graphic the 'g' graphic deletes as well. private function writeMeasurements(parent:Graphic):void { var g:Graphic; if(parent.geometry.extent != null) g = new Graphic(parent.geometry.extent.center); else g = new Graphic(parent.geometry); g.initialize(); g.name = UIDUtil.createUID(); g.symbol = txtSym; graphicsLayer.add(g); parent.addChild(g); } graphicsLayer class This code actually runs pretty fine. The problem is after... it's like if the addChild function was asynchronious. This is the error I get : TypeError: Error #1009: Il est impossible d'accéder à la propriété ou à la méthode d'une référence d'objet nul. at com.esri.ags::Graphic/updateDisplayList()[C:\checkout\flex_api\api\src\com\esri\ags\Graphic.as:346] at mx.core::UIComponent/validateDisplayList() at mx.managers::LayoutManager/validateDisplayList() at mx.managers::LayoutManager/doPhasedInstantiation() at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.core::UIComponent/callLaterDispatcher2() at mx.core::UIComponent/callLaterDispatcher() I know this is a very specific question, but I think you guys are the BEST! Thanks.

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  • Qt: Force QWebView to click on a web element, even one not visible on the window

    - by Pirate for Profit
    So let's say I'm trying to click a link in the QWebView, here is what I have: // extending QWebView void MyWebView::click(const QString &selectorQuery) { QWebElement el = this->page()->mainFrame()->findFirstElement(selectorQuery); if (!el) return; el.setFocus(); QMouseEvent pressEvent(QMouseEvent::MouseButtonPress, el.geometry().center(), Qt::MouseButton::LeftButton, Qt::LeftButton, Qt::NoModifier); QCoreApplication::sendEvent(this, &pressEvent); QMouseEvent releaseEvent(QMouseEvent::MouseButtonRelease, el.geometry().center(), Qt::MouseButton::LeftButton, Qt::LeftButton, Qt::NoModifier); QCoreApplication::sendEvent(this, &releaseEvent); } And you call it as so: myWebView->click("a[href]"); // will click first link on page myWebView->click("input[type=submit]"); // submits a form THE ONLY PROBLEM IS: if the element is not visible in the window, it is impossible to click. What I mean is if you have to scroll down to see it, you can't click it. I imagine this has to do with the geometry, since the element doesn't show up on the screen it can't do the math to click it right. Any ideas to get around this? Maybe some way to make the window behave like a billion x billion pixels but still look 200x200?

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