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  • VS2008: Add custom build rule to a Property Sheet (vsprops)?

    - by shoosh
    I'm using the CUDA .rules file which comes with the CUDA SDK for custom build steps in my project. To save on property duplication I'd like to define the properties of the CUDA rule in a .vsprops file. For some reason, the CUDA rule branch of the properties tree does not show under any of my property sheets, only under the main configurations sheets. I tried editing the .vsprops with a text edition and add the section by hand but there is no change it still does't show when in visual studio. Is there a way to do this?

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  • How to Add Css style sheet on DevExpress Gridview?

    - by Phsika
    i have big problem about CssFilePath property in ASPXGridView . also used Theme Deployer. i created ASPXGRidView that is goog in 9.3.4 version not problem is occured but i upgrated my system to 2010.2 version (Last version) but GridView CssFilePath not working my GridView looks html table. How can i solve it : i converted my project devexpress 9.3.4 to 2010.2 but My Working gridView look like this:TEST.ASCX has got a DevExpress GridView. <Styles CssFilePath="../../App_Themes/Aqua/GridView/styles.css" CssPostfix="Aqua"></Styles> i see asp.net design mode Aqua mode every thing ok. But press f5 my Gridview look above! how can i see aqua style...

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  • Do [sprite stopActionByTag: kTag]; working differently for different CCActions ?

    - by srikanth rongali
    //prog 1 -(void)gameLogic:(ccTime)dt { id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)]; [actionMove setTag:6]; [self schedule:@selector(update:)]; [hitBullet runAction:actionMove]; } -(void)update:(ccTime)dt { if ( (CGRectIntersectsRect(hitRect, playerRect)) ) { [[[self getActionByTag:6] retain] autorelease]; [hitBullet stopActionByTag: 6]; } } //prog 2 -(void)gameLogic:(ccTime)dt { id actionMove = [CCMoveTo actionWithDuration:1.0 position:ccp(windowSize.width/2-400, actualY)]; id hitBulletAction = [CCSequence actionWithDuration:(intervalforEnemyshoot)]; id hitBulletSeq = [CCSequence actions: hitBulletAction, actionMove, nil]; [hitBulletSeq setTag:5]; [self schedule:@selector(update:)]; [hitBullet runAction:hitBulletSeq]; } -(void)update:(ccTime)dt { if ( (CGRectIntersectsRect(hitRect, playerRect)) ) { [[[self getActionByTag:5] retain] autorelease]; [hitBullet stopActionByTag: 5]; } } While prog1 is working prog2 is not working ? I think the both are same. But why the two stopActions are working differently in two prog1 and prog2 ? I mean the actions are stopped in prog1 but the actions are not stopping in prog2 ? thank You.

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  • How to delete VB code from an Excel sheet using C#?

    - by Bashir Magomedov
    Does anyone know how to delete all VB code form an Excel workbook using C#? This code doesn’t work. It removes first (last one) VBComponent, but rises ArgumentException on second one. VBProject project = workbook.VBProject; int componentsCount = project.VBComponents.Count; for (int i = componentsCount; i >= 1; i--) { VBComponent component = project.VBComponents.Item(i); project.VBComponents.Remove(component); } Any suggestions? :)

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  • How can I Export a Table in Access using VBA into a specific sheet in an Excel spreadsheet?

    - by Bryan
    I have a some tables, we will call them Table1,Table2.... and I need them to be Exported into specific spreadsheets in a macro enabled Excel File (.xlsm) that already exists. So I would need to put Table1 into Sheet2, Table2 into Sheet3... and so on. I had been doing this manually by going to the export menu in Access but it is getting monotonous so I would like to automate the process. The Excel file will already have code in each spreadsheet which would need to still be intact.

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  • iPad keyboard will not dismiss if navigation controller presentation style is "form sheet".

    - by Kalle
    UPDATE: This is apparently "works as intended" classed by Apple. See accepted answer below for details. Update: this question is about a behavior discovered in the iPad keyboard, where it refuses to be dismissed if shown in a modal dialog with a navigation controller. Basically, if I present the navigation controller with the following line: navigationController.modalPresentationStyle = UIModalPresentationFormSheet; The keyboard refuses to be dismissed. If I comment out this line, the keyboard goes away fine. ... I've got two textFields, username and password; username has a Next button and password has a Done button. The keyboard won't go away if I present this in a modal navigation controller. WORKS broken *b = [[broken alloc] initWithNibName:@"broken" bundle:nil]; [self.view addSubview:b.view]; DOES NOT WORK broken *b = [[broken alloc] initWithNibName:@"broken" bundle:nil]; UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:b]; navigationController.modalPresentationStyle = UIModalPresentationFormSheet; navigationController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:navigationController animated:YES]; [navigationController release]; [b release]; If I remove the navigation controller part and present 'b' as a modal view controller by itself, it works. Is the navigation controller the problem? WORKS broken *b = [[broken alloc] initWithNibName:@"broken" bundle:nil]; b.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:b animated:YES]; [b release]; WORKS broken *b = [[broken alloc] initWithNibName:@"broken" bundle:nil]; UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:b]; [self presentModalViewController:navigationController animated:YES]; [navigationController release]; [b release];

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  • OpenXML - using Excel sheet as template vs. a "real" Excel template

    - by marc_s
    Does anyone have any good answer what kind of difference there is between using some arbitrary pre-formatted Excel 2007 *.xlsx file as a template, loading it in my C# app, and filling up some of its cells with data using the Microsoft OpenXML SDK versus creating specific Excel templates (*.xltx) files and using those as basis for my "data filling" exercise Do I loose something when I don't use the Excel templates (*.xltx)? If so - what do I loose?

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  • How to determine whether a spread-sheet cell contains a date, or a real number?

    - by Everyone
    When a cell in a spreadsheet contains a simple date (mm/dd/yyyy) the poi API flags the cell-type as 'numeric'. This is probably because spreadsheets ( IMO ) historically recognize only strings and real numbers. It is possible to hard-code the cell-index, and use it conditionally to call 'getDateCellValue'. But this feels like a hack. What other ways are there in the poi API to determine whether the content in a cell is a Date rather than a real number?

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  • How to load cascading style sheet into C# object?

    - by Krishnaraj
    Hello, I am developing a web application, where i want to give freedom of changing style elements of css linked to a page via an admin screen. So I am wondering is there any way I can load CSS file into a C# object or into XML passable formate and update it from the admin screen inputs? Thank you, Krishnaraj

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  • How can we detect a touch of a sprite?

    - by srikanth rongali
    I have two sprites in my app. Both should have touches enabled and both touches are independent of one another. And if I touch the screen (not on sprites) it should have different touches. My problem is all three sprite1, sprite2, remaining screen should have independent touches. But my program is taking all the touches as same. How can I make them as what I needed ? Thank You.

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  • how do I repaint an applet while moving a sprite?

    - by Nagrom_17
    I have a little java applet where I create 2 threads, one thread repaints and the other moves an image from a point to where the user clicks. The problem is that when I call the move function it loops until the image is where the user clicks but it wont repaint until I break out of the loop even though the thread doing the moving and the thread doing the painting are separate. shortened version of key points: my program is an applet using the paint() method I have 2 threads one moves an image and the other paints that image when I am moving the image it is in a while loop the painting thread is still calling repaint() but that is as far as the call goes, it never repaints thank you for your time.

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • Overriding Only Some Default Parameters in ActionScript

    - by TheDarkIn1978
    i have a function which has all optional arguments. is it possible to override a an argument of a function without supplying the first? in the code below, i'd like to keep most of the default arguments for the drawSprite function, and only override the last argument, which is the sprite's color. but how can i call the object? DrawSprite(0x00FF00) clearly will not work. //Main Class package { import DrawSprite; import flash.display.Sprite; public class Start extends Sprite { public function Start():void { var myRect:DrawSprite = new DrawSprite(0x00FF00) addChild(myRect); } } } //Draw Sprite Class package { import flash.display.Sprite; import flash.display.Graphics; public class DrawSprite extends Sprite { private static const DEFAULT_WIDTH:Number = 100; private static const DEFAULT_HEIGHT:Number = 200; private static const DEFAULT_COLOR:Number = 0x000000; public function DrawSprite(spriteWidth:Number = DEFAULT_WIDTH, spriteHeight:Number = DEFAULT_HEIGHT, spriteColor:Number = DEFAULT_COLOR):void { graphics.beginFill(spriteColor, 1.0); graphics.drawRect(0, 0, spriteWidth, spriteHeight); graphics.endFill(); } } }

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  • Pass a range into a custom function from within a cell

    - by Luis
    Hi I'm using VBA in Excel and need to pass in the values from two ranges into a custom function from within a cell's formula. The function looks like this: Public Function multByElement(range1 As String, range2 As String) As Variant Dim arr1() As Variant, arr2() As Variant arr1 = Range(range1).value arr2 = Range(range2).value If UBound(arr1) = UBound(arr2) Then Dim arrayA() As Variant ReDim arrayA(LBound(arr1) To UBound(arr1)) For i = LBound(arr1) To UBound(arr1) arrayA(i) = arr1(i) * arr2(i) Next i multByElement = arrayA End If End Function As you can see, I'm trying to pass the string representation of the ranges. In the debugger I can see that they are properly passed in and the first visible problem occurs when it tries to read arr1(i) and shows as "subscript out of range". I have also tried passing in the range itself (ie range1 as Range...) but with no success. My best suspicion was that it has to do with the Active Sheet since it was called from a different sheet from the one with the formula (the sheet name is part of the string) but that was dispelled since I tried it both from within the same sheet and by specifying the sheet in the code. BTW, the formula in the cell looks like this: =AVERAGE(multByElement("A1:A3","B1:B3")) or =AVERAGE(multByElement("My Sheet1!A1:A3","My Sheet1!B1:B3")) for when I call it from a different sheet.

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  • Setting an Excel Range with an Array using Python and comtypes?

    - by technomalogical
    Using comtypes to drive Python, it seems some magic is happening behind the scenes that is not converting tuples and lists to VARIANT types: # RANGE(“C14:D21”) has values # Setting the Value on the Range with a Variant should work, but # list or tuple is not getting converted properly it seems >>>from comtypes.client import CreateObject >>>xl = CreateObject("Excel.application") >>>xl.Workbooks.Open(r'C:\temp\my_file.xlsx') >>>xl.Visible = True >>>vals=tuple([(x,y) for x,y in zip('abcdefgh',xrange(8))]) # creates: #(('a', 0), ('b', 1), ('c', 2), ('d', 3), ('e', 4), ('f', 5), ('g', 6), ('h', 7)) >>>sheet = xl.Workbooks[1].Sheets["Sheet1"] >>>sheet.Range["C14","D21"].Value() (('foo',1),('foo',2),('foo',3),('foo',4),('foo',6),('foo',6),('foo',7),('foo',8)) >>>sheet.Range["C14","D21"].Value[()] = vals # no error, this blanks out the cells in the Range According to the comtypes docs: When you pass simple sequences (lists or tuples) as VARIANT parameters, the COM server will receive a VARIANT containing a SAFEARRAY of VARIANTs with the typecode VT_ARRAY | VT_VARIANT. This seems to be inline with what MSDN says about passing an array to a Range's Value. I also found this page showing something similar in C#. Can anybody tell me what I'm doing wrong? EDIT I've come up with a simpler example that performs the same way (in that, it does not work): >>>from comtypes.client import CreateObject >>>xl = CreateObject("Excel.application") >>>xl.Workbooks.Add() >>>sheet = xl.Workbooks[1].Sheets["Sheet1"] # at this point, I manually typed into the range A1:B3 >>> sheet.Range("A1","B3").Value() ((u'AAA', 1.0), (u'BBB', 2.0), (u'CCC', 3.0)) >>>sheet.Range("A1","B3").Value[()] = [(x,y) for x,y in zip('xyz',xrange(3))] # Using a generator expression, per @Mike's comment # However, this still blanks out my range :(

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  • What is the best approach to 2D collision detection on the iPhone?

    - by Magic Bullet Dave
    Been working on this problem of collision detection and there appears to be 3 main approaches I could take: Sprite and mask approach. (AND the overlap of the sprites and check for a non-zero number in the resulting sprite pixel data). Bounding circles, rectangles or polygons. (Create one or more shapes that enclose the sprites and do the basic maths to check for overlaps). Use an existing sprite library. The first approach, even though it would have been the way I would have done it in the old days of 16x16 sprite blocks, it appears that there just isn’t an easy way of getting at the individual image pixel data and/or alpha channel within Quartz (or OPENGL for that matter). Detecting the overlap of the bounding box is easy, but then creating a 3rd image from the overlap and then testing it for pixels is complicated and my gut feel is that even if we could get it to work would be slow. Am I missing something neat here? The second approach involves dividing up our sprites into several polygons and testing them for overlaps. The more polygons the more accurate the collision detection. The benefit is that it is fast, and can be accurate. The downside is it makes the sprite creation more complicated. i.e., we have to create the polygons for each sprite. For speed the best approach is to create a tree of polygons. The 3rd approach I’m not sure about as it involves buying code (or using an open source licence). I am not sure what the best library to use is or whether this would make life easier or give us a problem integrating this into our app. So in short I am favouring the polygon and tree approach and would appreciate you views on this before I go and write lots of code. Best regards Dave

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  • array loop not complete

    - by user217582
    Whenever the cursor move over the note, it would call getCollision() function to store the name of the sprite. Can store more than one sprite in array but the normalNote() function failed to work correctly? When I click a button which called normalNote(), it would only loop once (one note was redraw) before the pop. After the pop, it should have continue to loop until the rest of the notes from getChildbyname is redraw. Wonder if there any missing code? private function getCollision(x:int, pt:int):void { for(var i:int=pt;i<tickArray.length;i++) { if(typeArray[i]=="eighth") { var getCurrentNote:String = "note"+i; var child:Sprite = c.getChildByName(getCurrentNote) as Sprite; drawEighthUp(child,"-","-",0xff0000); tempNote.push(getCurrentNote); } } } private function normalNote():void { for(var iii:int=0;iii<tempNote.length;iii++) { var child:Sprite = c.getChildByName(tempNote[iii]) as Sprite; trace("tt",tempNote.length); trace("iii",iii); var asd:String = tempNote[iii].toString(); var idx:int = int(asd.substr(4)); if(typeArray[idx]=="eighth") { drawEighthUp(child,"-","-",0x000000); tempNote.pop(); } } }

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  • Cocos2d on iPhone: Using Sprites Defined in Separate Class Files.

    - by srikanth rongali
    I'm trying to draw two sprites on the same screen. I have defined the two sprite objects in two separate class files. If I comment out two lines (see "item 1" comment below) then I get a display as [a backgroundimage[background2.jpg] with a sprite[grossini.png] on the left side. If I uncomment the two lines I do not get the background image and sprite of (gameScreen.m). I get only the sprite [grossinis_sister1.png] defined in (enemy.m). But what I need is a [backgroundimage[background2.jpg]], sprite[grossini.png] and sprite [grossinis_sister1.png] in one screen. This is implementation file of my first class: #import "gameScreen.h" #import "enemy.h" @implementation gameScreen -(id)init { if((self = [super init])) { CCSprite *backGroundImage = [CCSprite spriteWithFile:@"background2.jpg"]; backGroundImage.anchorPoint = ccp(0,0); CCParallaxNode *voidNode = [CCParallaxNode node]; [voidNode addChild:backGroundImage z:-1 parallaxRatio:ccp(0.0f,0.0f) positionOffset:CGPointZero]; [self addChild:voidNode]; CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCSprite *player = [CCSprite spriteWithFile:@"grossini.png"]; player.position = ccp(player.contentSize.width/2, windowSize.height/2); [self addChild:player z:0]; //eSprite = [[enemy alloc]init]; //<-- see item 1 //[self addChild:eSprite]; } return self; } This is my implementation file of my second class: #import "enemy.h" #import "gameScreen.h" @implementation enemy -(id)init { if ((self = [super init])) { CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCSprite *enemySprite = [CCSprite spriteWithFile:@"grossinis_sister1.png" ]; enemySprite.position = ccp(windowSize.width/2, windowSize.height/2); [self addChild:enemySprite]; } return self; } @end

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  • Sort ranges in an array in google apps script

    - by user1637113
    I have a timesheet spreadsheet for our company and I need to sort the employees by each timesheet block (15 rows by 20 columns). I have the following code which I had help with, but the array quits sorting once it comes to a block without an employee name (I would like these to be shuffled to the bottom). Another complication I am having is there are numerous formulas in these cells and when I run it as is, it removes them. I would like to keep these intact if at all possible. Here's the code: function sortSections() { var activeSheet = SpreadsheetApp.getActiveSheet(); //SETTINGS var sheetName = activeSheet.getSheetName(); //name of sheet to be sorted var headerRows = 53; //number of header rows var pageHeaderRows = 5; //page totals to top of next emp section var sortColumn = 11; //index of column to be sorted by; 1 = column A var pageSize = 65; var sectionSize = 15; //number of rows in each section var col = sortColumn-1; var sheet = SpreadsheetApp.getActive().getSheetByName(sheetName); var data = sheet.getRange(headerRows+1, 1, sheet.getMaxRows()-headerRows, sheet.getLastColumn()).getValues(); var data3d = []; var dataLength = data.length/sectionSize; for (var i = 0; i < dataLength; i++) { data3d[i] = data.splice(0, sectionSize); } data3d.sort(function(a,b){return(((a[0][col]<b[0][col])&&a[0][col])?-1:((a[0][col]>b[0][col])?1:0))}); var sortedData = []; for (var k in data3d) { for (var l in data3d[k]) { sortedData.push(data3d[k][l]); } } sheet.getRange(headerRows+1, 1, sortedData.length, sortedData[0].length).setValues(sortedData);

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  • How can solve "Cross-thread operation not valid"?

    - by Phsika
    i try to start multi Thread but i can not it returns to me error: Cross-thread operation not valid: 'listBox1' thread was created to control outside access from another thread was. MyCodes: public DataTable dTable; public DataTable dtRowsCount; Thread t1; ThreadStart ts1; void ExcelToSql() { // SelectDataFromExcel(); ts1 = new ThreadStart(SelectDataFromExcel); t1 = new Thread(ts1); t1.Start(); } void SelectDataFromExcel() { string connectionString = @"Provider=Microsoft.ACE.OLEDB.12.0;Data Source=C:\Source\Addresses.xlsx;Extended Properties=""Excel 12.0;HDR=YES;"""; OleDbConnection excelConnection = new OleDbConnection(connectionString); string[] Sheets = new string[] { "Sayfa1"}; excelConnection.Open(); // This code will open excel file. OleDbCommand dbCommand; OleDbDataAdapter dataAdapter; // progressBar1.Minimum = 1; foreach (var sheet in Sheets) { dbCommand = new OleDbCommand("select * From[" + sheet + "$]", excelConnection); //progressBar1.Maximum = CountRowsExcel(sheet).Rows.Count; // progressBar2.Value = i + 1; System.Threading.Thread.Sleep(1000); **listBox1.Items.Add("Tablo ismi: "+sheet.ToUpper()+"Satir Adeti: "+CountRowsExcel(sheet).Rows.Count.ToString()+" ");** dataAdapter = new OleDbDataAdapter(dbCommand); dTable = new DataTable(); dataAdapter.Fill(dTable); dTable.TableName = sheet.ToUpper(); dTable.Dispose(); dataAdapter.Dispose(); dbCommand.Dispose(); ArrangedDataList(dTable); FillSqlTable(dTable, dTable.TableName); } excelConnection.Close(); excelConnection.Dispose(); }

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  • LWJGL - Mixing 2D and 3D

    - by nathan
    I'm trying to mix 2D and 3D using LWJGL. I have wrote 2D little method that allow me to easily switch between 2D and 3D. protected static void make2D() { glEnable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); glOrtho(0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } protected static void make3D() { glDisable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective(45.0f, ((float) SCREEN_WIDTH / (float) SCREEN_HEIGHT), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); } The in my rendering code i would do something like: make2D(); //draw 2D stuffs here make3D(); //draw 3D stuffs here What i'm trying to do is to draw a 3D shape (in my case a quad) and i 2D image. I found this example and i took the code from TextureLoader, Texture and Sprite to load and render a 2D image. Here is how i load the image. TextureLoader loader = new TextureLoader(); Sprite s = new Sprite(loader, "player.png") And how i render it: make2D(); s.draw(0, 0); It works great. Here is how i render my quad: glTranslatef(0.0f, 0.0f, 30.0f); glScalef(12.0f, 9.0f, 1.0f); DrawUtils.drawQuad(); Once again, no problem, the quad is properly rendered. DrawUtils is a simple class i wrote containing utility method to draw primitives shapes. Now my problem is when i want to mix both of the above, loading/rendering the 2D image, rendering the quad. When i try to load my 2D image with the following: s = new Sprite(loader, "player.png); My quad is not rendered anymore (i'm not even trying to render the 2D image at this point). Only the fact of creating the texture create the issue. After looking a bit at the code of Sprite and TextureLoader i found that the problem appears after the call of the glTexImage2d. In the TextureLoader class: glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL_UNSIGNED_BYTE, textureBuffer); Commenting this like make the problem disappear. My question is then why? Is there anything special to do after calling this function to do 3D? Does this function alter the render part, the projection matrix?

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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