Search Results

Search found 9170 results on 367 pages for 'world of goo'.

Page 28/367 | < Previous Page | 24 25 26 27 28 29 30 31 32 33 34 35  | Next Page >

  • Google+ Platform Office Hours for March 21, 2012: JavaScript and the REST APIs

    Google+ Platform Office Hours for March 21, 2012: JavaScript and the REST APIs It's a blast from the past. Here's the video from our office hours held on the 20th of March. In this session Jonathan and Wolff guided you through using the REST APIs with JavaScript. Get the source code: goo.gl Discuss this video on Google+: goo.gl 1:05 - How to use JSONP to access the REST APIs in JavaScript 2:30 - Setting up a new project in the API console 7:06 - The client libraries, what are they? 8:39 - Using the JavaScript client library to reimplement our example 13:27 - About OAuth and private resources 14:26 - Creating an OAuth client using the API console - The JavaScript client library discussion group - goo.gl 24:14 - Using the JavaScript client library and REST APIs from within a hangout - hangoutbots.blogspot.com Q&A 19 - Are you planning to change the +1 button back? 20:14 - Will this video be posted to YouTube? (Spoiler: the answer is yes) 20:43 - Do you read your issues list? - The Google+ platform issue tracker: goo.gl From: GoogleDevelopers Views: 2808 33 ratings Time: 27:03 More in Science & Technology

    Read the article

  • Cutting out smaller rectangles from a larger rectangle

    - by Mauro Destro
    The world is initially a rectangle. The player can move on the world border and then "cut" the world via orthogonal paths (not oblique). When the player reaches the border again I have a list of path segments they just made. I'm trying to calculate and compare the two areas created by the path cut and select the smaller one to remove it from world. After the first iteration, the world is no longer a rectangle and player must move on border of this new shape. How can I do this? Is it possible to have a non rectangular path? How can I move the player character only on path? EDIT Here you see an example of what I'm trying to achieve: Initial screen layout. Character moves inside the world and than reaches the border again. Segment of the border present in the smaller area is deleted and last path becomes part of the world border. Character moves again inside the world. Segments of border present in the smaller area are deleted etc.

    Read the article

  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

    Read the article

  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

    Read the article

  • C++ Eclipse error class mynamespace::mynamespace

    - by user2969329
    I'm new to C++, coming from a Java and web programming background. I specified a header file, with class definition. The class and the namespace have the same name. I do not know if that causes this issue, eclipse is very unspecific. Here is the World.h file: `/* * World.h * * Created on: 5 nov. 2013 * Author: Mo */ #ifndef WORLD_H_ #define WORLD_H_ #include "../../lib/tinyxml/tinyxml.h" #include "Layer.h" namespace World { class World { private: Layer layers[]; public: World(); virtual ~World(); TiXmlElement toXML(); }; } /* namespace World */ #endif /* WORLD_H_ */` The error occurs in the class definition. The only thing eclipse shows is: class World::World I have been googling for the last day and a half, and haven't found anything similar. In other classes, World is not seen as a type: "World" does not name a type. What have I done wrong? Help would be greatly appreciated.

    Read the article

  • How can I find a laptop if it has a different name all over the world?

    - by Mike
    CONUNDRUM: A laptop review in the UK talks about how brilliant the "ASUS ABCDE 55" is, but in America, France, etc there is no such laptop name. In fact it's called "ASUS 12345 AB" - AAARRGH! QUESTION: Is there a way of finding out all the diverse names for the same laptop all over the world? Example: if Samsung create a R2D2500, then what is that spec laptop called in all the other countries (if they release it of course). Or if it's not released, what is their similar spec laptop called in the other countries? I understand that specs may be different, but if I read a review on my trusted UK website, but live in say Australia, I want to be able to find the name of the same laptop in Australia and then check out local places to buy it. So if anyone knows if there is a technique, specific website, or even how to use a company website to find out these annoying name changes I'd really appreciate it.

    Read the article

  • How can I find a laptop if it has a different model name all over the world?

    - by Mike
    CONUNDRUM: A laptop review in the UK talks about how brilliant the "ASUS ABCDE 55" is, but in America, France, etc there is no such laptop name. In fact it's called "ASUS 12345 AB" - AAARRGH! QUESTION: Is there a way of finding out all the diverse names for the same laptop all over the world? Example: if Samsung create a R2D2500, then what is that spec laptop called in all the other countries (if they release it of course). Or if it's not released, what is their similar spec laptop called in the other countries? I understand that specs may be different, but if I read a review on my trusted UK website, but live in say Australia, I want to be able to find the name of the same laptop in Australia and then check out local places to buy it. So if anyone knows if there is a technique, specific website, or even how to use a company website to find out these annoying name changes I'd really appreciate it.

    Read the article

  • Basic networking: Centos Server Router + Ubuntu Client setup.. unable to access outside world from client

    - by ale
    I am trying to set up my Centos Server with two NICs as a router. eth0 is connected to the outside world and eth1 is connected to an Ubuntu client. Here's eth0 on the server: DEVICE=eth0 BOOTPROTO=dhcp ONBOOT=yes TYPE=Ethernet eth1 on the server: DEVICE=eth1 BOOTPROTO=static IPADDR=192.168.0.10 # a free address on my network ONBOOT=yes TYPE=Ethernet My server has IPv4 packet forwarding turned on and my iptables only contains: # iptables --table nat --append POSTROUTING --out-interface eth0 -j MASQUERADE # iptables --append FORWARD --in-interface eth1 -j ACCEPT My Ubuntu client has this in its /etc/network/interfaces auto lo iface lo inet loopback iface eth0 inet dhcp gateway 192.168.0.10 but I can't get an Internet connection from the server for my client. I can't even ping my server from the client: $ ping 192.168.0.10 Destination Host Unreachable

    Read the article

  • What hardware is at physical address 0x80000000 on powerpc New World Macintosh?

    - by tinkerer
    Open Firmware device tree gives no clue what device might decode at physical address 0x80000000 to 0x8008200 on a G4 New World Macintosh. The mmu has three adjacent Virtual=Real translations for that block. They are the only address translations reported between the top or physical dram at 20000000 and the start of the PCI bridges at f0000000. (A possible clue is that frame-buffer-addr is reported as 9c008000 by Open Firmware, and that is not in the reported translation table either). I believe the architecture has been around since about 1999.

    Read the article

  • Is there an easy to script 2d game world?

    - by Sandro
    For a school project we're developing a game that's a little like Conway's game of life, with different organisms taking up slots in the world and then eating each other. I would like to see this take place in a 2d world. Like being able to take starcraft and have zergling and marines play roles. The problem with starcraft is that the whole algorithm would have to be written inside of the game editor, and starcraft isn't free or open source. So is there another engine that is starcraft/warcraft/AOE-ish that can be scripted from outside of the game and is freely available? (I'm asking a lot here I know)

    Read the article

  • How to set Android Google Maps API v2 map to show whole world map?

    - by Joao
    I am developing an android application that uses a google map in the background. When I start the application, I want to display a map of the hole word. According to the android google maps API v2: https://developers.google.com/maps/documentation/android/views the way to set a specific zoom value is "CameraUpdateFactory.zoomTo(float)" and the same api https://developers.google.com/maps/documentation/android/reference/com/google/android/gms/maps/CameraUpdateFactory#zoomTo(float) tells that the minimum argument to this function is 2. but when I call the function: mMap.moveCamera(CameraUpdateFactory.zoomTo(2)); The viewport of the world map is just a little bigger than Australia... How can I display the entire world map at once? Thanks in advance, João

    Read the article

  • Would the world be a better place if there were only one programming language?

    - by Simon
    Well, perhaps not the world, but would it encourage more-re-use, less replication of basic code, or at least an uplift in what is considered basic code, more time advancing the application science and a greater encouragement to share, a more advanced base of understanding for new programmers, since the language could be taught ubiquitously and patterns of teaching would have emerged which were optimised for students learning etc etc? I think all of those things would make the programming world better and would probably have significant commercial benefit too. This is definitely not a religious debate about which language is best, and is predicated on the notion of some super-being having designed the perfect language to start with, which was improbable, but it strikes me that if, from the beginning, there were only a single programming language we may be further along in terms of the evolution of the software industry and software science. And although it is now impossible, if you buy some or all of these assertions is there an argument for standardising on a single language for the future so we can accelerate our collective progress rather than all of us re-inventing some part of the same wheel and consigning our children to the same fate?

    Read the article

  • Is there any real world reason to use throw ex?

    - by Michael Stum
    In C#, throw ex is almost always wrong, as it resets the stack trace. I just wonder, is there any real world use for this? The only reason I can think of is to hide internals of your closed library, but that's a really weak reason. Apart from that, I've never encountered in the real world. Edit: I do mean throw ex, as in throwing the exact same exception that was caught but with an empty stacktrace, as in doing it exactly wrong. I know that throw ex has to exist as a language construct to allow throwing a different exception (throw new DifferentException("ex as innerException", ex)) and was just wondering if there is ever a situration where a throw ex is not wrong.

    Read the article

  • Follow your friends on StackOverflow with FriendOverflow

    - by Mike Grace
    Screenshot About I created this app because I wanted to see what my friends and co-workers were doing on StackOverflow. I was previously going to their profiles to see what they were asking, answering, and commenting on because most of the time I found what they were doing was interesting or relevant to what I was doing. This app is for anyone who visits StackOverflow using their desktop browser and has 'friends' they would like to follow on StackOverflow. Cost Free Download Google Chrome extension http://goo.gl/ooE34 Mozilla Firefox extension http://goo.gl/3Pnqa Bookmarklet http://goo.gl/FkuQW Platform Desktop browsers via Google Chrome extension, Mozilla Firefox extension, and bookmarklet Contact @MikeGrace Code App was built on the Kynetx platform using KRL (Kynetx Rule Language)

    Read the article

  • how to cause linux system datetime to run faster than real world datetime?

    - by JamesThomasMoon1979
    Background I want to monitor a running linux system over several days. It's a custom gentoo build and with much custom software on board. This software has ongoing maintenance timers and cron scripts and other clock driven events. I need to verify these scheduled events are working. Problem Waiting for the system to step through daily and weekly activity is a long wait time. And modifying all clock-based timers on the system would be time consuming. Yet, I often want to test a system's end-to-end scheduled activities without waiting a week. Potential Solution Have the linux system under test appear to run through it's daily cycle of activity within just a few hours. My Question for Serverfault Is there a way to cause the system's time to run faster than real world time? My first thought is manipulating the ntp daemon to repeatedly and smoothly increment the clock . Any other ideas? And yes, I know this may have strange side affects. However, the system has no important or time critical interactions with systems outside of itself. And this may be a valuable testing technique.

    Read the article

  • Anyone have real world experience with Rackspace Cloud Sites at high scale?

    - by Allara
    I have a pure web service application layer using .NET. I was originally planning to use Amazon EC2, but rolling my own autoscaling procedures is a bit intimidating, and the scaling isn't very granular from a cost perspective. If the app is successful, we could be looking at relatively high scale (millions of requests per month). The app uses Amazon SimpleDB as the database layer. As a test, I have the app running successfully in Rackspace Cloud Sites. Performance seems to be equal to (if not better than) a standard EC2 instance, even with the added latency of the SimpleDB requests travelling to the Rackspace network. However, testing at this stage is at a very low scale. My question is this: has anyone had real-world experience running a high scale application on Rackspace Cloud Sites? Moreover, once you pass the "included" 10,000 compute cycles per month, does the overall cost seem to be lower than rolling lots of EC2 instances? My assumption would be that with completely smooth scaling (i.e. only adding compute resources as needed), the cost could be lower on average. However, their stated goal of calibrating 10,000 CCs as a single 1.2 Ghz CPU seems on average to be much more expensive than EC2. I like the idea of no-touch scaling, but is it too good to be true?

    Read the article

  • Why am I getting a Sharepoint error on a simple "hello world" web page?

    - by Fetchez la vache
    I've been granted admin access to an internal IIS server on which I need to set up a web site. Before doing anything technical I wanted to ensure that I could access the server, but when attempting to access a simple page (that does not refer to Sharepoint) at http://localhost/index.html when logged onto the server directly, I am getting Parser Error Description: An error occurred during the parsing of a resource required to service this request. Please review the following specific parse error details and modify your source file appropriately. Parser Error Message: Could not load file or assembly 'Microsoft.SharePoint' or one of its dependencies. The system cannot find the file specified. Source Error: Line 1: <%@ Assembly Name="Microsoft.SharePoint"%><%@ Application Language="C#" Inherits="Microsoft.SharePoint.ApplicationRuntime.SPHttpApplication" %> Source File: /global.asax Line: 1 Assembly Load Trace: The following information can be helpful to determine why the assembly 'Microsoft.SharePoint' could not be loaded. WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. -------------------------------------------------------------------------------- Version Information: Microsoft .NET Framework Version:2.0.50727.5456; ASP.NET Version:2.0.50727.5456 To be quite honest I know zip about Sharepoint, so why am I getting a sharepoint error on a basic "hello world" html page? Cheers :) Update: I've since supposedly uninstalled Sharepoint, but am still getting this error. Any ideas welcome!

    Read the article

  • Converting from Latitude/Longitude to Cartesian Coordinates with a World File and map image.

    - by Heath
    I have a java applet that allows users to import a jpeg and world file from the local system. The user can then "click" draw lines on the image that was imported. Each endpoint of each line contains a set of X/Y and Lat/Long values. The XY is standard java coordinate space, the applet uses an affine transform calculation with the world file to determine the lat/long for every point on the canvas. I have a requirement that allows a user to type a distance into a text field and use the arrow key to draw a line in a certain direction (Up, Down, Left, Right) from a single selected point on the screen. I know how to determine the lat/long of a point given a source lat/long, distance, and bearing. So a user types "100" in the text field and presses the Right arrow key a line should be drawn 100 feet to the right from the currently selected point. My issue is I don't know how to convert the distance( which is in feet ) into the distance in pixels. This would then tell my where to plot the point.

    Read the article

  • Increase moving speed of body

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, -10.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); // ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

    Read the article

< Previous Page | 24 25 26 27 28 29 30 31 32 33 34 35  | Next Page >