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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • Information on upgrading Kinect Applications to MS SDK Beta 2.

    - by mbcrump
    Introduction Microsoft recently released the Kinect for Windows SDK Beta 2. It contains many enhancements and fixes that can be found here. The only problem with it is that a lot of current demo applications no longer function properly. Today, I’m going to walk you through a typical scenario of upgrading a Kinect application built with Beta 1 to Beta 2. Note: This tutorial covers WPF, but you can use the same techniques for WinForms. 1) Fix the references Let’s start with a fairly popular Kinect demo called Kinect User Interface Demo. This project uses the beta 1 version of Microsoft.Research.Kinect.dll and version 1.0.0.0 of Coding4Fun’s Kinect library. After you download the source code and extract the zip you will see the following references in Visual Studio 2010: Pay attention to the following references as these are the .dlls that you will have to update: Coding4Fun.Kinect.Wpf Microsoft.Research.Kinect If you click on Coding4Fun.Kinect.Wpf file you will see the following version information (v1.0.0.0): This needs to be upgraded to the Coding4Fun Kinect library built against Beta 2. So head over to http://c4fkinect.codeplex.com/ and hit download and you will have the following files. Go ahead and hit the delete key on your keyboard to remove the Coding4Fun.Kinect.Wpf.dll file from your project. Select “Add Reference” and navigate out to the folder where you extracted the files and select Coding4Fun.Kinect.Wpf.dll. If you click on the Coding4Fun.Kinect.Wpf.dll file and check properties it should be listed at 1.1.0.0: Fix Microsoft.Research.Kinect.dll The official SDK Beta 2 released a new .dll that you will need to reference in your application. Go ahead and select Microsoft.Research.Kinect.dll in your application and hit the Delete key on your keyboard. Go ahead and select Add Reference again and select Microsoft.Research.Kinect.dll from the .NET tab. Double check and make sure the version number is 1.0.0.45 as shown below. References fixed – Runtime needs to be updated. So we have fixed the references in a typical Kinect application that uses Microsoft’s SDK and C4F Kinect libraries. Now, we will need to update the runtime. All Beta 1 Kinect applications will instantiate the Runtime with the following code: Can you see that it is now marked with [Depreciated]? That means we need to update it before Microsoft decides to remove it from future versions of the SDK. We can fix this very easily by replacing this code: readonly Runtime _runtime = new Runtime(); with Microsoft.Research.Kinect.Nui.Runtime _nui; and adding similar code to our Loaded event as shown below public MainWindow() { InitializeComponent(); Loaded += new RoutedEventHandler(MainWindow_Loaded); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { if (Runtime.Kinects.Count == 0) { txtInfo.Text = "Missing Kinect"; } else { _nui = Runtime.Kinects[0]; _nui.Initialize(RuntimeOptions.UseColor); // Video Frame Ready Event can happen now!!! //_nui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(_nui_VideoFrameReady); _nui.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); } } In this sample, I am testing to see if a Kinect is detected and if it is then I initialize the runtime with my first Kinect by using the Runtime.Kinects[0]. You can also specify other Kinect devices here. The rest of the code is standard code that you simply modify however you wish (ie Skeletal, Depth, etc) depending on what type of video feed you want. Conclusion As you can see it really wasn’t that painful to upgrade your project to Beta 2. I would recommend that you go ahead and upgrade to Beta 2 as future versions of the SDK will use these methods.  Thanks for reading. Subscribe to my feed

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  • Screen Aspect Ratio

    - by Bill Evjen
    Jeffrey Dean, Pixar Aspect Ratio is very important to home video. What is aspect ratio – the ratio from the height to the width 2.35:1 The image is 2.35 times wide as it is high Pixar uses this for half of our movies This is called a widescreen image When modified to fit your television screen They cut this to fit the box of your screen When a comparison is made huge chunks of picture is missing It is harder to find what is going on when these pieces are missing The whole is greater than the pieces themselves. If you are missing pieces – you are missing the movie The soul and the mood is in the film shots. Cutting it to fit a screen, you are losing 30% of the movie Why different aspect ratios? Film before the 1950s 1.33:1 Academy Standard There were all aspects of images though. There was no standard. Thomas Edison developed projecting images onto a wall/screen He didn’t patent it as he saw no value in it. Then 1.37:1 came about to add a strip of sound This is the same size as a 35mm film Around 1952 – TV comes along NTSC Television followed the Academy Standard (4x3) Once TV came out, movie theater attendance plummets So Film brought forth color to combat this. Also early 3D Also Widescreen was brought forth. Cinema-Scope Studios at the time made movies bigger and bigger There was a Napoleon movie that was actually 4x1 … really wide. 1.85:1 Academy Flat 2.35:1 Anamorphic Scope (aka Panavision/Cinemascope) Almost all movies are made in these two aspect ratios Pixar has done half in one and half in the other Why choose one over the other? Artist choice It is part of the story the director wants to tell Can we preserve the story outside of the theaters? TVs before 1998 – they were very square Now TVs are very wide Historical options Toy Story released as it was and people cut it in a way that wasn’t liked by the studio Pan and Scan is another option Cut and then scan left or right depending on where the action is Frame Height Pixar can go back and animate more picture to account for the bottom/top bars. You end up with more sky and more ground The characters seem to get lost in the picture You lose what the director original intended Re-staging For animated movies, you can move characters around – restage the scene. It is a new completely different version of the film This is the best possible option that Pixar came up with They have stopped doing this really as the demand as pretty much dropped off Why not 1.33 today? There has been an evolution of taste and demands. VHS is a linear item The focus is about portability and not about quality Most was pan and scan and the quality was so bad – but people didn’t notice DVD was introduced in 1996 You could have more content – two versions of the film You could have the widescreen version and the 1.33 version People realized that they are seeing more of the movie with the widescreen High Def Televisions (16x9 monitors) This was introduced in 2005 Blu-ray Disc was introduced in 2006 This is all widescreen You cannot find a square TV anymore TVs are roughly 1.85:1 aspect ratio There is a change in demand Users are used to black bars and are used to widescreen Users are educated now What’s next for in-flight entertainment? High Def IFE Personal Electronic Devices 3D inflight

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Checking form input data on submit with pure PHP [migrated]

    - by Leron
    I have some experience with PHP but I have never even try to do this wit pure PHP, but now a friend of mine asked me to help him with this task so I sat down and write some code. What I'm asking is for opinion if this is the right way to do this when you want to use only PHP and is there anything I can change to make the code better. Besides that I think the code is working at least with the few test I made with it. Here it is: <?php session_start(); // define variables and initialize with empty values $name = $address = $email = ""; $nameErr = $addrErr = $emailErr = ""; $_SESSION["name"] = $_SESSION["address"] = $_SESSION["email"] = ""; $_SESSION["first_page"] = false; if ($_SERVER["REQUEST_METHOD"] == "POST") { if (empty($_POST["name"])) { $nameErr = "Missing"; } else { $_SESSION["name"] = $_POST["name"]; $name = $_POST["name"]; } if (empty($_POST["address"])) { $addrErr = "Missing"; } else { $_SESSION["address"] = $_POST["address"]; $address = $_POST["address"]; } if (empty($_POST["email"])) { $emailErr = "Missing"; } else { $_SESSION["email"] = $_POST["email"]; $email = $_POST["email"]; } } if ($_SESSION["name"] != "" && $_SESSION["address"] != "" && $_SESSION["email"] != "") { $_SESSION["first_page"] = true; header('Location: http://localhost/formProcessing2.php'); //echo $_SESSION["name"]. " " .$_SESSION["address"]. " " .$_SESSION["email"]; } ?> <DCTYPE! html> <head> <style> .error { color: #FF0000; } </style> </head> <body> <form method="POST" action="<?php echo htmlspecialchars($_SERVER["PHP_SELF"]);?>"> Name <input type="text" name="name" value="<?php echo htmlspecialchars($name);?>"> <span class="error"><?php echo $nameErr;?></span> <br /> Address <input type="text" name="address" value="<?php echo htmlspecialchars($address);?>"> <span class="error"><?php echo $addrErr;?></span> <br /> Email <input type="text" name="email" value="<?php echo htmlspecialchars($email);?>"> <span class="error"><?php echo $emailErr;?></span> <br /> <input type="submit" name="submit" value="Submit"> </form> </body> </html>

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  • PHP code works on Chrome, but not on Firefox or IE (send email via HTML form) [on hold]

    - by Cachirro
    My brother has this form: <form id="lista" action="lista2.php" method="post"> <input name="cf_name" type="text" size="50" hidden="yes" class="obscure"> <input name="cf_email" type="text" size="50" hidden="yes" class="obscure"> <textarea name="cf_message" cols="45" rows="10" hidden="yes" class="obscure"> </textarea> <input type="image" name="submit" value="Enviar Lista por Email" src="imagens/lista_email.png" width="40" height="40" onclick="this.form.elements['cf_message'].value = lista_mail;this.form.elements['cf_name'].value = prompt('Escreva o seu nome:', '');this.form.elements['cf_email'].value = prompt('Escreva o seu email:', '');"> <input name="submit2" type="submit" value="Enviar" hidden="yes" class="obscure"> </form> That calls this PHP file: <?php if ( isset($_POST['submit']) ) { // Dados de autenticacao SMTP $smtpinfo['host'] = 'localhost'; $smtpinfo['port'] = '25'; $smtpinfo['auth'] = true; $smtpinfo['username'] = 'xxx'; $smtpinfo['password'] = 'xxx'; // Dados recebidos do formulario $nome = $_POST['cf_name']; $email = $_POST['cf_email']; $mensagem = $_POST['cf_message']; // Inclusão de ficheiro PEAR. Certifique-se que o PEAR está activado no seu alojamento require_once "Mail.php"; // Corpo da mensagem $body = "Nome: ".$nome; $body.= "\n\n"; $body.= nl2br($mensagem); $headers = array ('From' => $email, 'To' => $smtpinfo["username"], 'Subject' => 'Encomenda Website'); $mail_object = Mail::factory('smtp', $smtpinfo); $mail = $mail_object->send($smtpinfo["username"], $headers, $body); if ( PEAR::isError($mail) ) { echo ("<p>" . $mail->getMessage() . "</p>"); } else { echo ('<b><font color="FFFF00">Mensagem enviada com sucesso.<br><br></b>Seu email: ' . $email . '<br><br></font>'); }} ?> This basically sends an email with some selected products, name and email. The problem is that it works perfectly on Chrome, but not on FF or IE. When the submit image is pressed, the URL changes to the PHP file, but it displays a blank page. After display errors activated: ini_set('display_errors',1); ini_set('display_startup_errors',1); error_reporting(-1) FF/IE display blank page and email isn't sent, Chrome sends the email and displays this: Strict Standards: Non-static method Mail::factory() should not be called statically in /var/www/vhosts/[site url]/httpdocs/lista2.php on line 33 Strict Standards: Non-static method PEAR::isError() should not be called statically, assuming $this from incompatible context in /usr/share/php/Mail/smtp.php , dont know if it helps So, what is causing the email to be sent on chrome and not on FF or IE? Thank you.

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • Blind As a Bat in Multi-Monitor Hell &ndash; Free Program Inside!

    - by ToStringTheory
    If you know me personally, then you probably know that I am going blind thanks to a rare genetic eye disease.  My eye disease has already been a huge detriment to my eyesight.  One of the big things to suffer is my ability to see small things moving fast right in front of me.  On a multi-monitor setup, this makes finding the cursor absolute hell. The Problem I’ll keep this short, as I’ve basically already told you what the problem is.  On my three monitor development computer, I am constantly losing the mouse during the day.  I had used the Microsoft accessibility mousefinder (press CTRL, and it pings around the mouse).  The problem with this is, there is only an effect around 50-100 PX around the mouse, and it is a very light gray, almost unnoticeable.. For someone like me, if I am not looking at the monitor when I click the CTRL button, I have to click it multiple times and dart my eyes back and forth in a futile attempt to catch a glimpse of the action…  I had tried other cursor finders, but none I liked… The Solution So what’s a guy to do when he doesn’t like his options?  MAKE A NEW OPTION…  What else should we as developers do, am I right?  So, I went ahead and made a mousefinder of my own, with 6 separate settings to change the effect.  I am releasing it here for anyone else that may also have problems finding their mouse at times. Some of its features include: Multiple options to change to achieve the exact effect you want. If your mouse moves while it is honing in, it will hone in on its current position. Many times, I would press the button and move my mouse at the same time, and many times, the mouse happened to be at a screen edge, so I would miss it. This program will restart its animation on a new screen if the mouse changes its screen while playing. Tested on Windows 7 x64 Stylish color changing from green to red. Deployed as a ClickOnce, so easy to remove if you don't like it. Press Right CTRL to trigger effect Application lives in notification area so that you can easily reach configuration or close it. To get it to run on startup, copy its application shortcut from its startmenu directory to the “Startup” folder in your startmenu. Conclusion I understand if you don’t download this…  You don’t know me and I don’t know you.  I can only say that I have honestly NOT added any virus’ or malware to the package. Yeah, I know it’s weird Download: ‘ToString(theory) Mousefinder.zip’ CRC32: EEBCE300 MD5: 0394DA581BE6F3371B5BA11A8B24BC91 SHA-1: 2080C4930A2E7D98B81787BB5E19BB24E118991C Finally, if you do use this application - please leave a comment, or email me and tell me what you think of it. Encounter a bug or hashes no longer match? I want to know that too! <warning type=”BadPun”>Now, stop messing around and start mousing around!</warning>

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Questions to ask to ensure someone understands programming? (and iOS)

    - by Stephen J
    So, I've been tutoring my friend for 2 years. Most people learn programming on their own in 3-6 months, (sans algorithms). It's confusing 'cause he'll run anywhere I tell him to, understands how to read C and C++ honestly better than the average college student, and he'll modify and repeat anything I do... but for the love of god he doesn't move on to new things and he still has test anxiety. I've recently realized he's copied and toyed with existing, but not once gained an understanding of why. I was under the impression he was learning fast because he could write it, but when you say "Make a function that takes an NSString" and he says "How?" and I say "The same way you make ANY function that takes any parameter, NSString is just a type like int" and all I hear is "No, it's an NSString, it's a special thing." and we get into an arguing match 'cause I'm like "It's just a class like any other class, you've used them for months now" and blah... I've subconsciously avoided comprehension questions because of this. Anyway, if you have him copy a program and say "Just initialize it" "Where?" "I don't care, didLoad or initWithCoder or Awake from nib, anywhere it gets initialized" and "No, it has to be exactly where you had it!" "No it doesn't!" I'm sick of this, but he won't give up. So I'm done avoiding these yelling matches and becoming a sadist from now on. I would like some help in finding questions to ask him that force him to understand what he's doing. I'd like some help and any resources I can find. CQuestions looked like a good site, but now I need some iPhone stuff. For example: *What do properties do? How are they changed? How do you change the name of the getter? *Why are Booleans inefficent? What advantage does int have over a boolean and how does the bit-shift operator help? *What does Copy do to a string? *What's the difference between a view controller and a uiview? *Write a program from memory that displays blah on screen, and flashes each view one by one. From beginner up to intermediate, hobbyist with some algebra at most. I'm just looking for resources to work with. I left in backstory so you know to "twist" the questions so he doesn't know he's supposed to init a variable here or there, but has to figure it out, and learn why it goes "here" or that "anywhere is fine as long as it's". Sample programs, anything. I'm relatively open about this because, being a programmer, I seriously doubt he's the only one who has this issue. I'd like to know how others have overcome similar. What made things "click"? for you? Did you have a hard time finding answers on Google, and how did you learn a better way to find what you were looking for? (He's so exact, he'll search for how to write a checkers program with color X and Y inside a uiview, as his search string, instead of breaking it up into components, I need help with that too, and believe it is related). This type of problem has to remind one of us of someone they know. So, Exercises to force them to think? Ways we overcame this thing in the past? I greatly appreciate any help.

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  • Drawing random smooth lines contained in a square [migrated]

    - by Doug Mercer
    I'm trying to write a matlab function that creates random, smooth trajectories in a square of finite side length. Here is my current attempt at such a procedure: function [] = drawroutes( SideLength, v, t) %DRAWROUTES Summary of this function goes here % Detailed explanation goes here %Some parameters intended to help help keep the particles in the box RandAccel=.01; ConservAccel=0; speedlimit=.1; G=10^(-8); % %Initialize Matrices Ax=zeros(v,10*t); Ay=Ax; vx=Ax; vy=Ax; x=Ax; y=Ax; sx=zeros(v,1); sy=zeros(v,1); % %Define initial position in square x(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); y(:,1)=SideLength*.15*ones(v,1)+(SideLength*.7)*rand(v,1); % for i=2:10*t %Measure minimum particle distance component wise from boundary %for each vehicle BorderGravX=[abs(SideLength*ones(v,1)-x(:,i-1)),abs(x(:,i-1))]'; BorderGravY=[abs(SideLength*ones(v,1)-y(:,i-1)),abs(y(:,i-1))]'; rx=min(BorderGravX)'; ry=min(BorderGravY)'; % %Set the sign of the repulsive force for k=1:v if x(k,i)<.5*SideLength sx(k)=1; else sx(k)=-1; end if y(k,i)<.5*SideLength sy(k)=1; else sy(k)=-1; end end % %Calculate Acceleration w/ random "nudge" and repulive force Ax(:,i)=ConservAccel*Ax(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sx*G./rx.^2; Ay(:,i)=ConservAccel*Ay(:,i-1)+RandAccel*(rand(v,1)-.5*ones(v,1))+sy*G./ry.^2; % %Ad hoc method of trying to slow down particles from jumping outside of %feasible region for h=1:v if abs(vx(h,i-1)+Ax(h,i))<speedlimit vx(h,i)=vx(h,i-1)+Ax(h,i); elseif (vx(h,i-1)+Ax(h,i))<-speedlimit vx(h,i)=-speedlimit; else vx(h,i)=speedlimit; end end for h=1:v if abs(vy(h,i-1)+Ay(h,i))<speedlimit vy(h,i)=vy(h,i-1)+Ay(h,i); elseif (vy(h,i-1)+Ay(h,i))<-speedlimit vy(h,i)=-speedlimit; else vy(h,i)=speedlimit; end end % %Update position x(:,i)=x(:,i-1)+(vx(:,i-1)+vx(:,i))/2; y(:,i)=y(:,i-1)+(vy(:,i-1)+vy(:,1))/2; % end %Plot position clf; hold on; axis([-100,SideLength+100,-100,SideLength+100]); cc=hsv(v); for j=1:v plot(x(j,1),y(j,1),'ko') plot(x(j,:),y(j,:),'color',cc(j,:)) end hold off; % end My original plan was to place particles within a square, and move them around by allowing their acceleration in the x and y direction to be governed by a uniformly distributed random variable. To keep the particles within the square, I tried to create a repulsive force that would push the particles away from the boundaries of the square. In practice, the particles tend to leave the desired "feasible" region after a relatively small number of time steps (say, 1000)." I'd love to hear your suggestions on either modifying my existing code or considering the problem from another perspective. When reading the code, please don't feel the need to get hung up on any of the ad hoc parameters at the very beginning of the script. They seem to help, but I don't believe any beside the "G" constant should truly be necessary to make this system work. Here is an example of the current output: Many of the vehicles have found their way outside of the desired square region, [0,400] X [0,400].

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  • Dual monitor not working completely in 12.10 after upgrade

    - by Mark Baldridge
    At 12.04, dual monitors worked perfectly. After upgrading to 12.10, the primary monitor works, the second monitor only partly works. I am sure there is some difference between the releases that I have missed setting properly. System settings - Displays show both correctly as Acer 22" monitors at 1680x1050 (16:10). An icon on monitor 2 is present, but elongated; almost an artifact, since other icons on the primary screen are absent, but this one icon is there on th second monitor. Selecting the icons on both screens exist. Painting is weird on monitor 2. Launcher exists and works on both screens, but even with sticky edges off, the cursor stops at the left edge of monitor 2. Clicking on text editor on screen 2 launcer will launch gedit there. If I drag it, it leaves a trail of after images like repaint is failing. If I drive the cursor on the launcher, the help tags like "LibreOffice Writer" appear, but stay on screen unless I drag the active gedit window over them. Then part of the help bubbles are overwritten, leaving behind after images of the gedit window on screen. What is really fascinating is that the System settings - Displays is now ignoring monitor selection, after allowing it earlier. Just before this, the help popup which said "Select a monitor to change its properties; drag to rearrange its placement" actually let me do that. Maybe a trick of where I grab the edge of the monitor in the Displays setting. I just found a working handle. When I drag monitor 1 to the right of monitor 2, "Apply" and confirm, both monitors work normally (although the right monitor lets the cursor slide off the right edge onto the left edge of monitor 1 - which sounds correct). Painting of windows does not leave an after image. However, success is only temporary. The setting survives the reboot, but painting on the left monitor, now monitor 2, now replicates the issues from before. The after image of the gedit window and the small window for "Are you sure you want to close all programs and restart the computer?" are still on monitor 2 (on the left now), even though they are not real windows, nor do they have processes behind them. Curiously, in Displays, the "green" monitor on the left in the display window is matched by the right monitor color in the monitor upper left corner. Probably makes sense as the one on the right is now monitor 1. If I repeat the "drag the left monitor to the right of the right monitor on the "Displays" window, things are oriented properly, with no display artifacts as I drag windows around either screen. Also the description bubbles that pop up are overwritten on both screens, so none of those artifacts either. This goodness does not survive a reboot, however. Have not tried logging out and back in. All of this after positing that the motherboard VGA and HDMI ports could have been the issue. So, I installed an e-GeForce 7600 GT Dual DVI (I know the web thinks it is not DVI, but VGA, but the connectors are DVI). No change to the weird behavior. The good parts continue to work, the weirdness also works, and swapping monitor positions seems to cure the issue. So, is there a setting I have missed? Given "swapping" monitor 1 and 2 on the System Settings... - Displays makes it work, just not across boot, I suspect so.

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  • Intern Screening - Software 'Quiz'

    - by Jeremy1026
    I am in charge of selecting a new software development intern for a company that I work with. I wanted to throw a little 'quiz' at the applicants before moving forth with interviews so as to weed out the group a little bit to find some people that can demonstrate some skill. I put together the following quiz to send to applicants, it focuses only on PHP, but that is because that is what about 95% of the work will be done in. I'm hoping to get some feedback on A. if its a good idea to send this to applicants and B. if it can be improved upon. # 1. FizzBuzz # Write a small application that does the following: # Counts from 1 to 100 # For multiples of 3 output "Fizz" # For multiples of 5 output "Buzz" # For multiples of 3 and 5 output "FizzBuzz" # For numbers that are not multiples of 3 nor 5 output the number. <?php ?> # 2. Arrays # Create a multi-dimensional array that contains # keys for 'id', 'lot', 'car_model', 'color', 'price'. # Insert three sets of data into the array. <?php ?> # 3. Comparisons # Without executing the code, tell if the expressions # below will return true or false. <?php if ((strpos("a","abcdefg")) == TRUE) echo "True"; else echo "False"; //True or False? if ((012 / 4) == 3) echo "True"; else echo "False"; //True or False? if (strcasecmp("abc","ABC") == 0) echo "True"; else echo "False"; //True or False? ?> # 4. Bug Checking # The code below is flawed. Fix it so that the code # runs properly without producing any Errors, Warnings # or Notices, and returns the proper value. <?php //Determine how many parts are needed to create a 3D pyramid. function find_3d_pyramid($rows) { //Loop through each row. for ($i = 0; $i < $rows; $i++) { $lastRow++; //Append the latest row to the running total. $total = $total + (pow($lastRow,3)); } //Return the total. return $total; } $i = 3; echo "A pyramid consisting of $i rows will have a total of ".find_3d_pyramid($i)." pieces."; ?> # 5. Quick Examples # Create a small example to complete the task # for each of the following problems. # Create an md5 hash of "Hello World"; # Replace all occurances of "_" with "-" in the string "Welcome_to_the_universe." # Get the current date and time, in the following format, YYYY/MM/DD HH:MM:SS AM/PM # Find the sum, average, and median of the following set of numbers. 1, 3, 5, 6, 7, 9, 10. # Randomly roll a six-sided die 5 times. Store the 5 rolls into an array. <?php ?>

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  • HTML, JavaScript, and CSS in a NetBeans Platform Application

    - by Geertjan
    I broke down the code I used yesterday, to its absolute bare minimum, and then realized I'm not using HTML 5 at all: <html> <head> <link rel="stylesheet" href="style.css" type="text/css" media="all" /> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.3/jquery.min.js"></script> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.8.16/jquery-ui.min.js"></script> <script type="text/javascript" src="script.js"></script> </head> <body> <div id="logo"> </div> <div id="infobox"> <h2 id="statustext"/> </div> </body> </html> Here's the script.js file referred to above: $(function(){ var banana = $("#logo"); var statustext = $("#statustext"); var defaulttxt = "Drag the banana!"; var dragtxt = "Dragging the banana!"; statustext.text(defaulttxt); banana.draggable({ drag: function(event, ui){ statustext.text(dragtxt); }, stop: function(event, ui){ statustext.text(defaulttxt); } }); }); And here's the stylesheet: body { background:#3B4D61 repeat 0 0; margin:0; padding:0; } h2 { color:#D1D8DF; display:block; font:bold 15px/10px Tahoma, Helvetica, Arial, Sans-Serif; text-align:center; } #infobox { position:absolute; width:300px; bottom:20px; left:50%; margin-left:-150px; padding:0 20px; background:rgba(0,0,0,0.5); -webkit-border-radius:15px; -moz-border-radius:15px; border-radius:15px; z-index:999; } #logo { position:absolute; width:450px; height:150px; top:40%; left: 30%; background:url(bananas.png) no-repeat 0 0; cursor:move; z-index:700; } However, I've replaced the content of the HTML file with a few of the samples from here, without any problem; in other words, if the HTML 5 canvas were to be needed, it could seamlessly be incorporated into my NetBeans Platform application: https://developer.mozilla.org/en/Canvas_tutorial/Basic_usage

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  • Java Dragging an object from one area to another [on hold]

    - by user50369
    Hello I have a game where you drag bits of food around the screen. I want to be able to click on an ingredient and drag it to another part of the screen where I release the mouse. I am new to java so I do not really know how to do this please help me Here is me code. This is the class with the mouse listeners in it: public void mousePressed(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = true; // placing if (manager.title == true) { if (title.r.contains(Comp.mx, Comp.my)) { title.overview = true; } else if (title.r1.contains(Comp.mx, Comp.my)) { title.options = true; } else if (title.r2.contains(Comp.mx, Comp.my)) { System.exit(0); } } if (manager.option == true) { optionsMouse(e); } mouseinventory(e); } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = true; } } private void mouseinventory(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { } else if (e.getButton() == MouseEvent.BUTTON1) { } } @Override public void mouseReleased(MouseEvent e) { if (e.getButton() == MouseEvent.BUTTON1) { Comp.ml = false; } else if (e.getButton() == MouseEvent.BUTTON3) { Comp.mr = false; } } @Override public void mouseDragged(MouseEvent e) { for(int i = 0; i < overview.im.ing.toArray().length; i ++){ if(overview.im.ing.get(i).r.contains(Comp.mx,Comp.my)){ overview.im.ing.get(i).newx = Comp.mx; overview.im.ing.get(i).newy = Comp.my; overview.im.ing.get(i).dragged = true; }else{ overview.im.ing.get(i).dragged = false; } } } @Override public void mouseMoved(MouseEvent e) { Comp.mx = e.getX(); Comp.my = e.getY(); // System.out.println("" + Comp.my); } This is the class called ingredient public abstract class Ingrediant { public int x,y,id,lastx,lasty,newx,newy; public boolean removed = false,dragged = false; public int width; public int height; public Rectangle r = new Rectangle(x,y,width,height); public Ingrediant(){ r = new Rectangle(x,y,width,height); } public abstract void tick(); public abstract void render(Graphics g); } and this is a class which extends ingredient called hagleave public class HagLeave extends Ingrediant { private Image img; public HagLeave(int x, int y, int id) { this.x = x; this.y = y; this.newx = x; this.newy = y; this.id = id; width = 75; height = 75; r = new Rectangle(x,y,width,height); } public void tick() { r = new Rectangle(x,y,width,height); if(!dragged){ x = newx; y = newy; } } public void render(Graphics g) { ImageIcon i2 = new ImageIcon("res/ingrediants/hagleave.png"); img = i2.getImage(); g.drawImage(img, x, y, null); g.setColor(Color.red); g.drawRect(r.x, r.y, r.width, r.height); } } The arraylist is in a class called ingrediantManager: public class IngrediantsManager { public ArrayList<Ingrediant> ing = new ArrayList<Ingrediant>(); public IngrediantsManager(){ ing.add(new HagLeave(100,200,1)); ing.add(new PigHair(70,300,2)); ing.add(new GiantsToe(100,400,3)); } public void tick(){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).tick(); if(ing.get(i).removed){ ing.remove(i); i--; } } } public void render(Graphics g){ for(int i = 0; i < ing.toArray().length; i ++){ ing.get(i).render(g); } } }

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  • OpenGL Fast-Object Instancing Error

    - by HJ Media Studios
    I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map, where an object of class MeshResource contains the vertices and indices with the actual data, and an object of classMeshRenderer defines the point in space the mesh is to be rendered at. My rendering code is as follows: glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); for (std::map<MeshResource*, std::vector<MeshRenderer*> >::iterator it = renderables.begin(); it != renderables.end(); it++) { it->first->setupBeforeRendering(); cout << "<"; for (unsigned long i =0; i < it->second.size(); i++) { //Pass in an identity matrix to the vertex shader- used here only for debugging purposes; the real code correctly inputs any matrix. uniformizeModelMatrix(Matrix4::IDENTITY); /** * StartHere fix rendering problem. * Ruled out: * Vertex buffers correctly. * Index buffers correctly. * Matrices correct? */ it->first->render(); } it->first->cleanupAfterRendering(); } geometryPassShader->disable(); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); The function in MeshResource that handles setting up the uniforms is as follows: void MeshResource::setupBeforeRendering() { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID); glBindBuffer(GL_ARRAY_BUFFER, vboID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); // Vertex position glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 12); // Vertex normal glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 24); // UV layer 0 glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 32); // Vertex color glVertexAttribPointer(4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(Vertex), (const GLvoid*) 44); //Material index } The code that renders the object is this: void MeshResource::render() { glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } And the code that cleans up is this: void MeshResource::cleanupAfterRendering() { glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glDisableVertexAttribArray(3); glDisableVertexAttribArray(4); } The end result of this is that I get a black screen, although the end of my rendering pipeline after the rendering code (essentially just drawing axes and lines on the screen) works properly, so I'm fairly sure it's not an issue with the passing of uniforms. If, however, I change the code slightly so that the rendering code calls the setup immediately before rendering, like so: void MeshResource::render() { setupBeforeRendering(); glDrawElements(GL_TRIANGLES, geometry->numIndices, GL_UNSIGNED_SHORT, 0); } The program works as desired. I don't want to have to do this, though, as my aim is to set up vertex, material, etc. data once per object type and then render each instance updating only the transformation information. The uniformizeModelMatrix works as follows: void RenderManager::uniformizeModelMatrix(Matrix4 matrix) { glBindBuffer(GL_UNIFORM_BUFFER, globalMatrixUBOID); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(Matrix4), matrix.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); }

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  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

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  • How can I get the data from the json one by one by using javascript/jquery? [on hold]

    - by sandhus
    I have the working code which fetches all the records from the json, but how can I make it available one by one on the click of the button or link? The following code is working to fetch all the records: <!doctype html> <html> <head> <meta charset="utf-8"> <title>jQuery PHP Json Response</title> <style type="text/css"> div { text-align:center; padding:10px; } #msg { width: 500px; margin: 0px auto; } .members { width: 500px ; background-color: beige; } </style> </head> <body> <div id="msg"> <table id="userdata" border="1"> <thead> <th>Email</th> <th>Sex</th> <th>Location</th> <th>Picture</th> <th>audio</th> <th>video</th> </thead> <tbody></tbody> </table> </div> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"> </script> <script type="text/javascript"> $(document).ready(function(){ var url="json.php"; $("#userdata tbody").html(""); $.getJSON(url,function(data){ $.each(data.members, function(i,user){ var tblRow = "<tr>" +"<td>"+user.email+"</td>" +"<td>"+user.sex+"</td>" +"<td>"+user.location+"</td>" +"<td>"+"<img src="+user.image+">"+"</td>" +"<td>"+"<audio src="+user.video+" controls>"+"</td>" +"<td>"+"<video src="+user.video+" controls>"+"</td>" +"</tr>" ; $(tblRow).appendTo("#userdata tbody"); }); }); }); </script> </body> </html> I used the json_encode function in the php file to encode the sql db. How can i achieve this?

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