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  • Rotating an object in OpenGL ES for iPhone [translate to origin --> rotate --> translate back is not

    - by ayanonagon
    I recently started working with OpenGL ES for the iPhone, and I am having a bit of trouble with it. I want to be able to rotate an object with your fingers. My problem is that I have my object placed at (0, 0, -3), and I would like to rotate it about its center. I know that I need to translate back to the origin, rotate, and then bring it back to the original place. I think I am facing a problem because I am using a matrix to keep track (?) of all of my rotations/translation/scaling etc, and I think it may be combining the operations in a way that order is not even considered (so the two translations would cancel each other). I just started learning OpenGL a day ago and am a complete newbie, so my assumption may be wrong. Here is the part of the in drawView that I am having trouble with: GLfloat matrix[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matrix); glLoadIdentity(); glTranslatef(0, 0, 3); // bring to origin glRotatef(self.angle, self.dy, self.dx, 0); // rotate glTranslatef(0, 0, -3); // put it back in place glMultMatrixf(matrix); // save the transformations performed Help would be much appreciated, thank you!

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  • Draw LINE_STRIP with Unity

    - by Boozzz
    For a new project I am thinking about whether to use OpenGL or Unity3d. I have a bit of experience with OpenGL, but I am completely new to Unity. I already read through the Unity documentation and tutorials on the Unity Website. However, I could not find a way to draw a simple Line-Strip with Unity. In the following example (C#, OpenGL/SharpGL) I draw a round trajectory from a predifined point to an obstacle, which can be imagined as a divided circle with midpoint [cx,cy] and radius r. The position (x-y coordinates) of the obstacle is given by obst_x and obst_y. Question 1: How could I do the same with Unity? Question 2: In my new project, I will have to draw quite a lot of such geometric primitives. Does it make any sense to use Unity for those things? void drawCircle(float cx, float cy, float r, const float obst_x, const float obst_y) { float theta = 0.0f, pos_x, pos_y, dist; const float delta = 0.1; glBegin(GL_LINE_STRIP); while (theta < 180) { theta += delta; //get the current angle float x = r * cosf(theta); //calculate the x component float y = r * sinf(theta); //calculate the y component pos_x = x + cx; //calculate current x position pos_y = y + cy; //calculate current y position //calculate distance from current vertex to obstacle dist = sqrt(pow(pos_x - obst_x) + pow(pos_y - obst_y)); //check if current vertex intersects with obstacle if dist <= 0 { break; //stop drawing circle } else { glVertex2f(pos_x, pos_y); //draw vertex } } glEnd(); }

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  • Pong: How does the paddle know where the ball will hit?

    - by Roflcoptr
    After implementing Pacman and Snake I'm implementing the next very very classic game: Pong. The implementation is really simple, but I just have one little problem remaining. When one of the paddle (I'm not sure if it is called paddle) is controlled by the computer, I have trouble to position it at the correct position. The ball has a current position, a speed (which for now is constant) and a direction angle. So I could calculate the position where it will hit the side of the computer controlled paddle. And so Icould position the paddle right there. But however in the real game, there is a probability that the computer's paddle will miss the ball. How can I implement this probability? If I only use a probability of lets say 0.5 that the computer's paddle will hit the ball, the problem is solved, but I think it isn't that simple. From the original game I think the probability depends on the distance between the current paddle position and the position the ball will hit the border. Does anybody have any hints how exactly this is calculated?

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  • Call WCF Service Through Javascript, AJAX, or JQuery

    - by obautista
    I created a number of standard WCF Services (Service Contract and Host (svc) are in separate assemblies). I fired up a Web Site in IIS to host the Services (i.e., address is http://services:1000/wcfservices.svc). Then in my Web Site project I added the reference. I am able to call the services normally. I am needed to call some of the services client side. Not sure if I should be looking at articles calling WCF services through AJAX, JQuery, or JSON enabled WCF Services. Can anyone provide any thoughts or experience with configuring as such? Some of the changes I made was adding the following to the Operation Contract: [OperationContract] [WebInvoke(Method = "POST", UriTemplate = "SetFoo")] void SetFoo(string Id); Then this above the implementation of the interface: [AspNetCompatibilityRequirements(RequirementsMode = AspNetCompatibilityRequirementsMode.Allowed)] Then in the service webconfig I have this (parens are angle brackets): <serviceHostingEnvironment aspNetCompatibilityEnabled="true"> <baseAddressPrefixFilters> <add prefix="http://services:1000/wcfservices.svc/"/>> </baseAddressPrefixFilters> </serviceHostingEnvironment> <serviceHostingEnvironment multipleSiteBindingsEnabled="false" /> Then in the client side I attempted this: <asp:ScriptManagerProxy ID="ScriptManagerProxy1" runat="server"> <compositeScript> <Scripts> <asp:ScriptReference Path="http://Flixsit:1000/FlixsitWebServices.svc" /> </Scripts> </CompositeScript> </asp:ScriptManagerProxy> I am attempting to call the service like this in javascript: wcfservices.SetFoo(string Id); Nothing is working. If it is idea or a better solution to call JSON enable, JQuery, etc....I am willing to make any changes. Thanks for any suggestions/tips provided....

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  • C++ stack for multiple data types (RPN vector calculator)

    - by Arrieta
    Hello: I have designed a quick and basic vector arithmetic library in C++. I call the program from the command line when I need a rapid cross product, or angle between vectors. I don't use Matlab or Octave or related, because the startup time is larger than the computation time. Again, this is for very basic operations. I am extending this program, and I will make it work as an RPN calculator, for operations of the type: 1 2 3 4 5 6 x out: -3 6 -3 (give one vector, another vector, and the "cross" operator; spit out the cross product) The stack must accept 3d vectors or scalars, for operations like: 1 2 3 2 * out: 2 4 6 The lexer and parser for this mini-calculator are trivial, but I cannot seem to think of a good way for creating the internal stack. How would you create a stack of for containing vectors or doubles (I rolled up my own very simple vector class - less than one hundred lines and it does everything I need). How can I create a simple stack which accepts elements of class Vector or type double? Thank you.

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  • Using Hidden Markov Model for designing AI mp3 player

    - by Casper Slynge
    Hey guys. Im working on an assignment, where I want to design an AI for a mp3 player. The AI must be trained and designed with the use of a HMM method. The mp3 player shall have the functionality of adapting to its user, by analyzing incoming biological sensor data, and from this data the mp3 player will choose a genre for the next song. Given in the assignment is 14 samples of data: One sample consist of Heart Rate, Respiration, Skin Conductivity, Activity and finally the output genre. Below is the 14 samples of data, just for you to get an impression of what im talking about. Sample HR RSP SC Activity Genre S1 Medium Low High Low Rock S2 High Low Medium High Rock S3 High High Medium Low Classic S4 High Medium Low Medium Classic S5 Medium Medium Low Low Classic S6 Medium Low High High Rock S7 Medium High Medium Low Classic S8 High Medium High Low Rock S9 High High Low Low Classic S10 Medium Medium Medium Low Classic S11 Medium Medium High High Rock S12 Low Medium Medium High Classic S13 Medium High Low Low Classic S14 High Low Medium High Rock My time of work regarding HMM is quite low, so my question to you is if I got the right angle on the assignment. I have three different states for each sensor: Low, Medium, High. Two observations/output symbols: Rock, Classic In my own opinion I see my start probabilities as the weightened factors for either a Low, Medium or High state in the Heart Rate. So the ideal solution for the AI is that it will learn these 14 sets of samples. And when a users sensor input is received, the AI will compare the combination of states for all four sensors, with the already memorized samples. If there exist a matching combination, the AI will choose the genre, and if not it will choose a genre according to the weightened transition probabilities, while simultaniously updating the transition probabilities with the new data. Is this a right approach to take, or am I missing something ? Is there another way to determine the output probability (read about Maximum likelihood estimation by EM, but dont understand the concept)? Best regards, Casper

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  • Difficulty with projectile's tracking code

    - by RCIX
    I wrote some code for a projectile class in my game that makes it track targets if it can: if (_target != null && !_target.IsDead) { Vector2 currentDirectionVector = this.Body.LinearVelocity; currentDirectionVector.Normalize(); float currentDirection = (float)Math.Atan2(currentDirectionVector.Y, currentDirectionVector.X); Vector2 targetDirectionVector = this._target.Position - this.Position; targetDirectionVector.Normalize(); float targetDirection = (float)Math.Atan2(targetDirectionVector.Y, targetDirectionVector.X); float targetDirectionDelta = targetDirection - currentDirection; if (MathFunctions.IsInRange(targetDirectionDelta, -(Info.TrackingRate * deltaTime), Info.TrackingRate * deltaTime)) { Body.LinearVelocity = targetDirectionVector * Info.FiringVelocity; } else if (targetDirectionDelta > 0) { float newDirection = currentDirection + Info.TrackingRate * deltaTime; Body.LinearVelocity = new Vector2( (float)Math.Cos(newDirection), (float)Math.Sin(newDirection)) * Info.FiringVelocity; } else if (targetDirectionDelta < 0) { float newDirection = currentDirection - Info.TrackingRate * deltaTime; Body.LinearVelocity = new Vector2( (float)Math.Cos(newDirection), (float)Math.Sin(newDirection)) * Info.FiringVelocity; } } This works sometimes, but depending on the relative angle to the target projectiles turn away from the target instead. I'm stumped; can someone point out the flaw in my code?

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  • XCode can't find headers in /usr/include

    - by mindthief
    Hi all, I'm trying to use standard system header files in my C++ XCode project: #include <openssl/bio.h> #include <openssl/ssl.h> #include <openssl/err.h> The build fails and it complains: "Openssl/bio.h: No such file or directory" I added /usr/include to the "Header Search Paths" in Project settings, but that doesn't fix it. I COULD fix it by adding the whole path like: #include </usr/include/openssl/bio.h> -- but the project is full of similar includes and I don't want to change all of them this way. Also, I feel I shouldn't have to do this. Another way to fix it would be as another thread mentioned, which is to add /usr/include to User Header Search Paths. But if I do that, then I'd have to change all the angle brackets < to quotes "", which again seems like a hack. I mean, these are standard system header files so I feel it should be something simple, not requiring these kinds of hacks. Any ideas? Thanks!

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  • Custom data forms in CakePHP

    - by Affian
    I'm building a controller to manage group based ACL in CakePHP and when I create or edit a group I want to be able to select what permissions it has. The group data table only stores a group ID and a group Name as the permissions are stored in the ACO/ARO table. I have an array from the ACO that I want to turn into a set of checkboxes so you can check them to allow access from that group to that ACO. So first off, how do I turn this array into a set of checkboxes. The array looks like this: array( [0] => array( [Aco] => array( [alias] => 'alias' [id] => 1) [children] => array ( [0] => array( [Aco]=> ...etc )) [1] => array( ...etc ) My next question is how can I check these once the form has been submitted to the controller to allow the selected actions? [Update] Ok changing the angle of my question, how can I use the Form helper to create forms that are not based on any Model?

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  • Need to calculate rotation-vector from Sensor.TYPE_ORIENTATION data

    - by Sponge
    I need to calculate a rotation vector out of the data i get from Sensor.TYPE_ORIENTATION. The sensor data is defined like this: the values have to be recalculated to become a correct 3d position: values[0]: Azimuth, angle between the magnetic north direction and the Y axis, around the Z axis (0 to 359). 0=North, 90=East, 180=South, 270=West values[1]: Pitch, rotation around X axis (-180 to 180), with positive values when the z-axis moves toward the y-axis. values[2]: Roll, rotation around Y axis (-90 to 90), with positive values when the x-axis moves away from the z-axis I need all three values like the Z axis value (from 0 to 360 degree). I tried a lot but cant figure out how to do this :/ i also tried to use Sensor.TYPE_ACCELEROMETER and Sensor.TYPE_MAGNETIC_FIELD to calculate this 3d vector on my own. here is the code: final float[] inR = new float[16]; // load inR matrix from current sensor data: SensorManager.getRotationMatrix(inR, null, gravityValues, geomagneticValues); float[] orientation = new float[3]; SensorManager.getOrientation(inR, orientation); mapMagAndAcclDataToVector(orientation); //here i do some *360 stuff orientetionChanged(orientation); //then the correct values are passed (in theorie) But this didn't work and i think it is much to complicated. So i bet there is a simple solution how to recalc the values of ensor.TYPE_ORIENTATION to make them a 3d rotation vector, but i just dont know how to do it. If you know the answer please tell me.

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  • ExtJS 4 Chart Axis Display Issue in Chrome

    - by SerEnder
    I've run into an issue while using ExtJS 4.0.7. I'm trying to display a chart with two series on a Numeric/Category Chart. The chart displays correctly in Firefox, but while using Chrome (18.0.1025.142) the x axis labels are either all stacked upon each or else (when using rotate) rendered behind the chart in the specified angle. Any ideas would be appreciated. Screen shot in Firefox: Screen Shot in Chrome: And the code that's used to generate both: Ext.require(['Ext.chart.*']); Ext.onReady(function() { var iChartWidth = 800; // Defines chart width var iChartHeight = 550; // Defines chart height Ext.define('RulesCreatedModel',{ extend:'Ext.data.Model', fields:[ {name:'sHourName', type:'string'}, {name:'User_2', type:'number'}, {name:'User_1', type:'number'}, ] }); var RulesCreatedStore = Ext.create('Ext.data.Store',{ id:'RulesCreatedStore', model:'RulesCreateModel', fields: [ 'sHourName','dayNum','hour','User_2','User_1'], data:[{ 'sHourName':'3pm', 'User_1':82, 'User_2':56 },{ 'sHourName':'4pm', 'User_1':39, 'User_2':44 },{ 'sHourName':'5pm', 'User_1':80, 'User_2':14 },{ 'sHourName':'6pm', 'User_1':55, 'User_2':0, },{ 'sHourName':'7pm', 'User_1':36, 'User_2':0, },{ 'sHourName':'8pm', 'User_1':66, 'User_2':0 },{ 'sHourName':'9pm', 'User_1':39, 'User_2':0, },{ 'sHourName':'10pm', 'User_1':0, 'User_2':0 },{ 'sHourName':'11pm', 'User_1':0, 'User_2':0 },{ 'sHourName':'12am', 'User_1':0, 'User_2':0 },{ 'sHourName':'1am', 'User_1':0, 'User_2':0 },{ 'sHourName':'2am', 'User_1':0, 'User_2':0 },{ 'sHourName':'3am', 'User_1':0, 'User_2':0 },{ 'sHourName':'4am', 'User_1':0, 'User_2':0 },{ 'sHourName':'5am', 'User_1':0, 'User_2':0 },{ 'sHourName':'6am', 'User_1':0, 'User_2':0 },{ 'sHourName':'7am', 'User_1':0, 'User_2':1 },{ 'sHourName':'8am', 'User_1':0, 'User_2':99 },{ 'sHourName':'9am', 'User_1':0, 'User_2':28 },{ 'sHourName':'10am', 'User_1':0, 'User_2':28 },{ 'sHourName':'11am', 'User_1':0, 'User_2':153 },{ 'sHourName':'12pm', 'User_1':0, 'User_2':58 },{ 'sHourName':'1pm', 'User_1':0, 'User_2':42 },{ 'sHourName':'2pm', 'User_1':20, 'User_2':10 }] }); Ext.create('Ext.chart.Chart',{ id: 'RulesWrittenChart', renderTo: 'StatCharts_Display', width: iChartWidth, height: iChartHeight, animate: true, store: RulesCreatedStore, axes: [{ type: 'Numeric', position: 'left', fields: ['User_2','User_1'], title: 'Rules Written', grid: true },{ type: 'Category', position: 'bottom', fields: ['sHourName'], title: 'Hour', grid: false, label: { rotate: { degrees: 315 } } }], series: [{ type: 'line', axis: 'left', xField: 'sHourName', yField: 'User_2', highlight: { size: 3, radius: 3 } },{ type: 'line', axis: 'left', xField: 'sHourName', yField: 'User_1', highlight: { size: 3, radius: 3 } }] }); });

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  • How to create closed areas (convex polygons) from set of line segments ?

    - by Marten
    The following problem is in 2D, so some simplifications can be made when suggesting answers. I need to create closed areas (defined either by line segments or just set of points - convex polygon) from a set of points/line segments. Basically I used Voronoi to generate "roads". Then I changed some of the data. Now I need a way to loop through that data (which is still line segments but doesn't comply with Voronoi anymore) and generate "neigbourhoods" that are bordered with the "roads". I looked at some graph diagrams and shortest path theories, but I could not figure it out. Logically it could be done by starting at left edge from one point, finding the way back to that point using the shortest path with available lines (using only clockwise directions). Then mark this line set down and remove from the data. Then you can repeat the same process and get all the areas like that. I tried to implement that but it did not get me anywhere as I could not figure out a way to write a C++ code that could do that. Problem was with choosing the most counterclockwise line from available lines from a specific point. All angle based math I did gave wrong answers because the way sin/cos are implemented in c++. So to summarize - if you can help me with a totally new approach to the problem its good, if not could you help me find a way to write the part of the code that finds the shortest clockwise path back to the beginning point using the line segment set as paths back. Thank you for your help!

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  • Paddle Movement using Box2D

    - by Anubhav Sharma
    Hello everybody, I'm making a game like Arkanoid and to move the ship with mouse, I'm using the following code : var mousex:int = costume.stage.mouseX; if (mousex < paddleWidth/2) mousex = paddleWidth/2; else if (mousex > PhysiVals.STAGE_WIDTH - paddleWidth/2) mousex = PhysiVals.STAGE_WIDTH - paddleWidth / 2; var idealLocation:Point = new Point(mousex, ypos); var directionToTravel:b2Vec2 = new b2Vec2((idealLocation.x -> costume.x) * PhysiVals.paddleSpeed, idealLocation.y-costume.y); directionToTravel.Multiply(1 / PhysiVals.RATIO); directionToTravel.Multiply(30); body.SetLinearVelocity(directionToTravel); Everything's going fine there! The paddle is moving the way it should! The problem is I want a little inclination towards the direction its moving and when it stops moving the angle of inclination should become zero. I tried playing with the angular velocity but I have no real idea how to do this! So Please help!

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  • Projective transformation

    - by mcwehner
    Given two image buffers (assume it's an array of ints of size width * height, with each element a color value), how can I map an area defined by a quadrilateral from one image buffer into the other (always square) image buffer? I'm led to understand this is called "projective transformation". I'm also looking for a general (not language- or library-specific) way of doing this, such that it could be reasonably applied in any language without relying on "magic function X that does all the work for me". An example: I've written a short program in Java using the Processing library (processing.org) that captures video from a camera. During an initial "calibrating" step, the captured video is output directly into a window. The user then clicks on four points to define an area of the video that will be transformed, then mapped into the square window during subsequent operation of the program. If the user were to click on the four points defining the corners of a door visible at an angle in the camera's output, then this transformation would cause the subsequent video to map the transformed image of the door to the entire area of the window, albeit somewhat distorted.

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  • Large scale perspective lights casting shadow maps, in the most optimized way?

    - by meds
    I'm using projected texture shadows coupled with lights to light a large sports field at night. To do this I'm using shadow cameras which I place in the position of the stadiums lights and shine it down on the field at the appropriate angle. The problem with this method is the textures to which I render the shadows into have to be very large so they can keep sufficient detail over the entire stadium. This is incredibly under optimized since at any given point the players attention is only directed on a small portion of the field meaning large chunks of the texture just take up space wit no benefits. However the issue is the lights need to be perspective based as they come from actual directional lights hovering over the stadium. The way to solve this, I believe, is to figure out in the shadow cameras view matrix it would be to place the actual camera to render from, and adjust the view matrix accordingly to the position it is. So my question is, how can I calculate the optimal position to put the shadow camera and calculate its view matrix such that the shadows it projects will appear to be coming from the light source rather than the camera?

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  • JS: Why isn't this variable available to the other functions?

    - by Marius Jonsson
    Hello there, I've am trying to make a canvas animation: var context; var meter; var pin; function init() { var meter = new Image(); var pin = new Image(); var context = document.getElementById('canvas').getContext('2d'); meter.src = 'background.png'; pin.src = 'needle.png'; context.drawImage(meter,0,0); context.translate(275,297); context.save(); setTimeout(startup,500); } function startup() { var r=2; // set rpm here. var i=r*36-27; var angleInRadians = 3.14159265 * i/180; //converting degree to radian context.rotate(angleInRadians); //rotating by angle context.drawImage(pin,-250,-3); //adjusting pin center at meter center context.restore(); } You can see the script at http://www.kingoslo.com/instruments/ With firebug I get error saying that context is undefined, which I think is strange. Thanks. Kind regards, Marius

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  • Using the same code in different (partial) views

    - by Danny Chen
    Maybe this question is quite simple because I'm new to MVC2. I have a simple demo MVC project. (1) A weak-typed view: Index.aspx <% Html.RenderPartial("ArticalList", ViewData["AllArticals"] as List<Artical>); %> (2) A strong-typed partical view: ArticalList.ascx <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<List<Artical>>" %> <% foreach (Artical a in Model) { %> <%= Html.ActionLink(a.Title, "About", new { id = a.ID })%><br /> <%} %> (3) Here is the HomeController.cs public ActionResult Index() { ViewData["AllArticals"] = Artical.GetArticals(); return View(); } public ActionResult ArticalList() { return PartialView(Artical.GetArticals()); } Sorry I'm using a Web-Form "angle", because if I'm using a Web-Form, when I visit Index.aspx, rendering ArticalList.ascx will call public ActionResult ArticalList(). But here I need to write Artical.GetArticals() twice in two actions. How can I put them in one?

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  • Most efficient method of detecting/monitoring DOM changes?

    - by Graza
    I need an efficient mechanism for detecting changes to the DOM. Preferably cross-browser, but if there's any efficient means which are not cross browser, I can implement these with a fail-safe cross browser method. In particular, I need to detect changes that would affect the text on a page, so any new, removed or modified elements, or changes to inner text (innerHTML) would be required. I don't have control over the changes being made (they could be due to 3rd party javascript includes, etc), so it can't be approached from this angle - I need to "monitor" for changes somehow. Currently I've implemented a "quick'n'dirty" method which checks body.innerHTML.length at intervals. This won't of course detect changes which result in the same length being returned, but in this case is "good enough" - the chances of this happening are extremely slim, and in this project, failing to detect a change won't result in lost data. The problem with body.innerHTML.length is that it's expensive. It can take between 1 and 5 milliseconds on a fast browser, and this can bog things down a lot - I'm also dealing with a large-ish number of iframes and it all adds up. I'm pretty sure the expensiveness of doing this is because the innerHTML text is not stored statically by browsers, and needs to be calculated from the DOM every time it is read. The types of answers I am looking for are anything from the "precise" (for example event) to the "good enough" - perhaps something as "quick'n'dirty" as the innerHTML.length method, but that executes faster.

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  • How to Use border as an image in android xml

    - by Ethan Hunt
    I have a popup to show in my xml. It should have a border. Following is the code:- <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/rl_parent" android:layout_width="wrap_content" android:layout_height="wrap_content" android:paddingBottom="20dp" > <RelativeLayout android:id="@+id/rl_startpopup" android:layout_width="340dp" android:layout_height="320dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:background="@drawable/popup_outline" android:orientation="vertical" /> </RelativeLayout> The popup_outline is a shape <?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle" > <gradient android:angle="270" android:endColor="#192423" android:startColor="#4a7669" android:type="linear" /> <corners android:radius="8dp" /> <stroke android:width="2dp" android:color="#e4f4d3" /> </shape> here is the image of the popup:- This "popup_outline" is the white border shown. I want to use a repeatable pattern image instead of one color as the border. I have to do this in xml. Please help

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  • Fun with casting and inheritance

    - by Vaccano
    NOTE: This question is written in a C# like pseudo code, but I am really going to ask which languages have a solution. Please don't get hung up on syntax. Say I have two classes: class AngleLabel: CustomLabel { public bool Bold; // code to allow the label to be on an angle } class Label: CustomLabel { public bool Bold; // Code for a normal label // Maybe has code not in an AngleLabel (align for example). } They both decend from this class: class CustomLabel: Control { protected bool Bold; } The bold field is exposed as public in the descended classes. No interfaces are available on the classes. Now, I have a method that I want to beable to pass in a CustomLabel and set the Bold property. Can this be done without having to 1) find out what the real class of the object is and 2) cast to that object and then 3) make seperate code for each variable of each label type to set bold. Kind of like this: public void SetBold(customLabel: CustomLabel) { AngleLabel angleLabel; NormalLabel normalLabel; if (angleLabel is AngleLabel ) { angleLabel= customLabel as AngleLabel angleLabel.Bold = true; } if (label is Label) { normalLabel = customLabel as Label normalLabel .Bold = true; } } It would be nice to maybe make one cast and and then set bold on one variable. What I was musing about was to make a fourth class that just exposes the bold variable and cast my custom label to that class. Would that work? If so, which languages would it work for? (This example is drawn from an old version of Delphi (Delphi 5)). I don't know if it would work for that language, (I still need to try it out) but I am curious if it would work for C++, C# or Java. If not, any ideas on what would work? (Remember no interfaces are provided and I can not modify the classes.) Any one have a guess?

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  • OpenGL circle rotation

    - by user350632
    I'm using following code to draw my circles: double theta = 2 * 3.1415926 / num_segments; double c = Math.Cos(theta);//precalculate the sine and cosine double s = Math.Sin(theta); double t; double x = r;//we start at angle = 0 double y = 0; GL.glBegin(GL.GL_LINE_LOOP); for(int ii = 0; ii < num_segments; ii++) { float first = (float)(x * scaleX + cx) / xyFactor; float second = (float)(y * scaleY + cy) / xyFactor; GL.glVertex2f(first, second); // output Vertex //apply the rotation matrix t = x; x = c * x - s * y; y = s * t + c * y; } GL.glEnd(); The problem is that when scaleX is different from scaleY then circles are transformed in the right way except for the rotation. In my code sequence looks like this: circle.Scale(tmp_p.scaleX, tmp_p.scaleY); circle.Rotate(tmp_p.rotateAngle); My question is what other calculations should i perform for circle to rotate properly when scaleX and scaleY are not equal?

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  • 2D platformer gravity physics with slow-motion

    - by DD
    Hi all, I fine tuned my 2d platformer physics and when I added slow-motion I realized that it is messed up. The problem I have is that for some reason the physics still depends on framerate. So when I scale down time elapsed, every force is scaled down as well. So the jump force is scaled down, meaning in slow-motion, character jumps vertically smaller height and gravity force is scaled down as well so the character goes further in the air without falling. I'm sending update function in hopes that someone can help me out here (I separated vertical (jump, gravity) and walking (arbitrary walking direction on a platform - platforms can be of any angle) vectors): characterUpdate:(float)dt { //Compute walking velocity walkingAcceleration = direction of platform * walking acceleration constant * dt; initialWalkingVelocity = walkingVelocity; if( isWalking ) { if( !isJumping ) walkingVelocity = walkingVelocity + walkingAcceleration; else walkingVelocity = walkingVelocity + Vector( walking acceleration constant * dt, 0 ); } // Compute jump/fall velocity if( !isOnPlatform ) { initialVerticalVelocity = verticalVelocity; verticalVelocity = verticalVelocity + verticalAcceleration * dt; } // Add walking velocity position = position + ( walkingVelocity + initialWalkingVelocity ) * 0.5 * dt; //Add jump/fall velocity if not on a platform if( !isOnPlatform ) position = position + ( verticalVelocity + initialVerticalVelocity ) * 0.5 * dt; verticalAcceleration.y = Gravity * dt; }

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  • Calculating a consecutive streak in data

    - by Jura25
    I’m trying to calculate the maximum winning and losing streak in a dataset (i.e. the highest number of consecutive positive or negative values). I’ve found a somewhat related question here on StackOverflow and even though that gave me some good suggestions, the angle of that question is different, and I’m not (yet) experienced enough to translate and apply that information to this problem. So I was hoping you could help me out, even an suggestion would be great. My data set look like this: > subRes Instrument TradeResult.Currency. 1 JPM -3 2 JPM 264 3 JPM 284 4 JPM 69 5 JPM 283 6 JPM -219 7 JPM -91 8 JPM 165 9 JPM -35 10 JPM -294 11 KFT -8 12 KFT -48 13 KFT 125 14 KFT -150 15 KFT -206 16 KFT 107 17 KFT 107 18 KFT 56 19 KFT -26 20 KFT 189 > split(subRes[,2],subRes[,1]) $JPM [1] -3 264 284 69 283 -219 -91 165 -35 -294 $KFT [1] -8 -48 125 -150 -206 107 107 56 -26 189 In this case, the maximum (winning) streak for JPM is four (namely the 264, 284, 69 and 283 consecutive positive results) and for KFT this value is 3 (107, 107, 56). My goal is to create a function which gives the maximum winning streaks per instrument (i.e. JPM: 4, KFT: 3). To achieve that: R needs to compare the current result with the previous result, and if it is higher then there is a streak of at least 2 consecutive positive results. Then R needs to look at the next value, and if this is also higher: add 1 to the already found value of 2. If this value isn’t higher, R needs to move on to the next value, while remembering 2 as the intermediate maximum. I’ve tried cumsum and cummax in accordance with conditional summing (like cumsum(c(TRUE, diff(subRes[,2]) > 0))), which didn’t work out. Also rle in accordance with lapply (like lapply(rle(subRes$TradeResult.Currency.), function(x) diff(x) > 0)) didn’t work. How can I make this work?

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  • DuplicateKeyException in LINQ, but I've set auto increment and auto sync

    - by Fritos
    I'm getting a DuplicateKeyException error in my C# code. I've set Auto Generated = true, and Auto-Sync = OnInsert in my dbml. I'm not even touching the PK field in any manually written code (as seen below [My primary key field is actually called PK]). using (DeviceExerciseDataDataContext context = new DeviceExerciseDataDataContext()) { foreach(Data tgudData in data.Data) { tgd = new tableData(); tgd.FK = key; tgd.Time = tgudData.TimeStamp; tgd.Calories = Convert.ToInt32(tgudData.Calories); tgd.HeartRate = tgudData.AvgHr; tgd.BenchAngle = tgudData.Angle; tgd.WorkoutTarget = 0; tgd.Reps = tgudData.Reps; context.tableDatas.InsertOnSubmit(tgd); } context.SubmitChanges(); } This is the code for the column in the designer (columns are named PK and FK) [global::System.Data.Linq.Mapping.ColumnAttribute(Storage="_PK", AutoSync=AutoSync.OnInsert, DbType="Int NOT NULL", IsPrimaryKey=true, IsDbGenerated=true)] public int PK { get { return this._PK; } set { if ((this._PK != value)) { this.OnPKChanging(value); this.SendPropertyChanging(); this._PK = value; this.SendPropertyChanged("PK"); this.OnPKChanged(); } } } [global::System.Data.Linq.Mapping.ColumnAttribute(Storage="_FK", DbType="Int")] public System.Nullable<int> FK { get { return this._FK; } set { if ((this._FK != value)) { this.OnFKChanging(value); this.SendPropertyChanging(); this._FK = value; this.SendPropertyChanged("FK"); this.OnFKChanged(); } } }

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  • How to resolve the only ImagePicker control view in landscap mode and whole application in portrait mode?

    - by Wolvorin
    I have tried almost all the answers during last two days provided by Google and SO but no luck :( What I want is my whole application is in portrait mode only. And it working fine in ios 6+. The only support required at now. But the problem is I need to launch UIImagePickerViewController with image source type camera in only landscap mode. What I tried till now is : (1) I try to create one category for UIImagePickerController for orientation. -(BOOL)shouldAutorotate { return NO; } -(NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskLandscape; } - (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation { return UIInterfaceOrientationLandscapeLeft; } Like this. But the camera view is not proper aligned. It just follows the orientation of device with some +/- 90 angle but not what I required. Even the button of the camera shown by camera view as camera control is also follows the camera view, ie. the view is rotated to 90 anti clock vise and stays to that way. Is there any way to use the camera with proper alignment? or have to use other framework to work with it? Please help me. I stuck with it for last two days.

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