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  • LibraryContainer in a ScatterViewItem: resizing and background rectangle...

    - by Rob Fleming
    Simple one: Want to add a LibraryContainer to a Surface ScatterView. Know I have to add the container inside a ScatterViewItem to get the rotate/move features.. but the SVI adds a rectangle box around the control, and it does not size correctly. Think I'm missing something simple but can't figure it... My current XAML is as follows: Background="{StaticResource WindowBackground}" AllowDrop="True" . . . Any thoughts are appreciated... I've been looking at the how-to samples but the library controls that are shown are static item. (ie they are not movable)... Rob

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  • ToolStrip control never fire Enter/Leave event??

    - by AZ
    I created a movable panel in WinForms. I use a ToolStrip as a titlebar in the panel. I'll use the ToolStrip to move the panel as well as indicating the panel is "active" or not. So when the panel is active, I want to change the ToolStrip's BackColor to Red. The idea is capturing ToolStrip's Enter/Leave event to change the color, but it seems those events are never fired. Are those events truly never fired? Should I capture other events?

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  • Prevent dragging in Joint JS

    - by user3607705
    I am working on JointJS API. However I want to prevent the elements from being movable from their original positions. Can you suggest me some feature of JointJS or any feature of CSS in general, which I could use to make my object immovable. I can't use interactive: false option on the paper or paper.$el.css('pointer-events', 'none'); because I need to have highlighting features when mouse hovers over the element. Please suggest a way that disables movement of elements while allowing other features.

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  • Trilateration using 3 latitude and longitude points, and 3 distances

    - by nohat
    There exists an unknown target location (latitude and longitude co-ordinates). I have 3 latitude and longitude co-ordinate pairs and for each pair a distance in kilometers to the target location. How can I calculate the co-ordinates of the target location? For example, say I have the following data points 37.418436,-121.963477 0.265710701754km 37.417243,-121.961889 0.234592423446km 37.418692,-121.960194 0.0548954278262km What I'd like is what would the guts of the function that takes that as input and returns 37.417959,-121.961954 as output look like? I understand how to calculate the distance between two points, from http://www.movable-type.co.uk/scripts/latlong.html I understand the general principle that with three circles you get exactly one point of overlap. What I'm hazy on is the math needed to calculate that point with this input.

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  • Best blogging tool to integrate into an existing website

    - by Brian515
    Hi all, I'm looking for an easy way to integrate a blog into a website that I've developed with HTML and CSS and have already put a considerable amount of time and effort into. I've looked at WordPress, Movable Type, b2evolution, and a few others, but they all seem like overkill for me. I'm only going to be posting 1 maybe 2 times a week at most. Plus, all of the aforementioned tools seem hard to customize. I want my blog to look like the rest of my website, but I don't want to rebuild my site based on one of the blogging tools. Because, as I said before, I've already spent a lot of time rebuilding the site using HTML and CSS. Any suggestions would be greatly appreciated. Thanks in advance!

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  • Dock Panel component for .NET that allows docking inside tab-pages?

    - by Lasse V. Karlsen
    I want to build a user-interface that, for historical reasons, has a lot of "columns" of information. Many of these aren't relevant for all users in all cases, so I thought I'd look at dock panels to allow the users to hide or rearrange the columns according to their job scenario. This is Winforms in .NET 3.5. As such, I'd like the following: Have tab-pages in the main form Each tab-page can have dock-panels docked into them Dock-panels should be movable from one tab-page to another I've tried the following component packages so far without luck: Telerik Allows me to dock inside a tab-page, but dock-panels can't move from one tab-page to another. When attempting to drop a floating panel onto a different tab-page than the one it came from, it appears the dock will succeed, but when dropped it is docked on its owner container. Divelements SandDoc Same problems as with Telerik. DevExpress XtraBars Same problems as with Telerik. Basically, does anyone know of any such component (package) that would allow me to do what I want?

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  • How do I move a Java JFrame partially off my Linux desktop?

    - by Erick Robertson
    I'm writing a Java application with movable frames, and I've come across a quirk in Linux. I'm running GNOME 2.16.0 under CentOS. When I use JFrame.setBounds to set the bounds to any location that's half off the screen, it actually sets the location of the frame to be as close as possible to the bounds specified while still staying completely on the screen. This is confusing because other non-Java windows can move half off the screen. How do I tell Java to tell GNOME to actually put the frame where I specify, even if that's half off the screen?

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  • Relative Position in PHP between 2 points (Lat/Long)

    - by Brian H
    I have a database of airports with Latitude and Longitude for each point. I want to run a PHP script to find all airports that are nearby a given airport, with their distance and relative direction. I.e. for Airport KLDJ (40-37-02.810N 074-14-40.539W) Airport Nearby KJFK - John F Kennedy Airport (21.2 nm NE) (40-38-23.104N 073-46-44.132W) I have used code from http://www.movable-type.co.uk/scripts/latlong.html to find distance, and tried to use it to find bearing, which might not be right. //BEARING RHUMB LINE $phi = log(tan($lat2/2+pi/4)/tan($lat1/2+pi/4)); $distance['bearing'] = (rad2deg(atan2($theta, $phi)) +180) % 360; I basically want to run all points through this script and find the distance, which I have already, but then the direction. (i.e. N, S, W, E, NW, SW, NE, SE)

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  • C++0x rvalue references - lvalues-rvalue binding

    - by Doug
    This is a follow-on question to http://stackoverflow.com/questions/2748866/c0x-rvalue-references-and-temporaries In the previous question, I asked how this code should work: void f(const std::string &); //less efficient void f(std::string &&); //more efficient void g(const char * arg) { f(arg); } It seems that the move overload should probably be called because of the implicit temporary, and this happens in GCC but not MSVC (or the EDG front-end used in MSVC's Intellisense). What about this code? void f(std::string &&); //NB: No const string & overload supplied void g1(const char * arg) { f(arg); } void g2(const std::string & arg) { f(arg); } It seems that, based on the answers to my previous question that function g1 is legal (and is accepted by GCC 4.3-4.5, but not by MSVC). However, GCC and MSVC both reject g2 because of clause 13.3.3.1.4/3, which prohibits lvalues from binding to rvalue ref arguments. I understand the rationale behind this - it is explained in N2831 "Fixing a safety problem with rvalue references". I also think that GCC is probably implementing this clause as intended by the authors of that paper, because the original patch to GCC was written by one of the authors (Doug Gregor). However, I don't this is quite intuitive. To me, (a) a const string & is conceptually closer to a string && than a const char *, and (b) the compiler could create a temporary string in g2, as if it were written like this: void g2(const std::string & arg) { f(std::string(arg)); } Indeed, sometimes the copy constructor is considered to be an implicit conversion operator. Syntactically, this is suggested by the form of a copy constructor, and the standard even mentions this specifically in clause 13.3.3.1.2/4, where the copy constructor for derived-base conversions is given a higher conversion rank than other implicit conversions: A conversion of an expression of class type to the same class type is given Exact Match rank, and a conversion of an expression of class type to a base class of that type is given Conversion rank, in spite of the fact that a copy/move constructor (i.e., a user-defined conversion function) is called for those cases. (I assume this is used when passing a derived class to a function like void h(Base), which takes a base class by value.) Motivation My motivation for asking this is something like the question asked in http://stackoverflow.com/questions/2696156/how-to-reduce-redundant-code-when-adding-new-c0x-rvalue-reference-operator-over ("How to reduce redundant code when adding new c++0x rvalue reference operator overloads"). If you have a function that accepts a number of potentially-moveable arguments, and would move them if it can (e.g. a factory function/constructor: Object create_object(string, vector<string>, string) or the like), and want to move or copy each argument as appropriate, you quickly start writing a lot of code. If the argument types are movable, then one could just write one version that accepts the arguments by value, as above. But if the arguments are (legacy) non-movable-but-swappable classes a la C++03, and you can't change them, then writing rvalue reference overloads is more efficient. So if lvalues did bind to rvalues via an implicit copy, then you could write just one overload like create_object(legacy_string &&, legacy_vector<legacy_string> &&, legacy_string &&) and it would more or less work like providing all the combinations of rvalue/lvalue reference overloads - actual arguments that were lvalues would get copied and then bound to the arguments, actual arguments that were rvalues would get directly bound. Questions My questions are then: Is this a valid interpretation of the standard? It seems that it's not the conventional or intended one, at any rate. Does it make intuitive sense? Is there a problem with this idea that I"m not seeing? It seems like you could get copies being quietly created when that's not exactly expected, but that's the status quo in places in C++03 anyway. Also, it would make some overloads viable when they're currently not, but I don't see it being a problem in practice. Is this a significant enough improvement that it would be worth making e.g. an experimental patch for GCC?

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  • Ruby implementation of conversion between Latitude/Longitude and OS National Grid Reference point?

    - by Harry Wood
    For converting between Latitude/Longitude and UK's Ordnance Survey National Grid eastings and northings, this seems to be the most popular explanation and reference implementation in JavaScript: http://www.movable-type.co.uk/scripts/latlong-gridref.html The web is littered with other implementations in different languages. Making the conversion via PostGIS queries is another alternative. ...but did anyone implement this maths in ruby? OSGridToLatLong is the direction I'm looking for just at this moment, but I would have thought a library for converting in both directions must surely be available in a gem somewhere. I'm just not searching for the right thing.

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  • Handle/Grip bar convention

    - by tomdemuyt
    Greetings, Because textarea elements do not resize with jquery.touch ( http://plugins.jquery.com/project/touch ), I've put an textarea in a table where the first row allows the user to drag the table around and resize it with the textarea growing/shrinking/moving along. It works well, except that users dont seem to 'get' that they can use the bar to resize/move. I was trying to find some 'grip bar' graphics but google isnt helping me. What is the best way to show users that an element can be moved/resized ? Pointer to graphics ( generators ) would be great. Or, does any one know how to make textarea's movable/resizable ? T.

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  • Laying out JPanels to make a simple GUI

    - by Elvis
    Hello, first of all, this is more or less my first GUI and ive learned Java for not more then a week, so it might contain some serious programming errors. What i have right now is: Buttons and labels are part of OptionPanel and are on the left, DrawingPanel is about 5x5 px in size and is on the right. What I am trying to do is a simple test, to get me more familiar with the GUI. The rectangle should be movable and re-sizeable by the user when clicking the respective buttons: http://www.upload.ee/image/612005/JFrame2.jpg Right now i have: JFrame MainFrame - Makes JFrame (Not using the setSize function. using .pack() instead. not sure about it) JPanel MergedPanel - FlowLayout - Adds JPanel OptionsPanel and JPanel DrawingPanel together and gets injected to JFrame MainFrame JPanel DrawPanel - This JPanel is responsible of drawing the rectangle. JPanel OptionPanel - FlowLayout - This JPanel is responsible of the buttons. Help please.

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  • jQuery Draggable Problem

    - by Jimbo
    Im trying to get a div to be movable within the constrains of the browser window, by dragging the titlebar inside the div. My code is as follows: <div id='container'> <h3 class='title' id='titlebar'>My Title</h3> </div> <script type='text/javascript'> $(document).ready(function(){ $("#titlebar").draggable({ containment: 'window', scroll: false, helper: $('#container') }); }); </script> Something is wrong with this (it wont do anything at all) but I cant see the problem!

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  • Show elipses where text will be truncated as per iTunes

    - by Burt
    I a building an application with a similar layout to iTunes i.e. it has a sidebar that doubles as a menu. Some of the text will exceed the boundary and rather that having it be truncated I would like to show ellipses (see line image below "Purchased on My iPh..."). How would I go about this in WPF? Suppose I made the boundary movable i.e. user can change the size of the panel (split panel in Windows Forms), how would I go about dynamically showing the ellipses/text? Thanks in advance, B

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • XP CD doesn't offer repair option

    - by SLaks
    I'm fixing an IBM Thinkpad laptop running XP Pro which doesn't boot all the way (It gets past the XP logo boot screen, a movable mouse cursor appears, and it doesn't get any further, even in safe mode) after being bumped a bit. I'd like to do a repair install. I booted it to an XP Pro CD, but the Repair install option (not recovery console) doesn't appear. After pressing F8 to accept the EULA, it says, Loading setupp.ini, then immediately goes to a partition list (it never says Searching for previous installations of Microsoft Windows). If I select the partition, it warns me that there is already a Windows installation in that partition, and that it will be completely obliterated if I continue. (So I know that it does see the contents of the hard disk) I booted the same CD in an XP virtual machine, and it offered to repair the XP installtion in the virtual machine, so the problem isn't with the CD. Does anyone know how make it do a repair install (or have any other ideas to solve the problem?) It might not show up because it's an OEM installation (but not an OEM CD), but that's just a guess.

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  • What is the collaborative screen shot/diagramming application recently featured on Hacker News and p

    - by wonsungi
    A few days ago, I saw this video for a screen capture application. I'm pretty sure I followed a link from Hacker News, possibly to a Life Hacker article. The video was very short, but demonstrated how the application could be used: The application was basically a movable/resize-able view port with a button. When the button is pressed, the contents of the view port are saved to an image (basically a screen capture.) The interesting thing is what you could do after that point. One of the specific examples from the video browsed to Google maps street view, grabbed a photo of an intersection, then scribbled notes about where to meet and where the restaurant was in colored "marker." Another example shown was grabbing a house layout from from CAD tool, then scribbling notes on it. The last part of the video showed several possible uses being scrolled through the application's view port. Now, it seemed it was very easy to share these images with other people because there was some type of integration, either with their own site and/or common social websites/chat services. The application was shown running on both Windows and Mac. edit: I think there was an iPhone app, as well. Anyone know what this application is? I tried searching Google, Hacker News, and Life Hacker already. It is not Jing.

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  • Why can't I specify the executable that opens file with extension on windows?

    - by Glen S. Dalton
    I am on windows server 2003, but I guess it is the same on windows xp. This is a superuser question, because it is definitly desktop, so do not move or close it. Question: I copied some movable applications (usually people create them for usb sticks) to locations like c:\bin\app1\app1.exe app1.exe can open files of type *.ap1 When I rightclick file.ap1 and choose "open with ..." the "Open with" dialog appears. But it is not working how I expect in this situation. I can choose c:\bin\app1\app1.exe with the "Browse" button, but: app1.exe will not appear in the dialog where I just choosed it in the programs list, like I am used to it after clicking OK on it in the browse dialog. app1.exe will not open it when I click ok in the "Open with" dialog, the application that was assigned until then will still open it What could be the reason? Edit: Additional Information: my account is member of the administrators group I just changed the permissions of the folder c:\bin\app1\ and made sure that the group "Administrators" has all rights. I also inherited this manually to all subfodlers and subfiles.

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  • Why can't I open file with doubleklick after I moved the application that opens it on windows?

    - by Glen S. Dalton
    I am on windows server 2003, but I guess it is the same on windows xp. I moved some movable applications (usually people create them for usb sticks) to locations like c:\bin\app1\app1.exe. The old location was c:\programs\app1\app1.exe app1.exe can open files of type *.ap1 When I rightclick file.ap1 and choose open with ... the Open with dialog appears. But it is not working how I expect in this situation. I can choose c:\bin\app1\app1.exe with the "Browse" button, but: app1.exe will not appear in the dialog where I just choosed it in the programs list, like I am used to it after clicking OK on it in the browse dialog. app1.exe will not open it when I click ok in the "Open with" dialog, the application that was assigned until then will still open it What could be the reason? my account is member of the administrators group I just changed the permissions of the folder c:\bin\app1\ and made sure that the group "Administrators" has all rights. I also inherited this manually to all subfodlers and subfiles. I also tried to move the application (with the whole folder) to "c:\program files\app1\app1.exe

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  • emo-framework in android move on collision of sprites with physics

    - by KaHeL
    I'm developing my first ever game for Android where I'm still learning about using of framework. To begin I made two sprites of ball where one ball is movable by dragging and another one is just standing on it's place on load. Now I've already added the collision listener for both sprites and as tested it's working properly. Now what I need to learn is on how can I add physics on both sprites where when they collide the standing sprite will move based on the physics and bounce around the screen. It would be best if you teach it to me step by step since I'm a little slow on this. Here's my nut so far: local stage = emo.Stage(); class Okay_1 { sprite = null; spriteok = null; dragStart = false; angle = 0; // Called when the stage is loaded function onLoad() { print("Level_1 is loaded!"); // Create new sprite and load 'f1.png' sprite = emo.Sprite("f1.png"); sprite.moveCenter(stage.getWindowWidth() * 0.5, stage.getWindowHeight() * 0.5); sprite.load(); spriteok = emo.Sprite("okay.png") spriteok.setWidth(100); spriteok.setHeight(100); spriteok.load(); // Check if the coordinate (X=100, Y=100) is inside the sprite if (spriteok.contains(100, 100)) { print("contains!"); } // Does the sprite collides with the other sprite? if (spriteok.collidesWith(sprite)) { print("collides!"); } } function onMotionEvent(ev) { if (ev.getAction() == MOTION_EVENT_ACTION_DOWN) { // Moves the sprite at the position of motion event angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f2.png"); sprite.load(); sprite.rotate(angle); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } dragStart = true; }else if (ev.getAction() == MOTION_EVENT_ACTION_MOVE) { if (dragStart) { // Moves the sprite at the position of motion event sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(sprite.getAngle()+10); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } }else if (ev.getAction() == MOTION_EVENT_ACTION_UP || ev.getAction() == MOTION_EVENT_ACTION_CANCEL) { if (dragStart) { // change block color to red dragStart = false; angle = sprite.getAngle(); sprite.remove(); sprite = emo.Sprite("f1.png"); sprite.load(); sprite.moveCenter(ev.getX(), ev.getY()); sprite.rotate(angle); // Check if the coordinate (X=100, Y=100) is inside the sprite if (sprite.contains(sprite.getWidth(), sprite.getHeight())) { print("contains!"); } // Does the sprite collides with the other sprite? if (sprite.collidesWith(spriteok)) { print("collides!"); } } } } // Called when the stage is disposed function onDispose() { sprite.remove(); // Remove the sprite print("Level_1 is disposed!"); } } function emo::onLoad() { emo.Stage().load(Okay_1()); }

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • How to use boost::bind with non-copyable params, for example boost::promise ?

    - by zhengxi
    Some C++ objects have no copy constructor, but have move constructor. For example, boost::promise. How can I bind those objects using their move constructors ? #include <boost/thread.hpp> void fullfil_1(boost::promise<int>& prom, int x) { prom.set_value(x); } boost::function<void()> get_functor() { // boost::promise is not copyable, but movable boost::promise<int> pi; // compilation error boost::function<void()> f_set_one = boost::bind(&fullfil_1, pi, 1); // compilation error as well boost::function<void()> f_set_one = boost::bind(&fullfil_1, std::move(pi), 1); // PS. I know, it is possible to bind a pointer to the object instead of // the object itself. But it is weird solution, in this case I will have // to take cake about lifetime of the object instead of delegating that to // boost::bind (by moving object into boost::function object) // // weird: pi will be destroyed on leaving the scope boost::function<void()> f_set_one = boost::bind(&fullfil_1, boost::ref(pi), 1); return f_set_one; }

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  • does anyone know of good delphi docking components?

    - by X-Ray
    we'd like to add movable panels to an application. presently we've used DevExpress docking library but have found them to be disappointingly quirky & difficult to work with. it also has some limitations that aren't so great. auto-hide, pinning, and moving of pages by drag-and-drop are all features we'd like to use. the built-in delphi docking doesn't seem to be full-featured enough to do the things we need (also see sample below). perhaps i should dig deeper into delphi's docking abilities...my initial impression is that they seem very toolbar-oriented rather than something i can drop a frame into. i'm not experienced at docking topics. my only experience has been with the DevExpress docking library where i needed to programmatically create & dock panels. is it my imagination or are DevExpress's products unduly difficult to use/learn? the DevExpress Ribbon Bar component compared to the d2009 Ribbon Bar was certainly a useful experience. i will migrate to the d2009 Ribbon Bar as soon as convenient to do so. it was refreshingly straight-forward to learn and use. a sharp contrast compared to the DevExpress equivalent. if it takes 4x as longer to make it using the DevExpress equivalent, it's time to change direction. what would you suggest in regard to the docking library? thank you for your suggestions/comments!

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