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  • Can someone code review my small SDL app? Want to make sure I didn't make any beginner mistakes

    - by SDLFunTimes
    In an effort to teach myself the SDL library (hence my stack overflow handle :) ) I wanted to try my hand at a side-scroller. My code is complete but I want some feedback (mostly because I have an atrocious amount of if and else statements for what seems like some simple logic). My "program" is a c++ side-scroller where you move a single sprite across the screen. No jumping, bad guys, guns, scores, levels or anything. I wanted to use this as a base to build up upon. So I figured if my base is wrong I could end up with some pretty bad future apps. It's also multi-threaded. Next up on this I would like to make the person sprite animated (so it looks like he's walking rather than sliding) as well as make the person go faster when the arrow buttons are held down longer). The code is kind of long but here's my main method. There's a link at the bottom for the whole program: #include <iostream> #include "SDL.h" #include "game.hpp" using std::cout; using std::endl; const int SCREENW = 200; const int SCREENH = 200; const int BPP = 32; const int FPS = 24; int event_loop(void* stuff); int display_loop(void* stuff); int main(int argc, char** argv) { SDL_Init(SDL_INIT_EVERYTHING | SDL_INIT_EVENTTHREAD); SDL_Thread* events_thurd; SDL_Thread* display_thurd; SDL_Surface* screen = SDL_SetVideoMode(SCREENW, SCREENH, BPP, SDL_SWSURFACE); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_Event event; Game* thug_aim = new Game(&event, screen, SCREENW, SCREENH, BPP); events_thurd = SDL_CreateThread(event_loop, (void*)thug_aim); display_thurd = SDL_CreateThread(display_loop, (void*)thug_aim); SDL_WaitThread(events_thurd, NULL); SDL_KillThread(display_thurd); delete thug_aim; return 0; } int event_loop(void* stuff) { Game* gamez = (Game*)stuff; SDL_Event* event = gamez->get_event(); while(1) { while(SDL_PollEvent(event)) { if(event->type == SDL_QUIT) { return 0; } else if(event->type == SDL_KEYDOWN) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->move(event->key.keysym.sym); } } else if(event->type == SDL_KEYUP) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->stop_move(event->key.keysym.sym); } } else { //not an event that concerns this game } } } } int display_loop(void* stuff) { Game* gamez = (Game*)stuff; double period = 1 / FPS * 1000; Uint32 milli_period = (Uint32)period; //get some of the attributes from gamez SDL_Rect* background_rect = gamez->get_background_rect(); SDL_Rect* person_rect = gamez->get_person_rect(); SDL_Surface* screen = gamez->get_screen(); SDL_Surface* background = gamez->get_background(); SDL_Surface* person = gamez->get_person(); Uint32 start, end; int sleep; while(1) { start = SDL_GetTicks(); //blit background SDL_BlitSurface(background, background_rect, screen, NULL); //blit person SDL_BlitSurface(person, NULL, screen, person_rect); end = SDL_GetTicks(); sleep = milli_period - (end - start); if(sleep < 0) { sleep = 0; } SDL_Delay((Uint32)sleep); if(SDL_Flip(gamez->get_screen()) != 0) { cout << "error drawing to screen: " << SDL_GetError() << endl; } } } Here's the link to the .zip file of all my code (please ignore some of the variable names ;-) ): Anyway can you guys take a look and tell me what you think? url edit: holy crap I didn't know 2shared was such a shitty site. Looking for a better uploader than that or rapidshare / mediafire.

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  • How tough programmer are you? (subjective) The Guinness Book of Programming Records [closed]

    - by topright
    The Guinness Book of Programming Records. It is very interesting to know what we and our colleagues are capable of. I welcome you to tell us what is your best result/achievement and what are you most proud of as a programmer. PS. There are over 6000 subjective and even more argumentative questions on stackoverflow: http://stackoverflow.com/questions/tagged/subjective. I don't see reasons to close this very interesting question. Please, vote to reopen it!

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  • Python - wxPython What's wrong?

    - by Wallter
    I am trying to write a simple custom button in wx.Python. My code is as follows,(As a side note: I am relatively new to python having come from C++ and C# any help on syntax and function of the code would be great! - knowing that, it could be a simple error. thanks!) Error Traceback (most recent call last): File "D:\Documents\Python2\Button\src\Custom_Button.py", line 10, in <module> class Custom_Button(wx.PyControl): File "D:\Documents\Python2\Button\src\Custom_Button.py", line 13, in Custom_Button Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_gdi.py", line 561, in __init__ _gdi_.Bitmap_swiginit(self,_gdi_.new_Bitmap(*args, **kwargs)) TypeError: String or Unicode type required Main.py class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) self.Button1 = Custom_Button(self, parent, -1, "D:/Documents/Python/Normal.bmp", "D:/Documents/Python/Clicked.bmp", "D:/Documents/Python/Over.bmp", "None", wx.Point(200,200), wx.Size(300,100)) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Custom Button import wx from wxPython.wx import * class Custom_Button(wx.PyControl): ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ # The BMP's Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over Norm_bmp = wx.Bitmap(0) # The normal BMP Push_bmp = wx.Bitmap(0) # The down BMP Pos_bmp = wx.Point(0,0) # The posisition of the button def __init__(self, parent, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, pos, size, text="", id=-1, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor self.Mouse_over_bmp = wx.Bitmap(MOUSE_OVER_BMP) self.Norm_bmp = wx.Bitmap(NORM_BMP) self.Push_bmp = wx.Bitmap(PUSH_BMP) self.Pos_bmp = pos ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • code for TouchPad works, but not for DPAD ...please help me to fix this..

    - by Chandan
    package org.coe.twoD; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; //import android.graphics.Path; import android.graphics.Rect; //import android.graphics.RectF; import android.os.Bundle; //import android.util.Log; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; public class TwoD extends Activity implements OnClickListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View draw2d = findViewById(R.id.draw_button); draw2d.setOnClickListener(this); } public void onClick(View v) { if (R.id.draw_button == v.getId()) { setContentView(new draw2D(this)); } } public class draw2D extends View { private static final String TAG = "Sudoku"; private float width; // width of one tile private float height; // height of one tile private int selX; // X index of selection private int selY; // Y index of selection private final Rect selRect = new Rect(); public draw2D(Context context) { super(context); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { width = w / 9f; height = h / 9f; getRect(selX, selY, selRect); Log.d(TAG, "onSizeChanged: width " + width + ", height " + height); super.onSizeChanged(w, h, oldw, oldh); } @Override protected void onDraw(Canvas canvas) { // Draw the background... Paint background = new Paint(); background.setColor(getResources().getColor(R.color.background)); canvas.drawRect(0, 0, getWidth(), getHeight(), background); // Draw the board... // Define colors for the grid lines Paint dark = new Paint(); dark.setColor(getResources().getColor(R.color.dark)); Paint hilite = new Paint(); hilite.setColor(getResources().getColor(R.color.hilite)); Paint light = new Paint(); light.setColor(getResources().getColor(R.color.light)); // Draw the minor grid lines for (int i = 0; i < 9; i++) { canvas.drawLine(0, i * height, getWidth(), i * height, light); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), light); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } // Draw the major grid lines for (int i = 0; i < 9; i++) { if (i % 3 != 0) continue; canvas.drawLine(0, i * height, getWidth(), i * height, dark); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), dark); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } /* * dark.setColor(Color.MAGENTA); Path circle= new Path(); * circle.addCircle(150, 150, 100, Path.Direction.CW); * canvas.drawPath(circle, dark); * * * Path rect=new Path(); * * RectF rectf= new RectF(150,200,250,300); rect.addRect(rectf, * Path.Direction.CW); canvas.drawPath(rect, dark); * * * canvas.drawRect(0, 0,250, 250, dark); * * * canvas.drawText("Hello", 200,200, dark); */ Paint selected = new Paint(); selected.setColor(Color.GREEN); canvas.drawRect(selRect, selected); } /* * public boolean onTouchEvent(MotionEvent event){ * if(event.getAction()!=MotionEvent.ACTION_DOWN) return * super.onTouchEvent(event); * select((int)(event.getX()/width),(int)(event.getY()/height)); * * * return true; } */ private void select(int x, int y) { invalidate(selRect); selX = Math.min(Math.max(x, 0), 8); selY = Math.min(Math.max(y, 0), 8); getRect(selX, selY, selRect); invalidate(selRect); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return super.onKeyUp(keyCode, event); } @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) return super.onTouchEvent(event); select((int) (event.getX() / width), (int) (event.getY() / height)); // game.showKeypadOrError(selX, selY); Log.d(TAG, "onTouchEvent: x " + selX + ", y " + selY); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.d(TAG, "onKeyDown: keycode=" + keyCode + ", event=" + event); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_UP: select(selX, selY - 1); break; case KeyEvent.KEYCODE_DPAD_DOWN: select(selX, selY + 1); break; case KeyEvent.KEYCODE_DPAD_LEFT: select(selX - 1, selY); break; case KeyEvent.KEYCODE_DPAD_RIGHT: select(selX + 1, selY); break; default: return super.onKeyDown(keyCode, event); } return true; } private void getRect(int x, int y, Rect rect) { rect.set((int) (x * width), (int) (y * height), (int) (x * width + width), (int) (y * height + height)); } } }

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  • How to translate formulas into form of natural language?

    - by Ricky
    I am recently working on a project aiming at evaluating whether an android app crashes or not. The evaluation process is 1.Collect the logs(which record the execution process of an app). 2.Generate formulas to predict the result (formulas is generated by GP) 3.Evaluate the logs by formulas Now I can produce formulas, but for convenience for users, I want to translate formulas into form of natural language and tell users why crash happened.(I think it looks like "inverse natural language processing".) To explain the idea more clearly, imagine you got a formula like this: 155 - count(onKeyDown) >= 148 It's obvious that if count(onKeyDown) 7, the result of "155 - count(onKeyDown) = 148" is false, so the log contains more than 7 onKeyDown event would be predicted "Failed". I want to show users that if onKeyDown event appears more than 7 times(155-148=7), this app will crash. However, the real formula is much more complicated, such as: (< !( ( SUM( {Att[17]}, Event[5]) <= MAX( {Att[7]}, Att[0] >= Att[11]) OR SUM( {Att[17]}, Event[5]) > MIN( {Att[12]}, 734 > Att[19]) ) OR count(Event[5]) != 1 ) > (< count(Att[4] = Att[3]) >= count(702 != Att[8]) + 348 / SUM( {Att[13]}, 641 < Att[12]) mod 587 - SUM( {Att[13]}, Att[10] < Att[15]) mod MAX( {Att[13]}, Event[2]) + 384 > count(Event[10]) != 1)) I tried to implement this function by C++, but it's quite difficult, here's the snippet of code I am working right now. Does anyone knows how to implement this function quickly?(maybe by some tools or research findings?)Any idea is welcomed: ) Thanks in advance.

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  • SQL Outer Join on a bunch of Inner Joined results

    - by Matthew Frederick
    I received some great help on joining a table to itself and am trying to take it to the next level. The SQL below is from the help but with my addition of the select line beginning with COUNT, the inner join to the Recipient table, and the Group By. SELECT Event.EventID AS EventID, Event.EventDate AS EventDateUTC, Participant2.ParticipantID AS AwayID, Participant1.ParticipantID AS HostID, COUNT(Recipient.ChallengeID) AS AllChallenges FROM Event INNER JOIN Matchup Matchup1 ON (Event.EventID = Matchup1.EventID) INNER JOIN Matchup Matchup2 ON (Event.EventID = Matchup2.EventID) INNER JOIN Participant Participant1 ON (Matchup1.Host = 1 AND Matchup1.ParticipantID = Participant1.ParticipantID) INNER JOIN Participant Participant2 ON (Matchup2.Host != 1 AND Matchup2.ParticipantID = Participant2.ParticipantID) INNER JOIN Recipient ON (Event.EventID = Recipient.EventID) WHERE Event.CategoryID = 1 AND Event.Resolved = 0 AND Event.Type = 1 GROUP BY Recipient.ChallengeID ORDER BY EventDateUTC ASC My goal is to get a count of how many rows in the Recipient table match the EventID in Event. This code works fine except that I also want to get results where there are 0 matching rows in Recipient. I want 15 rows (= the number of events) but I get 2 rows, one with a count of 1 and one with a count of 2 (which is appropriate for an inner join as there are 3 rows in the sample Recipient table, one for one EventID and two for another EventID). I thought that either a LEFT join or an OUTER join was what I was looking for, but I know that I'm not quite getting how the tables are actually joined. A LEFT join there gives me one more row with 0, which happens to be EventID 1 (first thing in the table), but that's all. Errors advise me that I can't just change that INNER join to an OUTER. I tried some parenthesizing and some subselects and such but can't seem to make it work.

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  • How to configure VTK on windows for C++ programming?

    - by Rasoul
    I am new to windows C/C++ programming. I am trying to get a binary program (.exe) to run which needs VTK library. I have installed VTK from http://vtk.org/VTK/resources/software.html on 64-bit windows 7. When I run the binary program, it generates an error in a window saying that "vtkCommon.dll is missing from your computer". Should I add the folder in which VTK has been installed to the windows PATH?

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  • Add Events to Windows Live Calendar in IE 8

    - by Asian Angel
    Do you have event dates that you need to make note of while browsing in Internet Explorer? Adding those events to your Live Calendar is easy to do with the Add Events to Windows Live Calendar accelerator. Adding Events to your Live Calendar To add the accelerator click on Add to Internet Explorer and then confirm the installation when the secondary window appears. For our example we chose the “estimated” availability date of Microsoft Office 2010 to the public. At the bottom of the pre-order page we found the date we were looking for. To add an event highlight the desired text (will become event description) and select the Add an Event to Windows Live Calendar listing in the context menu. A new tab will be opened where you can add any relevant details or make final tweaks to the description before saving the event. There is our new calendar event ready to send out a notification e-mail for the Office 2010 release. The Add Events to Windows Live Calendar accelerator speeds up the process of adding events to your calendar by getting you directly to the event form. Links Add the Add Events to Windows Live Calendar accelerator to Internet Explorer 8 Similar Articles Productive Geek Tips Sync Your Outlook and Google Calendar with Google Calendar SyncOverlay Calendars in Outlook 2007 (like Google Calendar does)Easily Add All Holidays To The Calendar in Outlook 2003Display your Google Calendar in Windows CalendarShare Outlook 2007 Calendars Through Microsoft Office Online Service TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium

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  • Python - Polymorphism in wxPython, What's wrong?

    - by Wallter
    I am trying to wright a simple custom button in wx.Python. My code is as follows, an error is thrown on line 19 of my "Custom_Button.py" - What is going on? I can find no help online for this error and have a suspicion that it has to do with the Polymorphism. (As a side note: I am relatively new to python having come from C++ and C# any help on syntax and function of the code would be great! - knowing that, it could be a simple error. thanks!) Error def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, **kwargs): SyntaxError: non-default argument follows default argument Main.py class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) self.Button1 = Custom_Button(self, parent, -1, "D:/Documents/Python/Normal.bmp", "D:/Documents/Python/Clicked.bmp", "D:/Documents/Python/Over.bmp", "None", wx.Point(200,200), wx.Size(300,100)) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Custom Button import wx from wxPython.wx import * class Custom_Button(wx.PyControl): ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ # The BMP's Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over Norm_bmp = wx.Bitmap(0) # The normal BMP Push_bmp = wx.Bitmap(0) # The down BMP Pos_bmp = wx.Point(0,0) # The posisition of the button def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, text="", pos, size, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor self.Mouse_over_bmp = wx.Bitmap(MOUSE_OVER_BMP) self.Norm_bmp = wx.Bitmap(NORM_BMP) self.Push_bmp = wx.Bitmap(PUSH_BMP) self.Pos_bmp = pos ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • Are you a self taught programmer or did you take a programming course?

    - by workinprogress
    Lots of developers I know were self taught programmers including me. I was wondering how much of the developer community learned programming by taking a course in school or by experimenting, asking questions on forums, reading online articles, and just making it up as you go along? Post whether you were self taught or took classes, what language you program in, and anything else that may be interesting. P.S. Books count as self taught.

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  • What is the Difference Between Learning HTML and Learning a Programming Language?

    - by Brad Johansen
    I learned HTML and CSS about 8 months ago, and recently, about 2 months ago I started learning Python and Ruby. I find it much harder/time consuming to understand and be able to put Python and Ruby into practice than it was HTML or CSS. How is learning/understanding HTML and CSS, and being able to use them different from learning a programming language like Python or Ruby, and being able to put them in practice.

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  • Python - wxPython custom button -> unbound method __init__()? what?

    - by Wallter
    After looking at questions like this it doesn't make sense that my __init__(self, parrent, id) would be throwing a unbound error? help? main.py import wx from customButton import customButton from wxPython.wx import * class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) # Non-important code here... # This is the first declaration of the Button1 # This is also where the ERROR is thrown. # Omitting this line causes the window to execute # flawlessly. self.Button1 = customButton.__init__(self, parent, -1) # ... finishes in a basic wx.program style... customButton.py # I've included all of the code in the file # because have no idea where the bug/error happens import wx from wxPython.wx import * class Custom_Button(wx.PyControl): # The BMP's Over_bmp = None #wxEmptyBitmap(1,1,1) # When the mouse is over Norm_bmp = None #wxEmptyBitmap(1,1,1) # The normal BMP Push_bmp = None #wxEmptyBitmap(1,1,1) # The down BMP def __init__(self, parent, id, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor #self.Over_bmp = wx.Bitmap(wx.Image(MOUSE_OVER_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Norm_bmp = wx.Bitmap(wx.Image(NORM_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Push_bmp = wx.Bitmap(wx.Image(PUSH_BMP, wx.BITMAP_TYPE_ANY).ConvertToBitmap()) #self.Pos_bmp = self.pos self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • How do I get a ComboBox SelectionChanged event to fire from a nested ListBoxItem?

    - by Stephen McCusker
    This is a rather complex problem that has me really confused right now. Any help would be greatly appreciated. The Setup: ListBox of Type A UserControls -ListBoxItem of Type A UserControl --ListBox of Type B UserControls ---ListBoxItem of Type B UserControl ----ListBox of Type C UserControls -----ListBoxItem of Type C UserControl (contains the ComboBox) In other words, the Type A control has a ListBox of Type B controls that has a ListBox of Type C controls. All of the controls are hierarchical in nature. Type A contains the data that's needed to load the Type B controls and the Type B contains the data that's needed to load the Type C controls. The Type C control has a standard ComboBox in it for changing the values of the present items. In addition to the above structure, I have drag and dropping tied to the PreviewMouseLeftButtonDown event on both the Type A and Type B UserControl levels to handle reordering/deleting/etc commands in the GUI. All of this is working as intended. The Problem: When I attempt to change the value in the ComboBox, the SelectionChanged event never fires on the Type C "level" unless I'm careful enough to click on the borders/spacing in between any Type A or B controls. This happens when my ComboBox popout menu overlaps on either a Type A or B control located below itself. The selection events for Type A or B are firing instead of the Type C events, so the ComboBox is never changing its value reliably. In the debugger, the code for handling the drag and drop is triggering on the next ListBoxItem that's located underneath the ComboBox. Thoughts: Is there a way I can make my ComboBox popup take prevalence over the items behind it while double-nested in a ListBox (ie, ignore anything behind it while it's open)? Is there some way to reroute the incorrectly firing SelectionChanged events down to the ComboBox that's supposed to be triggering them?

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  • What is the best way to use whitespace while programming?

    - by Emmanuel Smith
    I'm fairly new to programming and from learning I have seen different ways of formatting code, comments, etc; and have been recommended on different techniques. I mostly program in C#, C++, and Java so I want to know what is the the best way to layout code so that if other people where to go through it, they would be impressed by how simple and easy to understand it is. I would like to know the same thing for commenting as well.

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  • How to trigger the event together on each two deferent class.

    - by XBasic3000
    I have two object class on a single unit, is it posible to trigger the two events? let say the FIRSTCLASS event is fired, The SECONDCLASS also will fired? Assuming...... //{Class 1}------------------------------------------------------------- type TOnEventTrigger = procedure(Sender : Tobject; Value :integer); TMyFirstClass = Class(Tcomponent) private .... public .... OnEventTrigger : TOnEventTrigger read Fevent write Fevent; end; procedure TMyFirstClass.FEvnt(Sender : Tobject; Value :integer); begin // here is normaly triggers the event // if Assigned(OnEventTrigger) then OnEventTrigger(Self,FSomevalue); // POSTMessage(GetForegroundWindow,WM_USER+3,0,0); // this is what i did here to get the result of FSomevalue // but this is not ideal. It work only on focus window. end; //{Class 2}------------------------------------------------------------- type TOnEventTrigger = procedure(Sender : Tobject; Value :integer); TMySecondClass = Class(Tobject) private .... public .... OnEventTrigger : TOnEventTrigger; read Fevent write Fevent; end; procedure TMySecondClass.FEvnt(Sender : Tobject; Value :integer); begin // I wanted here to trigger, whenenver the above is fired // if Assigned(OnEventTrigger) then OnEventTrigger(Self,FSomevalue); end;

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  • Does QThread::sleep() require the event loop to be running?

    - by suszterpatt
    I have a simple client-server program written in Qt, where processes communicate using MPI. The basic design I'm trying to implement is the following: The first process (the "server") launches a GUI (derived from QMainWindow), which listens for messages from the clients (using repeat fire QTimers and asynchronous MPI receive calls), updates the GUI depending on what messages it receives, and sends a reply to every message. Every other process (the "clients") runs in an infinite loop, and all they are intended to do is send a message to the server process, receive the reply, go to sleep for a while, then wake up and repeat. Every process instantiates a single object derived from QThread, and calls its start() method. The run() method of these classes all look like this: from foo.cpp: void Foo::run() { while (true) { // Send message to the first process // Wait for a reply // Do uninteresting stuff with the reply sleep(3); // also tried QThread::sleep(3) } } In the client's code, there is no call to exec() anywhere, so no event loop should start. The problem is that the clients never wake up from sleeping (if I surround the sleep() call with two writes to a log file, only the first one is executed, control never reaches the second). Is this because I didn't start the event loop? And if so, what is the simplest way to achieve the desired functionality?

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  • what will be the code to move to previous textfield ?

    - by rajesh
    i have the code if i press down button it goes to next textfield but to go to previous textfield what should be the code ... <html> <head> <script language="JavaScript"> function handleKeyDownEvent(elementRef,eventRef) { var charCode = (window.event) ? eventRef.keyCode : eventRef.which; //alert(charCode); // Arrow keys (37:left, 38:up, 39:right, 40:down)... if (charCode == 40) { if (window.event) window.event.keyCode = 9; else event.which = 9; return true; } return true; } </script> </head> <body> <table width="433" border="1" cellspacing="0" cellpadding="0"> <tr> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> </tr> <tr> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> </tr> <tr> <td> <input type="radio" id="check" name="check" checked> </td> <td> <input type="radio" id="check" name="check" checked> </td> </tr> <tr> <td><input type="checkbox" id="check" name="check"></td> <td><input type="checkbox" id="check" name="check"></td> </tr> </table> </body> </html>

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