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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Best way XML File handling bullet point •

    - by dbengals
    For an XML file I am creating I have data that contains a bullet • what is the best method for handling this in xml data? It opens in an XML editor and reads fine, but I cannot import the file via SSIS, I get an error regarding this point. <xmldata>• Bullet</xmldata> Renders fine, but cannot import with SSIS.

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  • Excel graph: turn stacked bar chart into part bullet chart

    - by Mike
    I've a simple data file that has one column of actuals and another of target against categories. I would like to turn the TARGET figure into a 'Bullet marker'. I've seen it done on other graphs but I'm struggling with the category column being overwritten with the xy axis values. Or if I get close to doing it then the xy markers are not central. I've checked out Peltier but his examples are based on even more comlicated data than mine, so the steps required didn't seem to match up. Help greatly appreciated. Thanks Mike. Example Data: Cat Actual target A 10 15 B 10 12 C 20 17

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  • Aligning Numbered Bullet Points in Word 2007

    - by Frustratedwithbullets
    Hello, I am putting together a very large business manual which incorportaes numbered heading, steps to follow, diagrams, etc. When using the bullet points, they align perfectly as I work through the processes. However when I include a diagram, or something different from the "norm" of text, the alignment changes. I would like all the bullets points to be aligned in the whole document regardless of where they appear in the document. Is there a way to save the settings so that the bullets always appear in the same position? Currently I am having to reset the indents by dragging the tabs on the ruler. This will be a large document, so I don't want to manually adjust the numbered bullets every time. Help would be greatly appreciated. Thanks very much.

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  • Create my own custom ellipsis bullet point

    - by Airn5475
    I regularly use an ellipsis as a bullet point in a list of items in Word/Outlook 2010. Example: I like summer because... ... it's warm out. ... we go on vacation. ... my birthday is in July. Currently in Word/Outlook if you type certain characters like a hyphen and hit space, it will automatically start a bulleted list using the hyphen. I would really like the same functionality with the ellipsis. When I type the third period and hit space, start a bulleted list. Does anyone know of a way to do this? Registry hack? Hidden Word Setting?

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  • jBullet Collision/Physics not working correctly

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. package Object; import static org.lwjgl.opengl.GL11.GL_QUADS; import static org.lwjgl.opengl.GL11.glBegin; import static org.lwjgl.opengl.GL11.glColor3f; import static org.lwjgl.opengl.GL11.glEnd; import static org.lwjgl.opengl.GL11.glPopMatrix; import static org.lwjgl.opengl.GL11.glPushMatrix; import static org.lwjgl.opengl.GL11.glVertex3f; import javax.vecmath.Matrix4f; import javax.vecmath.Quat4f; import javax.vecmath.Vector3f; import com.bulletphysics.collision.shapes.BoxShape; import com.bulletphysics.collision.shapes.CollisionShape; import com.bulletphysics.dynamics.RigidBody; import com.bulletphysics.dynamics.RigidBodyConstructionInfo; import com.bulletphysics.linearmath.DefaultMotionState; import com.bulletphysics.linearmath.Transform; public class Cube { // Cube size/shape variables private float size; boolean cubeCollidable; boolean cubeDestroyable; // Position variables - currently this defines the center of the cube private float posX; private float posY; private float posZ; // Rotation variables - should be between 0 and 359, might consider letting rotation go higher though I can't think of a purpose currently private float rotX; private float rotY; private float rotZ; //collision shape is a box shape CollisionShape fallShape; // setup the motion state for the ball DefaultMotionState fallMotionState; Vector3f fallInertia = new Vector3f(0, 1, 0); RigidBodyConstructionInfo fallRigidBodyCI; public RigidBody fallRigidBody; int mass = 1; // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // define the physics based on the values passed in fallShape = new BoxShape(new Vector3f(size, size, size)); fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, 50, 0), 1f))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); } public void Update() { Transform trans = new Transform(); fallRigidBody.getMotionState().getWorldTransform(trans); posY = trans.origin.x; posX = trans.origin.y; posZ = trans.origin.z; } public void Draw() { fallShape.calculateLocalInertia(mass, fallInertia); // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); //blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); } }

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Rotating a cube using jBullet collisions

    - by Kenneth Bray
    How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float radius = .25f;//size / 2; glPushMatrix(); glBegin(GL_QUADS); //top { glColor3f(5.0f,1.0f,5.0f); // white glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } //bottom { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } //right side { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } //left side { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } //front side { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } //back side { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); Update(); } This is my update method for the cube position: public void Update() { Transform trans = new Transform(); cubeRigidBody.getMotionState().getWorldTransform(trans); posX = trans.origin.x; posY = trans.origin.y; posZ = trans.origin.z; Quat4f outRot = new Quat4f(); trans.getRotation(outRot); rotX = outRot.x; rotY = outRot.y; rotZ = outRot.z; rotW = outRot.w; } I am assuming I need to use glrotatef, but it does not seem to work at all when I try that.. this is how I have tried to rotate the cubes: GL11.glRotatef(rotW, rotX, 0.0f, 0.0f); GL11.glRotatef(rotW, 0.0f, rotY, 0.0f); GL11.glRotatef(rotW, 0.0f, 0.0f, rotZ);

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  • jBullet Collision/Physics not working as expected

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // physics stuff fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(posX, posY, posZ), 1))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); }

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Font not showing bullet points

    - by Hanpan
    I have embedded my font using the embed meta tag, along which the entire range of Unicode characters... here is my CustomTextField class: [Embed(source='../assets/fonts/Arial.ttf',fontName='CustomFont',fontWeight='regular', unicodeRange='U+0020-U+0040,U+0041-U+005A,U+005B-U+0060,U+0061-U+007A,U+007B-U+007E,U+0080-U+00FF,U+0100-U+017F,U+0400-U+04FF,U+0370-U+03FF,U+1E00-U+1EFF', mimeType='application/x-font-truetype' )] public static var MY_FONT:Class; [Embed(source='../assets/fonts/Arial Bold.ttf',fontName='CustomFont',fontWeight='bold', unicodeRange='U+0020-U+0040,U+0041-U+005A,U+005B-U+0060,U+0061-U+007A,U+007B-U+007E,U+0080-U+00FF,U+0100-U+017F,U+0400-U+04FF,U+0370-U+03FF,U+1E00-U+1EFF', mimeType='application/x-font-truetype' )] public static var MY_FONT_BOLD:Class; public static const DEFAULT_FONT:String = "CustomFont"; public static const DEFAULT_TEXT_COLOUR:int = 0x000000; public static const DEFAULT_TEXT_SIZE:int = 14; private var _tf:TextFormat = new TextFormat(DEFAULT_FONT, DEFAULT_TEXT_SIZE, DEFAULT_TEXT_COLOUR); public function CustomTextField():void { Font.registerFont(CustomTextField.MY_FONT); Font.registerFont(CustomTextField.MY_FONT_BOLD); _tf.size = 16; antiAliasType = AntiAliasType.ADVANCED; sharpness = 0; defaultTextFormat = _tf; autoSize = TextFieldAutoSize.LEFT; embedFonts = true; } public override function set htmlText(value:String):void { super.htmlText = value; setTextFormat(_tf); } For some reason, using tags intends the text perfectly, but I am not seeing any bullet points. The font is just standard Arial, so it isn't a case of the font missing the bullet character. Does anyone have any idea as to why Flex is not showing the bullet point characters?

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  • Is there a keyboard shortcut to indent a nested bullet point in a table cell the proper way?

    - by ray023
    Open Word and insert a table (1 x 1 will work just fine). Right-click in the table and, in the context menu, select "Bullets" and a bullet image from the bullet library. Type something and press enter. Type something else, but, instead of clicking enter, right-click and select "Increase Indent" Notice something else moves into the proper indentation of a nested bullet: Outside of a Word table, you would simply press tab to get this behavior, but I want a keyboard shortcut (if available) to do this inside the table. This is what I've tried: Ctrl + Tab: Just indents the text, not the bullet Ctrl + T: Same as Ctrl + Tab Ctrl + M: Indents the text and the bullet but does not change the bullet style Can this be done outside the right-click context menu?

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  • vim indentation for bullet lists

    - by Oliver
    hi, all I often write text with format like this in VIM My talking points: - talking point 1 - talking point 2 .... continue on point 2 Ideally, I would hope VIM can auto align it for me such as: - talking point 1 - talking point 2 continue on point 2 Is this possible? thanks Oliver

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  • How to change font/number/bullet format for the whole list

    - by Nam Gi VU
    Hi, Let's look at a sample word 2010 file here. In this file you can see that the first group of text has their indent modified. The 2nd, 3rd group keep their default format. I want to apply the changed I've made in the group 1st so group 2nd and 3rd and for the new group I'm going to add instead of recieving the default indent. How can I do that? ps. Currently what I have to do is quite boring: Copy group 1 and paste to create new group to get the formatted, then remove the old text, adding new text :(

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  • Bullet hierarchy in google document

    - by xain
    Hi, anybody knows how to implement bullets with hierarchy in a google document ? Something like: 1. Main Section One 1.1 First Subsection 1.2 Second Subsection 2. Main Section Two 2.1 First Subsection And so on Thanks

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  • A simple way to implement pathfinding using bullet physics - iPhone SDK

    - by Dave
    Hi, I have bullet physics set up and working on the iPhone but now I want to implement some sort of path finding with it. The problem is I have no idea where to start, the level is pretty simple just a lot of pillars that I want the 'bad guys' to navigate around to get to the player character. Do you have any suggestions or are there any tutorials you recommend for pathfinding using this on the iPhone?

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  • Bullet indents in PowerPoint 2007 compatibility mode via .NET interop issue

    - by L. Shaydariv
    Hello. I've got a really difficult bug and I can't see the fix. The subject drives me insane for real for a long time. Let's consider the following scenario: 1) There is a PowerPoint 2003 presentation. It contains the only slide and the only shape, but the shape contains a text frame including a bulleted list with a random textual representation structure. 2) There is a requirement to get bullet indents for every bulletted paragraph using PowerPoint 2007. I can satisfy the requirement opening the presentation in the compatibility mode and applying the following VBA script: With ActivePresentation Dim sl As Slide: Set sl = .Slides(1) Dim sh As Shape: Set sh = sl.Shapes(1) Dim i As Integer For i = 1 To sh.TextFrame.TextRange.Paragraphs.Count Dim para As TextRange: Set para = sh.TextFrame.TextRange.Paragraphs(i, 1) Debug.Print para.Text; para.indentLevel, sh.TextFrame.Ruler.Levels(para.indentLevel).FirstMargin Next i End With that produces the following output: A 1 0 B 1 0 C 2 24 D 3 60 E 5 132 Obviously, everything is perfect indeed: it has shown the proper list item text, list item level and its bullet indent. But I can't see the way of how I can reach the same result using C#. Let's add a COM-reference to Microsoft.Office.Interop.PowerPoint 2.9.0.0 (taken from MSPPT.OLB, MS Office 12): // presentation = ...("presentation.ppt")... // a PowerPoint 2003 presentation Slide slide = presentation.Slides[1]; Shape shape = slide.Shapes[1]; for (int i = 1; i<=shape.TextFrame.TextRange.Paragraphs(-1, -1).Count; i++) { TextRange paragraph = shape.TextFrame.TextRange.Paragraphs(i, 1); Console.WriteLine("{0} {1} {2}", paragraph.Text, paragraph.IndentLevel, shape.TextFrame.Ruler.Levels[paragraph.IndentLevel].FirstMargin); } Oh, man... What's it? I've got problems here. First, the paragraph.Text value is trimmed until the '\r' character is found (however paragraph.Text[0] really returns the first character O_o). But it's ok, I can shut my eyes to this. But... But, second, I can't understand why the first margins are always zero and it does not matter which level they belong to. They are always zero in the compatibility mode... It's hard to believe it... :) So is there any way to fix it or just to find a workaround? I'd like to accept any help regarding to the solution of the subject. I can't even find any article related to the issue. :( Probably you have ever been face to face with it... Or is it just a bug with no fix and must it be reported to Microsoft? Thanks you.

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  • Flash of a Bullet in the top left corner of the search results

    - by joneswah
    I am using a UISearchDisplayController and SearchBar initialised from a nib. when the search is being run I get a flash of a small circle what looks like a "bullet" in the top left corner of the search results. [See attached screenshot] It occurs in the simulator and on the device sporadically I have looked through my nib and I am not adding any stray views and was wondering if anyone else had this issue or knows how to get rid of it? thanks @interface SearchTabViewController : UITableViewController

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  • How to fire a bullet in a specific direction?

    - by Mike
    I am developing an Android game. I have problem with bullet firing. It's a space ship that has to fire bullets but right now it's firing in a random direction. I have to fire a bullet to the enemy from the only one point on the nose of the ship. Right now the bullets fire sometimes from the tailpart or other. So that's a problem. How do I give a bullet direction and how to fire it from only the head of my space ship?

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  • How can I insert bullet point data into Microsoft Excel spreadsheet?

    - by REACHUS
    Sometimes when I make some research, I gather data that should be presented in bullet points, preferably in a single cell (as it is kind of data I would not process in any way in the future). I am looking for a way to make it readable for other people using the spreadsheet (on the screen, as well as when they print the spreadsheet). I would like to make something like that: ———————————————————— | * bullet point 1 | | * bullet point 2 | | * bullet point 3 | ———————————————————— So far the only solution is to edit something presented above in a text editor and then paste it to Excel (as I cannot really make bullet points in a single cell). Is there any better solution?

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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