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  • Finding the heaviest length-constrained path in a weighted Binary Tree

    - by Hristo
    UPDATE I worked out an algorithm that I think runs in O(n*k) running time. Below is the pseudo-code: routine heaviestKPath( T, k ) // create 2D matrix with n rows and k columns with each element = -8 // we make it size k+1 because the 0th column must be all 0s for a later // function to work properly and simplicity in our algorithm matrix = new array[ T.getVertexCount() ][ k + 1 ] (-8); // set all elements in the first column of this matrix = 0 matrix[ n ][ 0 ] = 0; // fill our matrix by traversing the tree traverseToFillMatrix( T.root, k ); // consider a path that would arc over a node globalMaxWeight = -8; findArcs( T.root, k ); return globalMaxWeight end routine // node = the current node; k = the path length; node.lc = node’s left child; // node.rc = node’s right child; node.idx = node’s index (row) in the matrix; // node.lc.wt/node.rc.wt = weight of the edge to left/right child; routine traverseToFillMatrix( node, k ) if (node == null) return; traverseToFillMatrix(node.lc, k ); // recurse left traverseToFillMatrix(node.rc, k ); // recurse right // in the case that a left/right child doesn’t exist, or both, // let’s assume the code is smart enough to handle these cases matrix[ node.idx ][ 1 ] = max( node.lc.wt, node.rc.wt ); for i = 2 to k { // max returns the heavier of the 2 paths matrix[node.idx][i] = max( matrix[node.lc.idx][i-1] + node.lc.wt, matrix[node.rc.idx][i-1] + node.rc.wt); } end routine // node = the current node, k = the path length routine findArcs( node, k ) if (node == null) return; nodeMax = matrix[node.idx][k]; longPath = path[node.idx][k]; i = 1; j = k-1; while ( i+j == k AND i < k ) { left = node.lc.wt + matrix[node.lc.idx][i-1]; right = node.rc.wt + matrix[node.rc.idx][j-1]; if ( left + right > nodeMax ) { nodeMax = left + right; } i++; j--; } // if this node’s max weight is larger than the global max weight, update if ( globalMaxWeight < nodeMax ) { globalMaxWeight = nodeMax; } findArcs( node.lc, k ); // recurse left findArcs( node.rc, k ); // recurse right end routine Let me know what you think. Feedback is welcome. I think have come up with two naive algorithms that find the heaviest length-constrained path in a weighted Binary Tree. Firstly, the description of the algorithm is as follows: given an n-vertex Binary Tree with weighted edges and some value k, find the heaviest path of length k. For both algorithms, I'll need a reference to all vertices so I'll just do a simple traversal of the Tree to have a reference to all vertices, with each vertex having a reference to its left, right, and parent nodes in the tree. Algorithm 1 For this algorithm, I'm basically planning on running DFS from each node in the Tree, with consideration to the fixed path length. In addition, since the path I'm looking for has the potential of going from left subtree to root to right subtree, I will have to consider 3 choices at each node. But this will result in a O(n*3^k) algorithm and I don't like that. Algorithm 2 I'm essentially thinking about using a modified version of Dijkstra's Algorithm in order to consider a fixed path length. Since I'm looking for heaviest and Dijkstra's Algorithm finds the lightest, I'm planning on negating all edge weights before starting the traversal. Actually... this doesn't make sense since I'd have to run Dijkstra's on each node and that doesn't seem very efficient much better than the above algorithm. So I guess my main questions are several. Firstly, do the algorithms I've described above solve the problem at hand? I'm not totally certain the Dijkstra's version will work as Dijkstra's is meant for positive edge values. Now, I am sure there exist more clever/efficient algorithms for this... what is a better algorithm? I've read about "Using spine decompositions to efficiently solve the length-constrained heaviest path problem for trees" but that is really complicated and I don't understand it at all. Are there other algorithms that tackle this problem, maybe not as efficiently as spine decomposition but easier to understand? Thanks.

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  • Smart Taskbar Is a Thumb Friendly Android Task Launcher

    - by ETC
    If you frequently use your phone one handed you’ll definitely want to check out Smart Taskbar, an add-on for Android phones that makes it easy to launch apps with the swipe of your thumb. Smart Taskbar tucks an application launcher on the side of your screen, out of sight. Swipe your thumb across the screen and it slides out like a dock, revealing five of your favorite apps in a toolbar across the top and your lesser used apps in the main panel below. It’s much easier to swipe to view your applications than it is to peck at the application icon on the home screen; Smart Taskbar is great for one handed launching. Search for “Smart Taskbar” in the Android Market to download a copy or hit up the link below to read more. Smart Taskbar [AppBrain] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • How do implement a breadth first traversal?

    - by not looking for answer
    //This is what I have. I thought pre-order was the same and mixed it up with depth first! import java.util.LinkedList; import java.util.Queue; public class Exercise25_1 { public static void main(String[] args) { BinaryTree tree = new BinaryTree(new Integer[] {10, 5, 15, 12, 4, 8 }); System.out.print("\nInorder: "); tree.inorder(); System.out.print("\nPreorder: "); tree.preorder(); System.out.print("\nPostorder: "); tree.postorder(); //call the breadth method to test it System.out.print("\nBreadthFirst:"); tree.breadth(); } } class BinaryTree { private TreeNode root; /** Create a default binary tree */ public BinaryTree() { } /** Create a binary tree from an array of objects */ public BinaryTree(Object[] objects) { for (int i = 0; i < objects.length; i++) { insert(objects[i]); } } /** Search element o in this binary tree */ public boolean search(Object o) { return search(o, root); } public boolean search(Object o, TreeNode root) { if (root == null) { return false; } if (root.element.equals(o)) { return true; } else { return search(o, root.left) || search(o, root.right); } } /** Return the number of nodes in this binary tree */ public int size() { return size(root); } public int size(TreeNode root) { if (root == null) { return 0; } else { return 1 + size(root.left) + size(root.right); } } /** Return the depth of this binary tree. Depth is the * number of the nodes in the longest path of the tree */ public int depth() { return depth(root); } public int depth(TreeNode root) { if (root == null) { return 0; } else { return 1 + Math.max(depth(root.left), depth(root.right)); } } /** Insert element o into the binary tree * Return true if the element is inserted successfully */ public boolean insert(Object o) { if (root == null) { root = new TreeNode(o); // Create a new root } else { // Locate the parent node TreeNode parent = null; TreeNode current = root; while (current != null) { if (((Comparable)o).compareTo(current.element) < 0) { parent = current; current = current.left; } else if (((Comparable)o).compareTo(current.element) > 0) { parent = current; current = current.right; } else { return false; // Duplicate node not inserted } } // Create the new node and attach it to the parent node if (((Comparable)o).compareTo(parent.element) < 0) { parent.left = new TreeNode(o); } else { parent.right = new TreeNode(o); } } return true; // Element inserted } public void breadth() { breadth(root); } // Implement this method to produce a breadth first // search traversal public void breadth(TreeNode root){ if (root == null) return; System.out.print(root.element + " "); breadth(root.left); breadth(root.right); } /** Inorder traversal */ public void inorder() { inorder(root); } /** Inorder traversal from a subtree */ private void inorder(TreeNode root) { if (root == null) { return; } inorder(root.left); System.out.print(root.element + " "); inorder(root.right); } /** Postorder traversal */ public void postorder() { postorder(root); } /** Postorder traversal from a subtree */ private void postorder(TreeNode root) { if (root == null) { return; } postorder(root.left); postorder(root.right); System.out.print(root.element + " "); } /** Preorder traversal */ public void preorder() { preorder(root); } /** Preorder traversal from a subtree */ private void preorder(TreeNode root) { if (root == null) { return; } System.out.print(root.element + " "); preorder(root.left); preorder(root.right); } /** Inner class tree node */ private class TreeNode { Object element; TreeNode left; TreeNode right; public TreeNode(Object o) { element = o; } } }

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  • How do I rotate my monitor using xorg?

    - by user1106405
    I have just installed KUbuntu 12.10, and I am attempting to rotate my monitor 90 deg to the left. When I add the option to rotate, the monitor seems to ignore the directive. I'm currently using dual 02:00.0 VGA compatible controller: NVIDIA Corporation GF104 [GeForce GTX 460] (rev a1) 03:00.0 VGA compatible controller: NVIDIA Corporation GF104 [GeForce GTX 460] (rev a1) and NVidia driver version 310 My xorg.conf is as follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 304.51 (buildd@komainu) Fri Oct 12 12:53:49 UTC 2012 # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 310.14 ([email protected]) Tue Oct 9 13:04:01 PDT 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 1280 0 Screen 1 "Screen1" RightOf "Screen0" Screen 2 "Screen2" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Samsung SyncMaster" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 60.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1908WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:2:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:2:0:0" Screen 1 EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1200 +0+0; DFP-0: 1920x1200_60 +0+0; DFP-0: 1600x1200 +0+0; DFP-0: 1600x1200_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select @1920x1080 +0+0; DFP-0: nvidia-auto-select @1920x720 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1200 +0+0; DFP-0: 1920x1200_60 +0+0; DFP-0: 1600x1200 +0+0; DFP-0: 1600x1200_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-2: nvidia-auto-select +0+0" Option "Rotate" "left" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Enable" EndSection Edit: If I delete the xorg.conf and reboot, I am able to rotate my monitor, however, my third monitor is not recognized: Screen 0: minimum 8 x 8, current 3360 x 1200, maximum 16384 x 16384 DVI-I-0 disconnected (normal left inverted right x axis y axis) DVI-I-1 disconnected (normal left inverted right x axis y axis) DVI-I-2 connected 1920x1200+0+0 (normal left inverted right x axis y axis) 518mm x 324mm 1920x1200 60.0*+ 1600x1200 60.0 1280x1024 60.0 1280x960 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 HDMI-0 disconnected (normal left inverted right x axis y axis) DVI-I-3 connected 1440x900+1920+0 (normal left inverted right x axis y axis) 408mm x 255mm 1440x900 59.9*+ 75.0 1280x1024 75.0 60.0 1280x800 59.8 1152x864 75.0 1024x768 75.0 70.1 60.0 800x600 75.0 72.2 60.3 56.2 640x480 75.0 72.8 59.9

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Syntax for combining joins in mysql

    - by UltraVi01
    I seem to remember reading somewhere that there is a way to combine LEFT JOIN statements into a more simple query. I have the following query and was hoping someone could kindly take a look at it. SET @userId = 8; SELECT ug.user_id, COUNT(DISTINCT goal_id) as matches FROM user_goal ug, user u, profile p LEFT JOIN user_block ub ON @userId = ub.blocked_id LEFT JOIN user_block ub2 ON @userId = ub2.blocker_id LEFT JOIN user_user uu ON @userId = uu.user_id LEFT JOIN friend_request fr ON @userId = fr.user_id WHERE ug.user_id = u.id AND u.profile_id = p.id AND (ub.blocker_id IS NULL OR ub.blocker_id != ug.user_id) AND (ub2.blocked_id IS NULL OR ub2.blocked_id != ug.user_id) AND (uu.user_friends_id IS NULL OR uu.user_friends_id != ug.user_id) AND (fr.to_user_id IS NULL OR (fr.to_user_id != ug.user_id)) AND ug.user_id!=@userId AND p.suggestible AND goal_id IN (SELECT iug.goal_id FROM user_goal iug WHERE user_id=@userId) GROUP BY user_id ORDER BY matches DESC LIMIT 4

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  • How should I create a mutable, varied jtree with arbitrary/generic category nodes?

    - by Pureferret
    Please note: I don't want coding help here, I'm on Programmers for a reason. I want to improve my program planning/writing skills not (just) my understanding of Java. I'm trying to figure out how to make a tree which has an arbitrary category system, based on the skills listed for this LARP game here. My previous attempt had a bool for whether a skill was also a category. Trying to code around that was messy. Drawing out my tree I noticed that only my 'leaves' were skills and I'd labeled the others as categories. Explanation of tree: The Tree is 'born' with a set of hard coded highest level categories (Weapons, Physical and Mental, Medical etc.). Fro mthis the user needs to be able to add a skill. Ultimately they want to add 'One-handed Sword Specialisation' for instance. To do so you'd ideally click 'add' with Weapons selected and then select One-handed from a combobox, then click add again and enter a name in a text field. Then click add again to add a 'level' or 'tier' first proficiency, then specialisation. Of course if you want to buy a different skill it's completely different, which is what I'm having trouble getting my head around let alone programming in. What is a good system for describing this sort of tree in code? All the other JTree examples I've seen have some predictable pattern, and I don't want to have to code this all in 'literals'. Should I be using abstract classes? Interfaces? How can I make this sort of cluster of objects extensible when I add in other skills not listed above that behave differently? If there is not a good system to use, if there a good process for working out how to do this sort of thing?

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  • C# Custom Brush - I want two gradients chaining them together.

    - by Logan
    I am making a bar chart and I want two separate gradients for each bar. First I want a gradient to go from top to bottom solid red to transparent red. I want to paint over the top of that a gradient that goes from right to left, black to opaque. So - In the bottom left we should have; Bottom left - Alpha 0 Bottom right - Alpha 0 Top left - Alpha 255 Colour Red Top Right - Alpha 255 Colour Black So in effect I want to take a solid colour, add a left to right gradient to black then take the output of that and add a top to bottom gradient to transparency. All this and I want it to be in a single brush, is this even possible? Thanks!

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  • alias some columns names as one field in oracle's join select query

    - by Marecky
    Hi We are developing something like a social networking website. I've got task to do 'follow me' functionality. In our website objects are users, teams, companies, channels and groups (please don't ask why there are groups and teams - it is complicated for me too, but teams are releated to user's talent) Users, teams, channels, companies and groups have all their own tables. I have a query which gets me all the follower's leaders like this select --fo.leader_id, --fo.leader_type, us.name as user_name, co.name as company_name, ch.title as channel_name, gr.name as group_name, tt.name as team_name from follow_up fo left join users us on (fo.leader_id = us.id and fo.leader_type = 'user') left join companies co on (fo.leader_id = co.user_id and fo.leader_type = 'company') left join channels ch on (fo.leader_id = ch.id and fo.leader_type = 'channel') left join groups gr on (fo.leader_id = gr.id and fo.leader_type = 'group') left join talent_teams tt on (fo.leader_id = tt.id and fo.leader_type = 'team') where follower_id = 83 I need to get all fields like: user_name, company_name, channel_name, group_name, team_name as one field in SELECT's product. I have tried to alias them all the same 'name' but Oracle numbered it. Please help :)

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  • make tree in scheme

    - by ???
    (define (entry tree) (car tree)) (define (left-branch tree) (cadr tree)) (define (right-branch tree) (caddr tree)) (define (make-tree entry left right) (list entry left right)) (define (mktree order items_list) (cond ((= (length items_list) 1) (make-tree (car items_list) '() '())) (else (insert2 order (car items_list) (mktree order (cdr items_list)))))) (define (insert2 order x t) (cond ((null? t) (make-tree x '() '())) ((order x (entry t)) (make-tree (entry t) (insert2 order x (left-branch t)) (right-branch t))) ((order (entry t) x ) (make-tree (entry t) (left-branch t) (insert2 order x (right-branch t)))) (else t))) The result is: (mktree (lambda (x y) (< x y)) (list 7 3 5 1 9 11)) (11 (9 (1 () (5 (3 () ()) (7 () ()))) ()) ()) But I'm trying to get: (7 (3 (1 () ()) (5 () ())) (9 () (11 () ()))) Where is the problem?

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  • ModalPopupExtender doesn't work on IE6 frame layout

    - by Joe
    I'm using a "frame" layout similar to the one in this excellent answer: a div #top at the top of the page, a div#left on the left, and a div #main with the main content. The #top and #left divs contain navigation menus. Now I want to use a popup div using the AjaxControlToolkit ModalPopupExtender inside the content (#main) div. This works fine on IE8 (where #top, #left, #main all have position:fixed), but when I run it on IE6, the modal background only covers the #main div - I need it to cover the whole of the page including the #top and #left navigation divs. Looking at the script for ModalPopupExtender, it appears to be searching up the parent hierarchy until it finds a parent with position relative or absolute. And in the IE6 rendering, the #main div has position:absolute because position:fixed is not supported, which I guess explains what is happening. Any suggestions for the best/easiest way to get this working properly on IE6? Ideally without modifying the ModalPopupExtender code, but I'll do this if I have to and it's the best solution.

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  • Custom Brush - I want two gradients chaining them together.

    - by Logan
    I am making a bar chart and I want two separate gradients for each bar. First I want a gradient to go from top to bottom solid red to transparent red. I want to paint over the top of that a gradient that goes from right to left, black to opaque. So - In the bottom left we should have; Bottom left - Alpha 0 Bottom right - Alpha 0 Top left - Alpha 255 Colour Red Top Right - Alpha 255 Colour Black So in effect I want to take a solid colour, add a left to right gradient to black then take the output of that and add a top to bottom gradient to transparency. All this and I want it to be in a single brush, is this even possible?

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  • clear property is not working in ie 7

    - by Mayur
    Hi all, I m using a div in my web site by using float:left and float:right after that is used clear:both, its working fine in all browser except ie7 i have tried a lot of things please tell me a solution to resolve this problem.... css: .clear { clear : both; margin : 0px; } html: <div style="float:left">some text</div> <div style="float:left">some text</div> <div class="clear"></div> <div style="float:left">some text</div> <div style="float:left">some text</div> Thanks

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  • Quit job for another but current employer doesn't want to lose me. Would it be a bad idea to stay?

    - by Confused
    So I've handed in my notice at my current job as I've been offered a job at another company. However, my current employer doesn't want to lose me and they want to know what I want to stay. I mostly enjoy working there so I'd be open to negiotiation. The new job was an unexpected opportunity that presented itself. Such things I'd be looking for are: Better computers for developers Opportunity to work from home occasionally Improved internet access (e.g. able to download software, no keyword blocking) Chance to work on other technologies than my primary (we do have projects on other technologies) Pay increase (though this isn't my primary motivation) I found out that some of these were already in progress when I handed in my notice :( Is it ever a good idea to remain at a company after you've resigned? What if they meet all my conditions and alter my contract accordingly? Will I burn my bridges at the new company (I've already told them I'd accept their offer)? Update: Thanks for the answers. Quite a mixed bag which was interesting. Anyway, just so you know, I've chosen to stay at my current company. So far, it definately feels like the right decision. Guess I won't know for a few months whether is was though.

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  • cant get jquery hover to work with .live()

    - by Haroldo
    the second function isnt working? $('.edit_hover').live('hover', function(e){ $(this).stop(); var half_width = ($(this).css('width').slice(0, -2))/2; var half_height = ($(this).css('height').slice(0, -2))*0.3; console.log(half_width); var top = ($(this).position().top) + half_height; var left = ($(this).position().left) + half_width; $('#edit_hover').css('top', top).css('left', left).fadeIn(300); //add overlay $(this).css('position', 'relative').append('<div class="edit_overlay" style="position: absolute; top:0px; left:0px; height:100%; width: 100%; background: #999; opacity: 0.5;"></div> ') }, function(){ $(this).stop(); $(this).find('.edit_overlay').remove(); $('#edit_hover').fadeOut(300); });

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  • need help in aggregate select

    - by eugeneK
    Hi, i have a problem with selecting some values from my DB. DB is in design stages so i can redesign it a bit of needed. You can see the Diagram on this image Basically what i want to select is select c.campaignID, ct.campaignTypeName, c.campaignName, c.campaignDailyBudget, c.campaignTotalBudget, c.campaignCPC, c.date, cs.campaignStatusName ***impressions, ***clicks, ***cast(campaignTotalBudget-(clicks*campaignCPC) as decimal(18,1)) as remainingFunds from Campaigns as c left join CampaignTypes as ct on c.campaignTypeID=ct.campaignTypeID left join CampaignStatuses as cs on c.campaignStatusID=cs.campaignStatusID left join CampaignVariants as cv on c.campaignID=cv.campaignID left join CampaignVariants2Visitors as c2v on cv.campaignVariantID=c2v.campaignVariantID left join Visitors as v on c2v.visitorID=v.visitorID ..... order by c.campaignID desc Problem is that Visitors table has column named isClick so i don't know the way to separate what is impression with isClick=false and what is click isClick=true so i can show nice form with all the stuff about campaign and visitors... I don't think to split Visitors to two tables like Impressions and Click is a good idea because again i would need to have Visitors with two more tables thanks

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  • jQuery selector - style values

    - by kender
    I got a series of divs like this: <div class="message" style="padding-left: 0px;">...</div> <div class="message" style="padding-left: 20px;">...</div> <div class="message" style="padding-left: 20px;">...</div> <div class="message" style="padding-left: 40px;">...</div> <div class="message" style="padding-left: 20px;">...</div> And I would like to make a selector that would get me the divs with padding greater then 20px. Would it be possible with just using jquery? Or I should modify my html tree and add some attribute that would distinguish those elemenents with high padding value?

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  • How to keep a floating div centered on window resize (jQuery/CSS)

    - by Jimbo
    Is there a way (without binding to the window.resize event) to force a floating DIV to re-center itself when the browser window is resized? To help explain, I imagine the pseudocode would look something like: div.left = 50% - (div.width / 2) div.top = 50% - (div.height / 2) UPDATE My query having been answered below, I wanted to post the final outcome of my quest - a jQuery extension method allowing you to center any block element - hope it helps someone else too. jQuery.fn.center = function() { var container = $(window); var top = -this.height() / 2; var left = -this.width() / 2; return this.css('position', 'absolute').css({ 'margin-left': left + 'px', 'margin-top': top + 'px', 'left': '50%', 'top': '50%' }); } Usage: $('#mydiv').center();

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  • jQuery: How to determine which <li> tag was clicked?

    - by user337909
    I am creating a form with 5 lines of text, and each text I am allowing the user to select if they want the text to be centered, left, or right justified. I have a unnumbered list with list elements x5. <li><img src="images/justify_left.png" alt="left" /><span>Justify Left</span></li> <li><img src="images/justify_center.png" alt="center" /><span>Justify Left</span></li> <li><img src="images/justify_right.png" alt="right" /><span>Justify Left</span></li> Each of the 5 set of <li> items refers to its respective line. With jQuery, how would I go about determining which of the 15 <li> items did the user select so that I can correspond the proper justification as a post method?

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  • How to create animated sliding windows/tabs menu?

    - by Forte
    I have created navigation menu in YUI 2.8 as below : I have also animated tabs using CSS transitions. CSS transitions are not widely supported by browsers and my animations are not working in Opera, IE etc. Since i'm already using YUI 2.8 on that page, can somebody tell me how do i animate those tabs? When i click on any tab, it should expand in vertical dimension smoothly (animated). Below are the properties of tabs which are going to change when i select any tab (Below properties of tabs should be animated) : Paddings Margins Background-Color Borders Please note in above image : There is little space left on right side in case #1 when 1st tab is selected. In case #2 and case #3 there is space left on left as well as right side. In case #4, there is some space left on left side when last tab is selected.

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  • How can I change mouse keymapping

    - by zuberuber
    I have Razer DeathAdder(left handed edition) and A4Tech wireless mouse. My problem is I don't know how to change wireless mouse keymapping(swaping left/right click). Can somebody guide me how to do such thing? List of my devices: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Logitech Unifying Device. Wireless PID:4004 id=8 [slave pointer (2)] ? ? Razer Razer DeathAdder id=11 [slave pointer (2)] ? ? A4TECH USB Device id=12 [slave pointer (2)] ? ? A4TECH USB Device id=13 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? Logitech USB Keyboard id=9 [slave keyboard (3)] ? Logitech USB Keyboard id=10 [slave keyboard (3)] This is my Razer xinput: Device 'Razer Razer DeathAdder': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 5.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 5426, 22 Device Node (241): "/dev/input/event4" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0 And this is my wireless mouse xinput: Device 'A4TECH USB Device': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 1.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 2522, 1359 Device Node (241): "/dev/input/event16" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Horiz Wheel" (245), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0

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  • How do I fix my resolution after Directx install through Steam?

    - by Justin
    I'm a bit long-winded so see bottom for quick version and specs. Friendly Hello: Hello all on these askUbuntu pages, I just recently built my own computer and decided to switch to Ubuntu for the extra coolness. I've been learning a lot through all this, and mostly been trying to figure out issues on my own (read: Google searches). However, I couldn't seem to find others with this problem so I've come here for help. Detailed Recount: So I just used WINE and WINETRICKS to install Steam. All went well and it worked. Then I went to trying a game out. I remembered that Orcs Must Die! worked from http://www.steamgamesonlinux.com/ so I tried that out. After selecting to download it, that's when the problem occurred. The screen suddenly zoomed in!!! I think it's the resolution right? Half the screen is cut off and I can't see parts of the right side of windows. My theory is that this is due to Direct X being installed through Steam, as Steam automatically installed it as I chose to download the game. It didn't even ask me to install Direct X or not ): It all happened so fast. This all being said, the game works fine! It looks a little strange, as if the resolution was off, but it plays just fine. What I did so far: Restarted my computer. Didn't work -_- Researched Steam installing DirectX on Ubuntu then messing up resolution and couldn't really find anything. Researched uninstalling DirectX from Ubuntu but only found uninstalling DirectX after having been installed with Wine, not through Steam. Got mad and ate my feelings. Tried "xrandr -s 0" but it didn't do anything. Ran xrandr alone and terminal showed this: Screen 0: minimum 8 x 8, current 640 x 480, maximum 16384 x 16384 DVI-I-0 connected 640x480+0+0 (normal left inverted right x axis y axis) 0mm x 0mm 640x480 59.9*+ 320x240 120.1 DVI-I-1 disconnected (normal left inverted right x axis y axis) HDMI-0 disconnected (normal left inverted right x axis y axis) DP-0 disconnected (normal left inverted right x axis y axis) DVI-D-0 disconnected (normal left inverted right x axis y axis) DP-1 disconnected (normal left inverted right x axis y axis) About now I was mad so I played Odin's Sphere then took a nap. Back to it! I entered the following: xrandr --output DVI-I-0 --mode 1024x768 But I was met with this message: xrandr: cannot find mode 1024x768 I get the same messages for 800x600, 1400x1050, and seemingly any other combination of numbers. I then tried Going into System Settings then Displays, then playing around in there. My Resolution is set to 640x480 and there are no other options for me to choose from. Rotation has Normal, Clockwise, Counter Clockwise, and 180 Degrees. It's set to Normal and I haven't messed with that. Launcher Placement has Unknown and All Displays as its two options. It's set to Unknown, but moving it to All Displays doesn't seem to do anything. Finally, when I click Detect Displays, nothing seems to happen. Quick Version: Linux noob. Steam installed with Wine and Winetricks. Steam downloaded and installed game + DirectX. Resolution messed up now (I think; pretty sure), can't fix it, very annoying, no idea what's going on, halp! Specs: Ubuntu Version 12.04 Wine Version 1.4.1 Have not changed any settings in Wine Using Winetricks Graphics Card: http://www.gigabyte.com/products/pro...px?pid=4361#sp Drivers: Proprietary (Installing those were a LOT of fun) Also let it be known that I have a DVI to VGA cord running from my Graphics card to my monitor. If any more information is needed I am ready to report. Thank You: Thanks a lot for your help and all the work you do to support noob ubuntuers like me (:

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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