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  • Calling function with 1 paremeter @ selector.

    - by Mr. McPepperNuts
    I want to call this guy -(void)addFavorite:(NSString *)favoriteToAdd at, @selector here action:@selector([addFavorite favoriteToAdd:@"string"])]; But I keep getting syntax error no matter which way I write it. Can someone point out the appropriate way to call this function? When it had no parameter and was "addFavorite," it worked fine.

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  • CakePHP Webroot .htaccess

    - by Mr A
    Normally one would have a webroot that looks like this: /www/ | +--index.php | +-- js/ | | | +-- xyz.js | +-- css/ | | | +--xyz.css | +---etc..... With my setup, it is going to be most beneficial for me to move everything into a common subfolder, leaving the index.php of the Cake app in the root. I.e: /www/ | +--index.php | | +-- resources | +-- js/ | | | +-- xyz.js | +-- css/ | | | +--xyz.css | +---etc..... What is my .htaccess going to look like? Thanks!

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  • Why (and when to) use stored procedures?

    - by mr.b
    What would be appropriate scenario when stored procedures should be used? I stumbled upon implementation where almost whole data manipulation was handled by store procedures, even simplest form of INSERT/DELETE statements were wrapped and used via SP's. So, what's the rationale for using stored procedures in general? Sorry for such a beginners question..

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  • Can I set ignore_dup_key on for a primary key?

    - by Mr. Flibble
    I have a two-column primary key on a table. I have attempted to alter it to set the ignore_dup_key to on with this command: ALTER INDEX PK_mypk on MyTable SET (IGNORE_DUP_KEY = ON); But I get this error: Cannot use index option ignore_dup_key to alter index 'PK_mypk' as it enforces a primary or unique constraint. How else should I set IGNORE_DUP_KEY to on?

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  • How can I keep the the logic to translate a ViewModel's values to a Where clause to apply to a linq query out of My Controller?

    - by Mr. Manager
    This same problem keeps cropping up. I have a viewModel that doesn't have any persistent backing. It is just a ViewModel to generate a search input form. I want to build a large where clause from the values the user entered. If the Action Accepts as a parameter SearchViewModel How do I do this without passing my viewModel to my service layer? Service shouldn't know about ViewModels right? Oh and if I serialize it, then it would be a big string and the key/values would be strongly typed. SearchViewModel this is just a snippet. [Display(Name="Address")] public string AddressKeywords { get; set; } /// <summary> /// Gets or sets the census. /// </summary> public string Census { get; set; } /// <summary> /// Gets or sets the lot block sub. /// </summary> public string LotBlockSub { get; set; } /// <summary> /// Gets or sets the owner keywords. /// </summary> [Display(Name="Owner")] public string OwnerKeywords { get; set; } In my controller action I was thinking of something like this. but I would think all this logic doesn't belong in my Controller. ActionResult GetSearchResults(SearchViewModel model){ var query = service.GetAllParcels(); if(model.Census != null){ query = query.Where(x=>x.Census == model.Census); } if (model.OwnerKeywords != null){ query = query.Where(x=>x.Owners == model.OwnerKeywords); } return View(query.ToList()); }

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  • How to proxy calls to the instance of an object

    - by mr.b
    Edit: Changed question title from "Does C# allow method overloading, PHP style (__call)?" - figured out it doesn't have much to do with actual question. Also edited question text. What I want to accomplish is to proxy calls to a an instance of an object methods, so I could log calls to any of its methods. Right now, I have code similar to this: class ProxyClass { static logger; public AnotherClass inner { get; private set; } public ProxyClass() { inner = new AnotherClass(); } } class AnotherClass { public void A() {} public void B() {} public void C() {} // ... } // meanwhile, in happyCodeLandia... ProxyClass pc = new ProxyClass(); pc.inner.A(); // need to write log message like "method A called" pc.inner.B(); // need to write log message like "method B called" // ... So, how can I proxy calls to an object instance in extensible way? Method overloading would be most obvious solution (if it was supported in PHP way). By extensible, meaning that I don't have to modify ProxyClass whenever AnotherClass changes. In my case, AnotherClass can have any number of methods, so it wouldn't be appropriate to overload or wrap all methods to add logging. I am aware that this might not be the best approach for this kind of problem, so if anyone has idea what approach to use, shoot. Thanks!

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  • What is the term(s) used to describe programming language syntax?

    - by Mr Roys
    Is there an exact/correct term to describe this difference between the syntax/constructs of programming langauges e.g VB6 with its (if ... else ... endif) and C# with its curly braces for conditional statements. I'm using VB6 syntax and C# as examples since I'm more familiar with their syntax. For example, Visual Basic 6's syntax uses a more verbose, natural language like structure. If (id = 0) Then id = MyObject.Add(Me) Else Call MyObject.Update(Me) End If while C# has more concise syntax like: if (id == 0) { id = MyObject.Add(this); } else { MyObject.Update(this); } Conciseness? Natural languageness? Or is there a more "scientific" word for describing syntax?

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  • Set PdfPTable columns width iText

    - by Mr CooL
    I've a PdfPTable created in my Java program, Is there any way to actually set the width of specific column for the PdfPTable????? For instance, First column to be 5% width, second column to be 20% and etc. Urgent help please if anyone knows the way. Thanks in advance.

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  • Delete my application programmatically (Android)

    - by Vaghela M.R - Android Devloper
    I want to uninstall my application on button click. For this I am using following code. Uri packageURI = Uri.parse("package:"+packageName); Intent uninstallIntent = new Intent(Intent.ACTION_DELETE, packageURI); startActivity(uninstallIntent); It gives me result, but I want to delete directly without click on "Ok" button of dialog with message "This application will be Uninstalled". I just want uninstalling application directly.

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  • How to I preload images where it actually forces the images to load before continuing (html/javascri

    - by Mr. Flibble
    I want to preload images but ensure they are loaded before continuing. How can I do this? The following does not work as it sends off the load request only, but doesn't wait till the image is loaded. So it is possible that the image isn't loaded when requested soon after. jQuery.preloadImages = function () { for (var i = 0; i < arguments.length; i++) { jQuery("<img>").attr("src", arguments[i]); } } $.preloadImages("img1.jpg","img2.jpg");

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  • SQL 2008 table locked - can't work out why

    - by Mr. Flibble
    I have two databases on one SQL 2008 server. Database 1 seems to be causing a lock on a table on database 2. There no queries are running on database 1 that should affect database 2. Is this normal behaviour? When I view the running queries with this command SELECT sqltext.TEXT, req.session_id, req.status, req.command, req.cpu_time, req.total_elapsed_time/1000 [seconds] FROM sys.dm_exec_requests req CROSS APPLY sys.dm_exec_sql_text(sql_handle) AS sqltext it tells me as much, and says that the command on database 2 is suspended. I'm at a bit of a loss. What sort of things should I look at to work out why the table in database 2 is locked?

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  • [C#] Creating standalone, console (shell) for domain-specific operations

    - by mr.b
    Say that I have a system service, and I want to offer a low-level maintenance access to it. For that purpose, I'd like to create a standalone, console application that somehow connects to server process and lets user type in commands, allow it to use auto-completion and auto-suggestion on single/double TAB press (just like linux bash shell, mysql cli, cmd.exe, and countless others), allow command line editing capabilities (history, cursor keys to move around text..), etc. Now, it's not that much of a problem to create something like that by rolling my own from scratch, handling user input, scanning pressed keys, and doing correct actions. But, why reinvent the wheel? Is there some library/framework that helps with this kind of problems, just like readline library that offers improved command-line editing capabilities under linux? Of course, this new "shell" would respond only to valid, domain-specific commands, and would suggest valid arguments, options, switches... Any ideas? Thanks!

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  • How can I call an executable to run on a separate machine within a program on my own machine (win xp

    - by Mr. H.
    My objective is to write a program which will call another executable on a separate computer(all with win xp) with parameters determined at run-time, then repeat for several more computers, and then collect the results. In short, I'm working on a grid-computing project. The algorithm itself being used is already coded in FORTRAN, but we are looking for an efficient way to run it on many computers at once. I suppose one way to accomplish this would be to upload a script to each computer and then run said script on each computer, all automatically and dependent on my own parameters. But how can I write a program which will write to, upload, and run a script on a separate computer? I had considered GridGain, but the algorithm is already coded and in a different language, so that is ruled out. My current guess at accomplishing this task is using Expect (wiki/Expect), but I have no knowledge of the tool. Any advice appreciated.

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  • Objective-c: Comparing two strings not working correctly.

    - by Mr. McPepperNuts
    - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { id <NSFetchedResultsSectionInfo> sectionInfo = [[self.fetchedResultsController sections] objectAtIndex:section]; if(tempArray != nil){ for (int i = 0; i < [tempArray count]; i++) { if([[sectionInfo indexTitle] isEqualToString:[tempArray objectAtIndex:i]]) // if([sectionInfo indexTitle] == [tempArray objectAtIndex:i]) { NSLog(@"found"); break; } else { NSLog(@"Not found %@", [sectionInfo indexTitle]); [tempArray addObject:[sectionInfo indexTitle]]; NSLog(@"array %@", tempArray); return [tempArray objectAtIndex:i]; } } } } The comparison of the strings in the if statement never resolves to true. The sample data has two instances of duplicates for testing purposes. The commented line is an alternate, although I believe incorrect, attempt to compare the section with the string in the tempArray. What am I doing incorrectly? Also, all data is in capital letters, so the comparison is not a matter of lower to upper case.

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  • Game Server Language Selection

    - by mr.LiKaShing
    I am planning to make a online-multiplayer game with my friends. The game is a browser card game (so, players act in turns) and players could host rooms in a lobby. Flex + actionscript will be used to write for the client side. We are discussing what should be used for the server side. I suggested C#/Java and my friend suggested PHP. I kw there are couple of questions asking for what language to use but I think it should depend on specific conditions. Is there any suggestion for us? Thanks.

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  • jQuery.getJSON: how to avoid requesting the json-file on every refresh? (caching)

    - by Mr. Bombastic
    in this example you can see a generated HTML-list. On every refresh the script requests the data-file (ajax/test.json) and builds the list again. The generated file "ajax/test.json" is cached statically. But how can I avoid requesting this file on every refresh? // source: jquery.com $.getJSON('ajax/test.json', function(data) { var items = []; $.each(data, function(key, val) { items.push('<li id="' + key + '">' + val + '</li>'); }); $('<ul/>', { 'class': 'my-new-list', html: items. }).appendTo('body'); }); This doesn't work: list_data = $.cookie("list_data"); if (list_data == undefined || list_data == "") { $.getJSON('ajax/test.json', function(data) { list_data = data; }); } var items = []; $.each(data, function(key, val) { items.push('<li id="' + key + '">' + val + '</li>'); }); $('<ul/>', { 'class': 'my-new-list', html: items. }).appendTo('body'); Thanks in advance!

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  • Java: Is it possible to have a generic class that only takes types that can be compared?

    - by mr popo
    I wanted to do something along the lines of: public class MyClass<T implements Comparable> { .... } But I can't, since, apparently, generics only accept restrictions with subclasses, and not interfaces. It's important that I'm able to compare the types inside the class, so how should I go about doing this? Ideally I'd be able to keep the type safety of Generics and not have to convert the T's to Object as well, or just not write a lot of code overall. In other words, the simplest the better.

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  • Should I use multiple threads in this situation? [Ruby]

    - by mr popo
    I'm opening multiple files and processing them, one line at a time. The files contain tokens separating the data, such that sometimes the processing of one file may have to wait for others to catch up to that same token. I was doing this initially with only one thread and an array indicating with true/false if the file should be read in the current iteration or if it should wait for some of the others to catch up. Would using threads make this simpler? More efficient? Does Ruby have a mechanism for this?

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • How to handle recurring dates (dates only) in .NET?

    - by Wayne M
    I am trying to figure out a good way to handle recurring events in .NET, specifically for an ASP.NET MVC application. The idea is that a user can create an event and specify that the event can occur repeatedly after a specific interval (e.g. "every two weeks", "once a month" and so on). What would be the best way to tackle this? My brainstorming right now is to have two tables: Job and RecurringJob. Job is the "master" record and has the description of the job as well a key to what customer it's for, while RecurringJob links back to Job and has additional info on what the occurrence frequency is (e.g. 1 for "once a month") as well as the timespan (e.g. "Weekly", "Monthly"). The issue is how to determine and set the next occurrence of the job since this will have to be something that's done regularly. I've seen two trains of thought with this: This logic should either be stored in a database column and periodically updated, or calculated on the fly in the code. Any thoughts or suggestions on tackling this? Edit: this is for a subscription based web app I'm creating to let service businesses schedule their common recurring jobs easily and track their customers. So a typical use might be to create a "Cut lawn" job for Mr Smith that occurs every month The exact date isn't important - it's the ability for the customer to see that Mr Smith gets his lawn cut every month and followup with him about it. Let me rephrase the above to better convey my idea. A sample use case for the application might be as follows: User pulls up the customer record for John Smith and clicks the Add Job link. The user fills out the form to create a job with a name of "Cut lawn", a start date of 11/15/2009, and selects a checkbox indicating that this job continually occurs. The user is presented with a secondary screen asking for the job frequency. The user indicates (haven't decided how at this point - let's assume select lists) that the job occurs once a month. User clicks save. Now, when the user views the record for John Smith, they can see that he has a job, "Cut lawn", that occurs every month starting from 11/15/2009. On the main dashboard when it's one week prior to the assumed start date, the user sees the job displayed with an indicator such as "12/15/2009 - Cut lawn (John Smith)". A week before the due date someone from the company calls him up to schedule and he says he's going to be out of town until 1/1/2010, so he wants his appointment rescheduled for that date. Our user can change the date for the job to be 1/1/2010, and now the recurrence will start one month from that date (e.g. next time will be 2/1/2010). The idea behind this is that the app is targeting businesses like lawn care, plumbers, carpet cleaners and the like where the exact date isn't as important (because it can and will change as people are busy), the key thing is to give the business an indicator that Mr. Smith's monthly service is coming up, and someone should give him a call to determine when exactly it can be scheduled for. In effect give these businesses a way to track repeat business and know when it's time to followup with a customer.

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