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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • C# - Disable Dynamic Keyword

    - by chief7
    Is there any way to disable the use of the "dynamic" keyword in .net 4? I thought the Code Analysis feature of VS2010 might have a rule to fail the build if the dynamic keyword is used but I couldn't fine one.

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  • How does 'lazy' work?

    - by Matt Fenwick
    What is the difference between these two functions? I see that lazy is intended to be lazy, but I don't understand how that is accomplished. -- | Identity function. id :: a -> a id x = x -- | The call '(lazy e)' means the same as 'e', but 'lazy' has a -- magical strictness property: it is lazy in its first argument, -- even though its semantics is strict. lazy :: a -> a lazy x = x -- Implementation note: its strictness and unfolding are over-ridden -- by the definition in MkId.lhs; in both cases to nothing at all. -- That way, 'lazy' does not get inlined, and the strictness analyser -- sees it as lazy. Then the worker/wrapper phase inlines it. -- Result: happiness Tracking down the note in MkId.lhs (hopefully this is the right note and version, sorry if it's not): Note [lazyId magic] ~~~~~~~~~~~~~~~~~~~ lazy :: forall a?. a? -> a? (i.e. works for unboxed types too) Used to lazify pseq: pseq a b = a `seq` lazy b Also, no strictness: by being a built-in Id, all the info about lazyId comes from here, not from GHC.Base.hi. This is important, because the strictness analyser will spot it as strict! Also no unfolding in lazyId: it gets "inlined" by a HACK in CorePrep. It's very important to do this inlining after unfoldings are exposed in the interface file. Otherwise, the unfolding for (say) pseq in the interface file will not mention 'lazy', so if we inline 'pseq' we'll totally miss the very thing that 'lazy' was there for in the first place. See Trac #3259 for a real world example. lazyId is defined in GHC.Base, so we don't have to inline it. If it appears un-applied, we'll end up just calling it. I don't understand that because it refers to lazyId instead of lazy. How does lazy work?

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  • Cannot format first column in WxPython's ListCtrl

    - by Matt Clarke
    If I set the format of the first column in a ListCtrl to align centre (or align right) nothing happens. It works for the other columns. This only happens on Windows - I have tested it on Linux and it works fine. Does anyone know if there is a work-round or other solution? Here is an example based on code found at http://zetcode.com/wxpython/ import wx import sys packages = [('jessica alba', 'pomona', '1981'), ('sigourney weaver', 'new york', '1949'), ('angelina jolie', 'los angeles', '1975'), ('natalie portman', 'jerusalem', '1981'), ('rachel weiss', 'london', '1971'), ('scarlett johansson', 'new york', '1984' )] class Actresses(wx.Frame): def __init__(self, parent, id, title): wx.Frame.__init__(self, parent, id, title, size=(380, 230)) hbox = wx.BoxSizer(wx.HORIZONTAL) panel = wx.Panel(self, -1) self.list = wx.ListCtrl(panel, -1, style=wx.LC_REPORT) self.list.InsertColumn(0, 'name', wx.LIST_FORMAT_CENTRE,width=140) self.list.InsertColumn(1, 'place', wx.LIST_FORMAT_CENTRE,width=130) self.list.InsertColumn(2, 'year', wx.LIST_FORMAT_CENTRE, 90) for i in packages: index = self.list.InsertStringItem(sys.maxint, i[0]) self.list.SetStringItem(index, 1, i[1]) self.list.SetStringItem(index, 2, i[2]) hbox.Add(self.list, 1, wx.EXPAND) panel.SetSizer(hbox) self.Centre() self.Show(True) app = wx.App() Actresses(None, -1, 'actresses') app.MainLoop()

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  • Rebuilding lazily-built attribute when an underlying attribute changes in Moose

    - by friedo
    I've got a Moose class with a lazy_build attribute. The value of that attribute is a function of another (non-lazy) attribute. Suppose somebody instantiates the class with a value of 42 for the required attribute. Then they request the lazy attribute, which is calculated as a function of 42. Then, they have the nerve to change the first attribute! The lazy one has already been built, so the builder will not get called again, and the lazy attribute is now out-of-date. I have a solution now where I maintain a "dirty" flag on the required attribute, and an accessor on the lazy one checks the dirty flag and rebuilds it if needed. However, this seems like a lot of work. Is there a way to handle this within Moose, e.g. using traits?

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  • Create a Python User() class that both creates new users and modifies existing users

    - by ensnare
    I'm trying to figure out the best way to create a class that can modify and create new users all in one. This is what I'm thinking: class User(object): def __init__(self,user_id): if user_id == -1 self.new_user = True else: self.new_user = False #fetch all records from db about user_id self._populateUser() def commit(self): if self.new_user: #Do INSERTs else: #Do UPDATEs def delete(self): if self.new_user == False: return False #Delete user code here def _populate(self): #Query self.user_id from database and #set all instance variables, e.g. #self.name = row['name'] def getFullName(self): return self.name #Create a new user >>u = User() >>u.name = 'Jason Martinez' >>u.password = 'linebreak' >>u.commit() >>print u.getFullName() >>Jason Martinez #Update existing user >>u = User(43) >>u.name = 'New Name Here' >>u.commit() >>print u.getFullName() >>New Name Here Is this a logical and clean way to do this? Is there a better way? Thanks.

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  • How to create static method that evaluates local static variable once?

    - by Viet
    I have a class with static method which has a local static variable. I want that variable to be computed/evaluated once (the 1st time I call the function) and for any subsequent invocation, it is not evaluated anymore. How to do that? Here's my class: template< typename T1 = int, unsigned N1 = 1, typename T2 = int, unsigned N2 = 0, typename T3 = int, unsigned N3 = 0, typename T4 = int, unsigned N4 = 0, typename T5 = int, unsigned N5 = 0, typename T6 = int, unsigned N6 = 0, typename T7 = int, unsigned N7 = 0, typename T8 = int, unsigned N8 = 0, typename T9 = int, unsigned N9 = 0, typename T10 = int, unsigned N10 = 0, typename T11 = int, unsigned N11 = 0, typename T12 = int, unsigned N12 = 0, typename T13 = int, unsigned N13 = 0, typename T14 = int, unsigned N14 = 0, typename T15 = int, unsigned N15 = 0, typename T16 = int, unsigned N16 = 0> struct GroupAlloc { static const uint32_t sizeClass; static uint32_t getSize() { static uint32_t totalSize = 0; totalSize += sizeof(T1)*N1; totalSize += sizeof(T2)*N2; totalSize += sizeof(T3)*N3; totalSize += sizeof(T4)*N4; totalSize += sizeof(T5)*N5; totalSize += sizeof(T6)*N6; totalSize += sizeof(T7)*N7; totalSize += sizeof(T8)*N8; totalSize += sizeof(T9)*N9; totalSize += sizeof(T10)*N10; totalSize += sizeof(T11)*N11; totalSize += sizeof(T12)*N12; totalSize += sizeof(T13)*N13; totalSize += sizeof(T14)*N14; totalSize += sizeof(T15)*N15; totalSize += sizeof(T16)*N16; totalSize = 8*((totalSize + 7)/8); return totalSize; } };

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  • SQLiteException and SQLite error near "(": syntax error with Subsonic ActiveRecord

    - by nvuono
    I ran into an interesting error with the following LiNQ query using LiNQPad and when using Subsonic 3.0.x w/ActiveRecord within my project and wanted to share the error and resolution for anyone else who runs into it. The linq statement below is meant to group entries in the tblSystemsValues collection into their appropriate system and then extract the system with the highest ID. from ksf in KeySafetyFunction where ksf.Unit == 2 && ksf.Condition_ID == 1 join sys in tblSystems on ksf.ID equals sys.KeySafetyFunction join xval in (from t in tblSystemsValues group t by t.tblSystems_ID into groupedT select new { sysId = groupedT.Key, MaxID = groupedT.Max(g=>g.ID), MaxText = groupedT.First(gt2 => gt2.ID == groupedT.Max(g=>g.ID)).TextValue, MaxChecked = groupedT.First(gt2 => gt2.ID == groupedT.Max(g=>g.ID)).Checked }) on sys.ID equals xval.sysId select new {KSFDesc=ksf.Description, sys.Description, xval.MaxText, xval.MaxChecked} On its own, the subquery for grouping into groupedT works perfectly and the query to match up KeySafetyFunctions with their System in tblSystems also works perfectly on its own. However, when trying to run the completed query in linqpad or within my project I kept running into a SQLiteException SQLite Error Near "(" First I tried splitting the queries up within my project because I knew that I could just run a foreach loop over the results if necessary. However, I continued to receive the same exception! I eventually separated the query into three separate parts before I realized that it was the lazy execution of the queries that was killing me. It then became clear that adding the .ToList() specifier after the myProtectedSystem query below was the key to avoiding the lazy execution after combining and optimizing the query and being able to get my results despite the problems I encountered with the SQLite driver. // determine the max Text/Checked values for each system in tblSystemsValue var myProtectedValue = from t in tblSystemsValue.All() group t by t.tblSystems_ID into groupedT select new { sysId = groupedT.Key, MaxID = groupedT.Max(g => g.ID), MaxText = groupedT.First(gt2 => gt2.ID ==groupedT.Max(g => g.ID)).TextValue, MaxChecked = groupedT.First(gt2 => gt2.ID ==groupedT.Max(g => g.ID)).Checked}; // get the system description information and filter by Unit/Condition ID var myProtectedSystem = (from ksf in KeySafetyFunction.All() where ksf.Unit == 2 && ksf.Condition_ID == 1 join sys in tblSystem.All() on ksf.ID equals sys.KeySafetyFunction select new {KSFDesc = ksf.Description, sys.Description, sys.ID}).ToList(); // finally join everything together AFTER forcing execution with .ToList() var joined = from protectedSys in myProtectedSystem join protectedVal in myProtectedValue on protectedSys.ID equals protectedVal.sysId select new {protectedSys.KSFDesc, protectedSys.Description, protectedVal.MaxChecked, protectedVal.MaxText}; // print the gratifying debug results foreach(var protectedItem in joined) { System.Diagnostics.Debug.WriteLine(protectedItem.Description + ", " + protectedItem.KSFDesc + ", " + protectedItem.MaxText + ", " + protectedItem.MaxChecked); }

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  • Iterator blocks in Clojure?

    - by Checkers
    I am using clojure.contrib.sql to fetch some records from an SQLite database. (defn read-all-foo [] (with-connection *db* (with-query-results res ["select * from foo"] (into [] res)))) Now, I don't really want to realize the whole sequence before returning from the function (i.e. I want to keep it lazy), but if I return res directly or wrap it some kind of lazy wrapper (for example I want to make a certain map transformation on result sequence), SQL-related bindings will be reset and connection will be closed after I return, so realizing the sequence will throw an exception. How can I enclose the whole function in a closure and return a kind of iterator block (like yield in C# or Python)? Or is there another way to return a lazy sequence from this function?

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  • Does isEmpty method in Stream evaluate the whole Stream?

    - by abhin4v
    In Scala, does calling isEmtpy method on an instance of Stream class cause the stream to be evaluated completely? My code is like this: import Stream.cons private val odds: Stream[Int] = cons(3, odds.map(_ + 2)) private val primes: Stream[Int] = cons(2, odds filter isPrime) private def isPrime(n: Int): Boolean = n match { case 1 => false case 2 => true case 3 => true case 5 => true case 7 => true case x if n % 3 == 0 => false case x if n % 5 == 0 => false case x if n % 7 == 0 => false case x if (x + 1) % 6 == 0 || (x - 1) % 6 == 0 => true case x => primeDivisors(x) isEmpty } import Math.{sqrt, ceil} private def primeDivisors(n: Int) = primes takeWhile { _ <= ceil(sqrt(n))} filter {n % _ == 0 } So, does the call to isEmpty on the line case x => primeDivisors(x) isEmpty cause all the prime divisors to be evaluated or only the first one?

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  • IMB_ibImageFromMemory: unknown fileformat?

    - by Antoni4040
    Here's my add-on: import bpy import os import sys import subprocess import threading class ExportToGIMP(bpy.types.Operator): bl_idname = "uv.exporttogimp" bl_label = "Export to GIMP" def execute(self, context): self.filepath = os.path.join(os.path.dirname(bpy.data.filepath), "Layout") bpy.ops.uv.export_layout(filepath=self.filepath, check_existing=True, export_all=False, modified=False, mode='PNG', size=(1024, 1024), opacity=0.25, tessellated=False) self.files = os.path.dirname(bpy.data.filepath) cmd = " (python-fu-bgsync RUN-NONINTERACTIVE)" subprocess.Popen(['gimp', '-b', cmd]) self.update() return {'FINISHED'}; def update(self): self.thread = threading.Timer(3.0, self.update).start() self.filepath2 = "/home/antoni4040/????afa/Layout1.png" bpy.ops.image.open(filepath=self.filepath2, filter_blender=False, filter_image=True, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filemode=9, relative_path=False) tex = bpy.data.textures.new(name = self.filepath2, type = "IMAGE") def exporttogimp_menu(self, context): self.layout.operator(ExportToGIMP.bl_idname, text="Export To GIMP") bpy.utils.register_class(ExportToGIMP) bpy.types.IMAGE_MT_uvs.append(exporttogimp_menu) But I can't load an image, because I get this: Reached EOF while decoding PNG IMB_ibImageFromMemory: unknown fileformat (/home/antoni4040/????afa/Layout1.png) What is that?

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  • Will JavaScript evaluate a property's value if it's not part of an assignment statement?

    - by Bungle
    I've come across a fairly obscure problem having to do with measuring a document's height before the styling has been applied by the browser. More information here: http://sonspring.com/journal/jquery-iframe-sizing http://ajaxian.com/archives/safari-3-onload-firing-and-bad-timing In Dave Hyatt's comment from June 27, he advises simply checking the document.body.offsetLeft property to force Safari to do a reflow. Can I simply use the following statement: document.body.offsetLeft; or do I need to assign it to a variable, e.g.: var force_layout = document.body.offsetLeft; in order for browsers to calculate that value? I think this comes down to a more fundamental question - that is, without being part of an assignment statement, will JavaScript still evaluate a property's value? Does this depend on whether a particular browser's JavaScript engine optimizes the code?

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  • How do you do dynamic script evaluation in C#?

    - by Deane
    What is the state of dynamic code evaluation in C#? For a very advanced feature of an app I'm working on, I'd like the users to be able to enter a line of C# code that should evaluate to a boolean. Something like: DateTime.Now.Hours > 12 && DateTime.Now.Hours < 14 I want to dynamically eval this string and capture the result as a boolean. I tried Microsoft.JScript.Eval.JScriptEvaluate, and this worked, but it's technically deprecated and it only works with Javascript (not ideal, but workable). Additionally, I'd like to be able to push objects into the script engine so that they can be used in the evaluation. Some resources I find mentioned dynamically compiling assemblies, but this is more overhead than I think I want to deal with. So, what is the state of dynamic script evaluation in C#? Is it possible, or am I out of luck?

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  • How does a Java Arraylist contains() method evalute objects?

    - by mvid
    Say i create one object and add it to my ArrayList. If I then create another object with exactly the same constructor input, will the contain() method evaluate the two objects to be the same? Assume the constructor doesn't do anything funny with the input, and the variables stored in both objects are identical. ArrayList<Thing> basket = new ArrayList<Thing>(); Thing thing = new Thing(100); basket.add(thing); Thing another = new Thing(100); basket.contains(another); // true or false?

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  • Whats the point of lazy-seq in clojure?

    - by dbyrne
    I am looking through some example Fibonacci sequence clojure code: (def fibs (lazy-cat [1 2] (map + fibs (rest fibs)))) I generally understand what is going on, but don't quite understand the point of lazy-cat. I know that lazy-cat is a macro that is translating to something like this: (def fibs (concat (lazy-seq [1 2]) (lazy-seq (map + fibs (rest fibs))))) What exactly is lazy-seq accomplishing? It would still be evaluated lazily even without lazy-seq? Is this strictly for caching purposes?

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  • Piwik Web Analytics - Anyone with experience of it?

    - by Phil.Wheeler
    I'm considering trying to get more granular analytics for my sites than the free plan on my current provider, Clicky, provides. Piwik looks like a strong contender in the analytics space (and I'm surprised I haven't heard about it before) but I want to be sure I'm not throwing the baby out with the bathwater by swapping to it. Does anyone have any experience with this software and - in particular - are there any people out there who've tried customising the code or developing their own plugin?

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  • Python Decorators and inheritance

    - by wheaties
    Help a guy out. Can't seem to get a decorator to work with inheritance. Broke it down to the simplest little example in my scratch workspace. Still can't seem to get it working. class bar(object): def __init__(self): self.val = 4 def setVal(self,x): self.val = x def decor(self, func): def increment(self, x): return func( self, x ) + self.val return increment class foo(bar): def __init__(self): bar.__init__(self) @decor def add(self, x): return x Oops, name "decor" is not defined. Okay, how about @bar.decor? TypeError: unbound method "decor" must be called with a bar instance as first argument (got function instance instead) Ok, how about @self.decor? Name "self" is not defined. Ok, how about @foo.decor?! Name "foo" is not defined. AaaaAAaAaaaarrrrgggg... What am I doing wrong?

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  • Changing text depending on rounded total from database

    - by NeonBlue Bliss
    On a website I have a number of small PHP scripts to automate changes to the text of the site, depending on a figure that's calculated from a MySQL database. The site is for a fundraising group, and the text in question on the home page gives the total amount raised. The amount raised is pulled from the database and rounded to the nearest thousand. This is the PHP I use to round the figure and find the last three digits of the total: $query4 = mysql_query("SELECT SUM(amountraised) AS full_total FROM fundraisingtotal;"); $result4 = mysql_fetch_array($query4); $fulltotal = $result4["full_total"]; $num = $fulltotal + 30000; $ftotalr = round($num,-3); $roundnum = round($num); $string = $roundnum; $length = strlen($string); $characters = 3; $start = $length - $characters; $string = substr($string , $start ,$characters); $figure = $string; (£30,000 is the amount that had been raised by the previous fundraising team from when the project first started, which is why I've added 30000 to $fulltotal for the $num variable) Currently the text reads: the bookstall and other fundraising events have raised more than &pound;<? echo number_format($ftotalr); ?> I've just realised though that because the PHP is rounding to the nearest thousand, if the total's for example £39,200 and it's rounded to £40,000, to say it's more than £40,000 is incorrect, and in that case I'd need it to say 'almost £40,000' or something similar. I obviously need to replace the 'more than' with a variable. Obviously I need to test whether the last three digits of the total are nearer to 0 or 1000, so that if the total was for example £39,2000, the text would read 'just over', if it was between £39,250 and £39,400 something like 'over', between £39,400 and £39,700 something like 'well over', and between £39,700 and £39,999, 'almost.' I've managed to get the last three digits of the total as a variable, and I think I need some sort of an if/else/elseif code block (not sure if that would be the right approach, or whether to use case/break), and obviously I'm going to have to check whether the figure meets each of the criteria, but I can't figure out how to do that. Could anyone suggest what would be the best way to do this please?

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  • Truly declarative language?

    - by gjvdkamp
    Hi all, Does anyone know of a truly declarative language? The behaviour I'm looking for is kind of what Excel does, where I can define variables and formulas, and have the formula's result change when the input changes (without having set the answer again myself) The behaviour I'm looking for is best shown with this pseudo code: X = 10 // define and assign two variables Y = 20; Z = X + Y // declare a formula that uses these two variables X = 50 // change one of the input variables ?Z // asking for Z should now give 70 (50 + 20) I've tried this in a lot of languages like F#, python, matlab etc, but every time i try this they come up with 30 instead of 70. Wich is correct from an imperative point of view, but i'm looking for a more declerative behaviour if you know what i mean. And this is just a very simple calculation. When things get more difficult it should handle stuff like recursion and memoization automagically. The code below would obviously work in C# but it's just so much code for the job, i'm looking for something a bit more to the point without all that 'technical noise' class BlaBla{ public int X {get;set;} // this used to be even worse before 3.0 public int Y {get;set;} public int Z {get{return X + Y;}} } static void main(){ BlaBla bla = new BlaBla(); bla.X = 10; bla.Y = 20; // can't define anything here bla.X = 50; // bit pointless here but I'll do it anyway. Console.Writeline(bla.Z);// 70, hurray! } This just seems like so much code, curly braces and semicolons that add nothing. Is there a language/ application (apart from Exel) that does this? Maybe I'm no doing it right in the mentioned langauges, or I've completely missed an app that does just this. I prototyped a language/ application that does this (along with some other stuff) and am thinking of productizing it. I just can't believe it's not there yet. Don't want to waste my time. Thanks in advance, Gert-Jan

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  • Any merit to a lazy-ish juxt function?

    - by NielsK
    In answering a question about a function that maps over multiple functions with the same arguments (A: juxt), I came up with a function that basically took the same form as juxt, but used map: (defn could-be-lazy-juxt [& funs] (fn [& args] (map #(apply %1 %2) funs (repeat args)))) => ((juxt inc dec str) 1) [2 0 "1"] => ((could-be-lazy-juxt inc dec str) 1) (2 0 "1") => ((juxt * / -) 6 2) [12 3 4] => ((could-be-lazy-juxt * / -) 6 2) (12 3 4) As posted in the original question, I have little clue about the laziness or performance of it, but timing in the REPL does suggest something lazy-ish is going on. => (time (apply (juxt + -) (range 1 100))) "Elapsed time: 0.097198 msecs" [4950 -4948] => (time (apply (could-be-lazy-juxt + -) (range 1 100))) "Elapsed time: 0.074558 msecs" (4950 -4948) => (time (apply (juxt + -) (range 10000000))) "Elapsed time: 1019.317913 msecs" [49999995000000 -49999995000000] => (time (apply (could-be-lazy-juxt + -) (range 10000000))) "Elapsed time: 0.070332 msecs" (49999995000000 -49999995000000) I'm sure this function is not really that quick (the print of the outcome 'feels' about as long in both). Doing a 'take x' on the function only limits the amount of functions evaluated, which probably is limited in it's applicability, and limiting the other parameters by 'take' should be just as lazy in normal juxt. Is this juxt really lazy ? Would a lazy juxt bring anything useful to the table, for instance as a compositing step between other lazy functions ? What are the performance (mem / cpu / object count / compilation) implications ? Is that why the Clojure juxt implementation is done with a reduce and returns a vector ? Edit: Somehow things can always be done simpler in Clojure. (defn could-be-lazy-juxt [& funs] (fn [& args] (map #(apply % args) funs)))

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