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  • Python with Wiimote using pywiiuse module

    - by Anon
    After seeing the abilities and hackibility of wiimotes I really want to use it in my 'Intro to programming' final. Everyone must make a python program and present it to the class. I want to make a game with pygame incorporating a wiimote. I found pywiiuse which is a very basic wrapper for the wiiuse library using c types. I can NOT get anything beyond LEDs and vibrating to work. Buttons, IR, motion sensing, nothing. I've tried different versions of wiiuse, pywiiuse, even python. I can't even get the examples that came with it to run. Here's the code I made as a simple test. I copied some of the example C++ code. from pywiiuse import * from time import sleep #Init wiimotes = wiiuse_init() #Find and start the wiimote found = wiiuse_find(wiimotes,1,5) #Make the variable wiimote to the first wiimote init() found wiimote = wiimotes.contents #Set Leds wiiuse_set_leds(wiimote,WIIMOTE_LED_1) #Rumble for 1 second wiiuse_rumble(wiimote,1) sleep(1) wiiuse_rumble(wiimote,0) #Turn motion sensing on(supposedly) wiiuse_motion_sensing(wiimote,1) while 1: #Poll the wiimotes to get the status like pitch or roll if(wiiuse_poll(wiimote,1)): print 'EVENT' And here's the output when I run it. wiiuse version 0.9 wiiuse api version 8 [INFO] Found wiimote [assigned wiimote id 1]. EVENT EVENT Traceback (most recent call last): File "C:\Documents and Settings\Nick\Desktop\wiimotetext.py", line 26, in <mod ule> if(wiiuse_poll(wiimote,1)): WindowsError: exception: access violation reading 0x00000004 It seems each time I run it, it prints out EVENT 2-5 times until the trace back. I have no clue what to do at this point, I've been trying for the past two days to get it working. Thanks!

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  • Can't create an OgreBullet Trimesh

    - by Nathan Baggs
    I'm using Ogre and Bullet for a project and I currently have a first person camera set up with a Capsule Collision Shape. I've created a model of a cave (which will serve as the main part of the level) and imported it into my game. I'm now trying to create an OgreBulletCollisions::TriangleMeshCollisionShape of the cave. The code I've got so far is this but it isn't working. It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh. Entity *cave = mSceneMgr->createEntity("Cave", "pCube1.mesh"); SceneNode *caveNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); caveNode->setPosition(0, 10, 250); caveNode->setScale(10, 10, 10); caveNode->rotate(Quaternion(0.5, 0.5, -0.5, 0.5)); caveNode->attachObject(cave); OgreBulletCollisions::StaticMeshToShapeConverter *smtsc = new OgreBulletCollisions::StaticMeshToShapeConverter(); smtsc->addEntity(cave); OgreBulletCollisions::TriangleMeshCollisionShape *tri = smtsc->createTrimesh(); OgreBulletDynamics::RigidBody *caveBody = new OgreBulletDynamics::RigidBody("cave", mWorld); caveBody->setStaticShape(tri, 0.1, 0.8); mShapes.push_back(tri); mBodies.push_back(caveBody); Any suggestions are welcome. To clarify. It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh

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  • Why I cannot add a JPanel to JFrame?

    - by Roman
    Here is the code: import javax.swing.SwingUtilities; import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JLabel; import java.awt.event.*; import java.awt.*; public class GameWindow { private String[] players; private JFrame frame; // Constructor. public GameWindow(String[] players) { this.players = players; } // Start the window in the EDT. public void start() { SwingUtilities.invokeLater(new Runnable() { public void run() { showWindow(); controller.start(); } }); } // Defines the general properties of and starts the window. public void showWindow() { frame = new JFrame("Game"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(600,400); frame.setVisible(true); } // The thread controlling changes of panels in the main window. private Thread controller = new Thread() { public void run() { frame.add(generatePartnerSelectionPanel()); frame.invalidate(); frame.validate(); } }; // Generate the panel for the selection of a partner. private JPanel generatePartnerSelectionPanel() { JPanel panel = new JPanel(); panel.add(new JLabel("Pleas select a partner:")); return panel; } } I should see "Pleas select the partner" and I don't. Why? I suppose that it's because I do not see frame from the run method of the Thread.

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  • php get, random records, and the back button

    - by Andrew Heath
    My site has a library full of games, nations, game scenarios, etc. library.php is given a type=___ & id=___ for example library.php?type=scenario&id=ABCD001 library.php saves the id to a session variable and loads an include appropriate for the type This all works just dandy. Now, I wanted to give my users the option of pulling up a random scenario. To do that, I added a special id to the logic within lib-scenario.php (the include) such that if given library.php?type=scenario&id=random the include knows to run an alternate query for a random record rather than for the actual id This also works just dandy... unless someone hits the Random Scenario button two+ times in a row, and decides that the previous random scenario was way cooler, I want to go back to that. Because the http address is always directory/library.php?type=scenario&id=random no matter how many times you click Random Scenario, as soon as you click back you'll be taken to the last page with an alternate address you visited. So, if you start at the Home page, and hit Random Scenario 35 times, then decide the 34th one was what you wanted and click BACK, you'll be put back onto the Home page. I must admit this was not a problem I had anticipated. One of my testers was the first to have the urge to back-up in the random scenario stream and here we are. How can I add back-up functionality to my script?

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  • IPhone sdk, more accurate collision detection and set the frame/bounds of UIImageView...

    - by Harry
    Hey, Im having a big problem with my app at the moment, its all too inaccurate. I have a image of a ballooon, https://dl.dropbox.com/u/2578642/Balloonedit.png And i have a dart which if it collides into the balloon the game ends. At the moment i am populating the image of the balloon with 8 UIImageViews. and i am detecting if the dart hits them, this was suppose to make it really accurate but its not, the dart pretty much passes through the balloon when its meant to collide, so i have a plan, is there any way to detect when the dart hits the actual image of the balloon not the UIImageView, or is there any way to draw a border around the balloon and detect if it hits that? currently i am using this code to detect the collision: if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ [maintimer invalidate]; accelManeger.delegate = nil; [ball setImage:img]; [UIImageView beginAnimations:nil context:NULL]; [UIImageView setAnimationDuration:0.3]; ball.transform = CGAffineTransformMakeScale(2, 2); [UIImageView commitAnimations]; } So in one method there are 40 of these bits of code and as you can imagine it is not very accurate/fast to respond. So like i said is there a way to draw a border or something around the balloon and detect the collision between the border and dart? Because then i would imagine it would run a lot smother because it would only have to process 5 bits of code. Thanks for any help. This is a big Question so if you can answer it i will buy your app :) Cheers, Harry :/

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  • Can the Flash CS4 [embed] tag be made to export assets to frame 2 rather than frame 1?

    - by Tim Knauf
    We're working on a Flash CS4 project where the main .fla file has ballooned in size and 'Publish' is taking forever. I suspect a large amount of the size (and at least some of the compile time) is due to the quantity of audio symbols in the library. I would love to remove this unnecessary bloat from the .fla file. I've experimented with removing an audio symbol from the library and using the [embed] metadata tag instead, like so: [Embed(source="audio/music/EndOfLevelDitty.mp3")] public var EndOfLevelDitty:Class The resulting published file works perfectly, but there is a problem. Our game uses a preloader on the first frame of the timeline, so all other classes need to be exported in frame 2 (as set in Publish Settings ActionScript 3.0 Settings). So a size report normally begins like this: Frame # Frame Bytes Total Bytes Scene ------- ----------- ----------- ---------------- 1 284515 284515 Scene 1 2 5485305 5769820 (AS 3.0 Classes Export Frame) However, if I use an [embed] tag on a small sound, my size report is now: Frame # Frame Bytes Total Bytes Scene ------- ----------- ----------- ---------------- 1 363320 363320 Scene 1 2 5407240 5770560 (AS 3.0 Classes Export Frame) As you can see, the embedded sound has been exported into frame 1 rather than frame 2. If I were to embed all sounds in this manner, the size of frame 1 would grow to be huge, and users would be looking at a white screen for ages before the preloader frame even loaded. So my question is this: can I use an [embed] tag but have the embedded asset export in frame 2 instead of frame 1? Project constraints: Our team composition means we can't change to pure Flex at this stage. The compiled .swf needs to be 'all in one', so we can't split the preloader into a separate file, and we can't access external resources. Edit: I'd also settle for having the audio in an embedded library SWC, but there seems to be no way to make that embed in frame 2 either; it always ends up in frame 1.

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  • C++ Beginner - Trouble using classes inside of classes

    - by Francisco P.
    Hello, I am working on a college project, where I have to implement a simple Scrabble game. I have a player class (containing a Score and the player's hand, in the form of a std::string, and a score class (containing a name and numeric (int) score). One of Player's member-functions is Score getScore(), which returns a Score object for that player. However, I get the following error on compile time: player.h(27) : error C2146: syntax error : missing ';' before identifier 'getScore' player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : warning C4183: 'getScore': missing return type; assumed to be a member function returning 'int' player.h(35) : error C2146: syntax error : missing ';' before identifier '_score' player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Here's lines 27 and 35, respectively: Score getScore(); //defined as public (...) Score _score; //defined as private I get that the compiler is having trouble recognizing Score as a valid type... But why? I have correctly included Score.h at the beginning of player.h: #include "Score.h" #include "Deck.h" #include <string> I have a default constructor for Score defined in Score.h: Score(); //score.h //score.cpp Score::Score() { _name = ""; _points = 0; } Any input would be appreciated! Thanks for your time, Francisco EDIT: As requested, score.h and player.h: http://pastebin.com/3JzXP36i http://pastebin.com/y7sGVZ4A

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  • OpenGL behaving strangely

    - by Mk12
    OpenGL is acting very strangely for some reason. In my subclass of NSOpenGLView, I have the following code in -prepareOpenGL: - (void)prepareOpenGL { GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f }; quality = 0; zCoord = -6; [self loadTextures]; glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.2f, 0.2f, 0.2f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); gameState = kGameStateRunning; int i = 0; // HERE ******** [NSTimer scheduledTimerWithTimeInterval:0.03f target:self selector:@selector(processKeys) userInfo:nil repeats:YES]; // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; // Setup and start displayLink [self setupDisplayLink]; } I wanted to assign the timer that processes key input to an ivar so that I could invalidate it when the game is paused (and reinstantiate it on resume), however when I did that (as apposed to leaving it at [NSTimer scheduledTimer…), OpenGL doesn't display the cube I draw. When I take it away, it's fine. So i tried just adding a harmless statement, int i = 0; (maked // HERE *******), and that makes the lighting not work! When I take it away, everything is fine, but when I put it back, everything is dark. Can someone come up with a rational explanation for this? Thanks.

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  • Active Record two belongs_to calls or single table inheritance

    - by ethyreal
    In linking a sports event to two teams, at first this seemed to make sense: events - id:integer - integer:home_team_id - integer:away_team_id teams - integer:id - string:name However I am troubled by how I would link that up in the active record model: class Event belongs_to :home_team, :class_name => 'Team', :foreign_key => "home_team_id" belongs_to :away_team, :class_name => 'Team', :foreign_key => "away_team_id" end Is that the best solution? In an answer to a similar question I was pointed to single table inheritance, and then later found polymorphic associations. Neither of which seemed to fit this association. Perhaps I am looking at this wrong, but I see no need to subclass a team into home and away teams since the distinction is only in where the game is played. If I did go with single table inheritance I wouldn't want each team to belong_to an event so would this work? # app/models/event.rb class Event < ActiveRecord::Base belongs_to :home_team belongs_to :away_team end # app/models/team.rb class Team < ActiveRecord::Base has_many :teams end # app/models/home_team.rb class HomeTeam < Team end # app/models/away_team.rb class AwayTeam < Team end I thought also about a has_many through association but that seems two much as I will only ever need two teams, but those two teams don't belong to any one event. event_teams - integer:event_id - integer:team_id - boolean:is_home Is there a cleaner more semantic way for making these associations in active record? or is one of these solutions the best choice? Thanks

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  • Policy file error while loading images form facebook

    - by Fahim Akhter
    Hi, I making a game leaderboard on facebook. I'm not using connect but working inside the canvas. When I try to load the images from facebook it gives me the following error. SecurityError: Error #2122: Security sandbox violation: Loader.content: http://test cannot access http://profile.ak.fbcdn.net/v22941/254/15/q652310588_2173.jpg A policy file is required, but the checkPolicyFile flag was not set when this media was loaded. Here is my loader code public var preLoader:Loader; preLoader=new Loader(); **update** Security.loadPolicyFile('http://api.facebook.com/crossdomain.xml'); Security.allowDomain('http://profile.ak.fbcdn.net'); Security.allowInsecureDomain('http://profile.ak.fbcdn.net'); **update-end** public function imageContainer(Imagewidth:Number,Imageheight:Number,url:String,path:String) { preLoader=new Loader(); Security.loadPolicyFile("http://api.facebook.com/crossdomain.xml"); var context:LoaderContext = new LoaderContext(); context.checkPolicyFile = true; context.applicationDomain = ApplicationDomain.currentDomain; preLoader.load(new URLRequest(path),context); Any Ideas? I am importing the right class though. UPDATE: I am loading the images from a different domain say , calling func http://fahim.com images are from http://profile.ak.fbcdn.net/v22941/254/15/q652310588_2173.jpg something ( I have made sure the pictures are static do not require a facebook login or anything , they are just user public profile pictures)

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  • Unable to connect on socket across different networks.

    - by maleki
    I am having trouble connecting my online application to others across another network. I am able to give them the hostAddress to connect when we are on the same network but when we are doing it across the internet the generated host address doesn't allow a connection, nor does using the ip address gotten from online sites such as whatismyip.com My biggest issue isn't debugging this code, because it works over intra-network but The server doesn't see attempts when we try to move to different networks. Also, the test ip I am using is 2222. InetAddress addr = InetAddress.getLocalHost(); String hostname = addr.getHostName(); System.out.println("Hostname: " + hostname); System.out.println("IP: " + addr.getHostAddress()); I display the host to the server when it is starting if (isClient) { System.out.println("Client Starting.."); clientSocket = new Socket(host, port_number); } else { System.out.println("Server Starting.."); echoServer = new ServerSocket(port_number); clientSocket = echoServer.accept(); System.out.println("Warning, Incoming Game.."); }

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  • Load Images in WPF application

    - by LLS
    I am not familiar with WPF, and I just feel quite confusing. I am trying to create a little computer game, and there are elements I want to display dynamically. I use Image class and add the images to a canvas. But I'm not sure whether it's a good practice. I feel that adding controls to canvas seem to be a little wired. And I'm a little concerned about the performance, because I may need many images. The real problem is, I can't load the images from the image files. I see an example in a text book like this (XMAL): <Image Panel.ZIndex="0" Margin="0,0,0,0" Name ="image1"> <Image.Source> <BitmapImage UriSource="Bell.gif" /> </Image.Source> </Image> Where Bell.gif is added into the project. And I tried to copy this in code to create an image. new Image { Source = new BitmapImage(new Uri("Blockade.bmp"))} But I got invalid Uri exception. After some search in the Internet, I found that loading resources dynamically seems to be difficult. Can I load the files added to the project dynamically? If I use absolute path then it's OK. But I can't expect every computer will put the files in the same location. Can I use relative path? I tried new Image { Source = new BitmapImage(new Uri(@"Pictures\Blank Land.bmp", UriKind.Relative)) } But it doesn't work. (The image is blank) Thanks.

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  • Force compile-time linking of all classes in a SWC

    - by aaaidan
    Using Flash CS4, I am making a game that has a dozen or so sounds and a couple of music tracks. To cut down on publish/compile time, I have moved the sounds and music into an (external) SWC, which is located in a "Library Path" for the project. This works, but with a caveat... Until before I externalised the assets, I had been dynamically instantiating the Sound objects of the embedded sound by getting their classes with getDefinitionByName. // something like... var soundSubClass:Class = Class(getDefinitionByName(soundClassName)); var mySound:Sound = new soundSubClass(); But now that they're located in an external SWC, I need to have "concrete" references to the classes in order to load them like this, otherwise they are not included in the published SWF, and there is a runtime error when getDefinitionByName tries to get a class that doesn't exist. So, my question: in Flash Professional CS4, is there any way to force a library's assets to be included, regardless of whether they are statically linked? FlashDevelop has a compiler option "SWC Include Libraries", which is exactly what I want, and is distinct from the "SWC Libraries" option. The description of the "SWC Include Libraries" option is "Links all classes inside a SWC file to the resulting application SWF file, regardless of whether or not they are used." (Also, it's important to me that all the assets are contained within the one compiled SWF. Linking at runtime isn't what I'm after.)

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  • How to test an application for correct encoding (e.g. UTF-8)

    - by Olaf
    Encoding issues are among the one topic that have bitten me most often during development. Every platform insists on its own encoding, most likely some non-UTF-8 defaults are in the game. (I'm usually working on Linux, defaulting to UTF-8, my colleagues mostly work on german Windows, defaulting to ISO-8859-1 or some similar windows codepage) I believe, that UTF-8 is a suitable standard for developing an i18nable application. However, in my experience encoding bugs are usually discovered late (even though I'm located in Germany and we have some special characters that along with ISO-8859-1 provide some detectable differences). I believe that those developers with a completely non-ASCII character set (or those that know a language that uses such a character set) are getting a head start in providing test data. But there must be a way to ease this for the rest of us as well. What [technique|tool|incentive] are people here using? How do you get your co-developers to care for these issues? How do you test for compliance? Are those tests conducted manually or automatically? Adding one possible answer upfront: I've recently discovered fliptitle.com (they are providing an easy way to get weird characters written "u?op ?pisdn" *) and I'm planning on using them to provide easily verifiable UTF-8 character strings (as most of the characters used there are at some weird binary encoding position) but there surely must be more systematic tests, patterns or techniques for ensuring UTF-8 compatibility/usage. Note: Even though there's an accepted answer, I'd like to know of more techniques and patterns if there are some. Please add more answers if you have more ideas. And it has not been easy choosing only one answer for acceptance. I've chosen the regexp answer for the least expected angle to tackle the problem although there would be reasons to choose other answers as well. Too bad only one answer can be accepted. Thank you for your input. *) that's "upside down" written "upside down" for those that cannot see those characters due to font problems

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  • iPhone OpenGL and NSTimer issues

    - by Kyle
    I have an NSTimer that runs at 60hz. With an OpenGL scene loaded and rendering, my game can get 60fps, solid, all day long.. Then if I go and recompile the app, or reload it, it will get 40fps. Same resources loaded. I've been running into this problem for years, and I just want to know why. It's crazy, and I want to know if I should just abandon this stupid Timer. Conditions are not different on my 3GS between loads. It will just get 40fps sometimes. Obviously the clockrate is not different between loads, so the performance figures should be constant given a constant scene. Here is a log of my framerates: A good load: :-) FrameRate: 61 FrameRate: 61 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 61 Now, I'll go ahead and do nothing, recompile, and run: FrameRate: 43 FrameRate: 50 FrameRate: 45 FrameRate: 48 FrameRate: 40 FrameRate: 45 FrameRate: 42 FrameRate: 41 FrameRate: 42 FrameRate: 44 FrameRate: 41 FrameRate: 46 ^- Massive difference visually. What the flying heck could cause this? SAME area of the scene, SAME camera setup. No variables are different.

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  • Is ther any tool to extract keywords from a English Text or Article In Java?

    - by user555581
    Dear Experts, I am trying to identify the type of the web site(In English) by machine. I try to download the homepage of the web iste, download html page, parsing and get the content of the web page. Such as here are some context from CNN.com. I try to get the keywords of the web page, mapping with my database. If the keywords include like news, breaking news. The web site will go to the news web sites. If there exist some words like healthy, medical, it will be the medical web site. There exist some tools can do the text segmentation, but it is not easy to find a tool do the semantic, such as online shopping, it is a keywords, should not spilt two words. The combination will be helpful information. But "oneline", "shopping" will be less useful as it may exist online travel... • Newark, JFK airports reopen • 1 runway reopens at LaGuardia Airport • Over 4,155 flights were cancelled Monday • FULL STORY * LaGuardia Airport snowplows busy Video * Are you stranded? | Airport delays * Safety tips for winter weather * Frosty fun Video | Small dog, deep snow Latest news * Easter eggs used to smuggle cocaine * Salmonella forces cilantro, parsley recall * Obama's surprising verdict on Vick * Blue Note baritone Bernie Wilson dead * Busch aide to 911: She's not waking up * Girl, 15, last seen working at store in '90 * Teena Marie's death shocks fans * Terror network 'dismantled' in Morocco * Saudis: 'Militant' had al Qaeda ties * Ticker: Gov. blasts Obama 'birthers' * Game show goof is 800K mistakeVideo * Chopper saves calf on frozen pondVideo * Pickpocketing becomes hands-freeVideo * Chilean miners going to Disney World * Who's the most intriguing of 2010? * Natalie Portman is pregnant, engaged * 'Convert all gifts from aunt' CNNMoney * Who controls the thermostat at home? * This Just In: CNN's news blog

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  • Bringing ideas to life

    - by danixd
    I understand that this forum is filled with computer science genius's but there must come a point where your expertise in coding can not keep up with your creativity. I am a front end programmer and designer of sorts. I have so many ideas, with no ways of implementing them. I know of platforms that can help, I am really into the arduino project for physical ideas and I know Flash is an amazing platform for software, but when it comes to complex ideas, even such as a 3D game, things can be too much to handle individually. When you have an idea, what is your typical methodology of bring them to life? Write down the idea, save if for later (never gets made right...) Try building it yourself, on the platforms you work with and are good at Consult people on what platform it is best suited to and collaborate with an expert in that field to do the dirty work Consult people on what platform it is best suited to and try to learn it and make it yourself (at least the alpha stages) Are there any communities that support this idea of bringing things to life? Can you pitch ideas to x company as a business model and hope they take you on / sponsor you? Do you have to spend lots of $$$ to get things made?

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  • Generate colors between red and green for a power meter?

    - by Simucal
    I'm writing a java game and I want to implement a power meter for how hard you are going to shoot something. I need to write a function that takes a int between 0 - 100, and based on how high that number is, it will return a color between Green (0 on the power scale) and Red (100 on the power scale). Similar to how volume controls work: What operation do I need to do on the Red, Green, and Blue components of a color to generate the colors between Green and Red? So, I could run say, getColor(80) and it will return an orangish color (its values in R, G, B) or getColor(10) which will return a more Green/Yellow rgb value. I know I need to increase components of the R, G, B values for a new color, but I don't know specifically what goes up or down as the colors shift from Green-Red. Progress: I ended up using HSV/HSB color space because I liked the gradiant better (no dark browns in the middle). The function I used was (in java): public Color getColor(double power) { double H = power * 0.4; // Hue (note 0.4 = Green, see huge chart below) double S = 0.9; // Saturation double B = 0.9; // Brightness return Color.getHSBColor((float)H, (float)S, (float)B); } Where "power" is a number between 0.0 and 1.0. 0.0 will return a bright red, 1.0 will return a bright green. Java Hue Chart: Thanks everyone for helping me with this!

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  • How to pass binary data between two apps using Content Provider?

    - by Viktor
    I need to pass some binary data between two android apps using Content Provider (sharedUserId is not an option). I would prefer not to pass the data (a savegame stored as a file, small in size < 20k) as a file (ie. overriding openFile()) since this would necessitate some complicated temp-file scheme to cope with concurrency with several content provider accesses and a running game. I would like to read the file into memory under a mutex lock and then pass the binary array in the simplest way possible. How do I do this? It seems creating a file in memory is not a possibility due to the return type of openFile(). query() needs to return a Cursor. Using MatrixCursor is not possible since it applies toString() to all stored objects when reading it. What do I need to do? Implement a custom Cursor? This class has 30 abstract methods. Do I read the file, put it in a SQLite db and return the cursor? The complexity of this seemingly simple task is mindboggling.

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  • model view controller question

    - by songBong
    Hi, I've been working on my iphone game recently and came across a forked road when deciding the design of my various classes. So far I've adhered to the MVC pattern but the following situation had me confused: I have 4 buttons displayed visually. Each button though consists of a container UIView (which I've subclassed) and 2 UIButtons (also subclassed) as subviews. When you press a button, it does the flip effect plus other stuff. The user input is using target-action from my container UIView to my controller. This part is ok, the following part is the debatable part: So I've subclassed the container view as well as the UIButtons and I need to add more data/methods (somewhere) to do more things. Putting data that needs to be serialized and non-rendering related code in the view classes seems to break the MVC design but at the moment, it makes the most sense to me to put it there. It's almost like my subclassed views are their own little MVC's and it seems neat. Separating out the data/methods from the view to my main controller in this case seems unnecessary and a more work. How should I be doing it? Thanks heaps.

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  • Good Learning Method for Objective-C?

    - by Josh Kahane
    Hi I know this must be asked a millions times and can't be easy to answer as there is o definitive method, but any help would be appreciated, thanks. I have been playing around with all sorts of things in Xcode and with Objective-C, however I can't seem to find a good way of learning things in an efficient way. I have bought the book 'Programming in Objective-C 2.0' and its great but just lays down the basics it seems. I want to learn in the 2D game development direction, then of course 3D after nailing that, if thats the right thing to do? I am 17 currently in year 13, last year of school/A Levels and am almost definitely taking a gap year. Any good, well known reputable courses online or offline (real world)? This is my first programming language, and I am absolutely serious about learning this. One last question, is when learning things online, I have in the past started building a feature and learning a certain aspect in programming only to find out after adding more its slows down the app or its to inefficient. Is the key to use a certain method in a certain situation (being os many ways to do the same thing) or use any of those methods and refine it in your app to make it run smoothly? Sorry, its hard for me to know when I have little experience, thus far. Sorry for rambling on! I would appreciate any help, thank you!

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  • Code Golf: Shortest Turing-complete interpreter.

    - by ilya n.
    I've just tried to create the smallest possible language interpreter. Would you like to join and try? Rules of the game: You should specify a programming language you're interpreting. If it's a language you invented, it should come with a list of commands in the comments. Your code should start with example program and data assigned to your code and data variables. Your code should end with output of your result. It's preferable that there are debug statements at every intermediate step. Your code should be runnable as written. You can assume that data are 0 and 1s (int, string or boolean, your choice) and output is a single bit. The language should be Turing-complete in the sense that for any algorithm written on a standard model, such as Turing machine, Markov chains, or similar of your choice, it's reasonably obvious (or explained) how to write a program that after being executred by your interpreter performs the algorithm. The length of the code is defined as the length of the code after removal of input part, output part, debug statements and non-necessary whitespaces. Please add the resulting code and its length to the post. You can't use functions that make compiler execute code for you, such as eval(), exec() or similar. This is a Community Wiki, meaning neither the question nor answers get the reputation points from votes. But vote anyway!

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  • GridView: How can I get rid of extra space from my GirdView object?

    - by Lajos Arpad
    Hello, I'm writing an application for Android phones for Human vs. Human chess play over the internet. I was looking at some tutorials, to learn how to develop Android applications and found a very nice example of making galleries (it was a GridView usage example for making a gallery about dogs) and the idea came to draw the chess table using a GridView, because the example project also handled the point & click event and I intended to use the same event in the same way, but for a different purpose. The game works well (currently it's a hotseat version), however, I'm really frustrated by the fact that whenever I rotate the screen of the phone, my GridView gets hysterical and puts some empty space in my chess table between the columns. I realized that the cause of this is that the GridView's width is the same as its parent's and the GridView tries to fill its parent in with, but there should (and probably is) be a simple solution to get rid of this problem. However, after a full day of researching, I haven't found any clue to help me to make a perfect drawing about my chess table without a negative side effect in functionality. The chess table looks fine if the phone is in Portrait mode, but in Landscape mode it's far from nice. This is how I can decide whether we are in Portrait or Landscape mode: ((((MainActivity)mContext).getWindow().getWindowManager().getDefaultDisplay().getWidth()) < ((MainActivity)mContext).getWindow().getWindowManager().getDefaultDisplay().getHeight()) In the main.xml file the GridView is defined in the following way: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <GridView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/gridview" android:layout_width="wrap_content" android:layout_height="wrap_content" android:numColumns="8" android:verticalSpacing="0dp" android:horizontalSpacing="0dp" android:stretchMode="columnWidth" android:gravity="center" > </GridView> ... </LinearLayout> I appreciate any help with the problem and thank you for reading this.

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  • Converting a pointer for a base class into an inherited class

    - by Shawn B
    Hey, I'm working on a small roguelike game, and for any object/"thing" that is not a part of the map is based off an XEntity class. There are several classes that depend on it, such as XPlayer, XItem, and XMonster. My problem is, that I want to convert a pointer from XEntity to XItem when I know that an object is in item. The sample code I am using to pick up an item is this, it is when a different entity picks up an item it is standing over. void XEntity::PickupItem() { XEntity *Ent = MapList; // Start of a linked list while(true) { if(Ent == NULL) { break; } if(Ent->Flags & ENT_ITEM) { Ent->RemoveEntity(); // Unlink from the map's linked list XItem *Item = Ent // Problem is here, type-safety // Code to link into inventory is here break; } Ent = Ent->MapList; } } My first thought was to create a method in XEntity that returns itself as an XItem pointer, but it creates circular dependencies that are unresolvable. I'm pretty stumped about this one. Any help is greatly appreciated.

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  • Are there any prototype-based languages with a whole development cycle?

    - by Kaveh Shahbazian
    Are there any real-world prototype-based programming languages with a whole development cycle? "A whole development cycle" like Ruby and Python: web frameworks, scripting/interacting with the system, tools for debugging, profiling, etc. Thank you A brief note on PBPLs: (let's call these languages PBPL : prototype-based programming language) There are some PBPLs out there. Some are being widely used like JavaScript (which Node.js may bring it into the field - or may not!). One other language is ActionScript which is also a PBPL but tightly bound to Flash VM (is it correct to say so?). From less known ones I can speak of Lua which has a strong reputation in game development (mostly spread by WOW) but never took off as a full language. Lua has a table concept which can provide you some sort of prototype based programming facility. There is also JScript (Windows scripting tool) which is already pointless by the newcomer PowerShell (I have used JScript to manipulate IIS but I never understood what is JScript!). Others can be named like io (indeed very very neat, you will fall in love with it; absolutely impossible to use) and REBOL (What is this all about? A proprietary scripting tool? You must be kidding!) and newLISP (Which is actually a full language, but no one ever heard about it). For sure there are much more to list here but either I do not remember or I did not understood them as a real world thing, like Self).

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