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  • How to change the coordinate of a point that is inside a GraphicsPath?

    - by Ben
    Is there anyway to change the coordinates of some of the points within a GraphicsPath object while leaving the other points where they are? The GraphicsPath object that gets passed into my method will contain a mixture of polygons and lines. My method would want to look something like: void UpdateGraphicsPath(GraphicsPath gPath, RectangleF regionToBeChanged, PointF delta) { // Find the points in gPath that are inside regionToBeChanged // and move them by delta. // gPath.PathPoints[i].X += delta.X; // Compiles but doesn't work } GraphicsPath.PathPoints seems to be readonly, so does GraphicsPath.PathData.Points. So I am wondering if this is even possible. Perhaps generating a new GraphicsPath object with an updated set of points? How can I know if a point is part of a line or a polygon? If anyone has any suggestions then I would be grateful.

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  • paintComponent method is not displaying anything on the panel

    - by Captain Gh0st
    I have been trying to debug this for hours. The program is supposed to be a grapher that graphs coordinates, but i cannot get anything to display not even a random line, but if i put a print statement there it works. It is a problem with the paintComponent Method. When I out print statement before g.drawLine then it prints, but it doesn't draw any lines even if i put a random line with coordinates (1,3), (2,4). import java.awt.*; import java.util.*; import javax.swing.*; public abstract class XYGrapher { abstract public Coordinate xyStart(); abstract public double xRange(); abstract public double yRange(); abstract public Coordinate getPoint(int pointNum); public class Paint extends JPanel { public void paintGraph(Graphics g, int xPixel1, int yPixel1, int xPixel2, int yPixel2) { super.paintComponent(g); g.setColor(Color.black); g.drawLine(xPixel1, yPixel1, xPixel2, yPixel2); } public void paintXAxis(Graphics g, int xPixel, int pixelsWide, int pixelsHigh) { super.paintComponent(g); g.setColor(Color.green); g.drawLine(xPixel, 0, xPixel, pixelsHigh); } public void paintYAxis(Graphics g, int yPixel, int pixelsWide, int pixelsHigh) { super.paintComponent(g); g.setColor(Color.green); g.drawLine(0, yPixel, pixelsWide, yPixel); } } public void drawGraph(int xPixelStart, int yPixelStart, int pixelsWide, int pixelsHigh) { JFrame frame = new JFrame(); Paint panel = new Paint(); panel.setPreferredSize(new Dimension(pixelsWide, pixelsHigh)); panel.setMinimumSize(new Dimension(pixelsWide, pixelsHigh)); panel.setMaximumSize(new Dimension(pixelsWide, pixelsHigh)); frame.setLocation(frame.getToolkit().getScreenSize().width / 2 - pixelsWide / 2, frame.getToolkit().getScreenSize().height / 2 - pixelsHigh / 2); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setResizable(false); frame.add(panel); frame.pack(); frame.setVisible(true); double xRange = xRange(); double yRange = yRange(); Coordinate xyStart = xyStart(); int xPixel = xPixelStart - (int) (xyStart.getX() * (pixelsWide / xRange)); int yPixel = yPixelStart + (int) ((xyStart.getY() + yRange) * (pixelsHigh / yRange)); System.out.println(xPixel + " " + yPixel); if(yPixel > 0 && (yPixel < pixelsHigh)) { System.out.println("y"); panel.paintYAxis(panel.getGraphics(), yPixel, pixelsWide, pixelsHigh); } if(xPixel > 0 && (xPixel < pixelsHigh)) { System.out.println("x"); panel.paintXAxis(panel.getGraphics(), xPixel, pixelsWide, pixelsHigh); } for(int i = 0; i>=0; i++) { Coordinate point1 = getPoint(i); Coordinate point2 = getPoint(i+1); if(point2 == null) { break; } else { if(point1.drawFrom() && point2.drawTo()) { int xPixel1 = (int) (xPixelStart + (point1.getX() - xyStart.getX()) * (pixelsWide / xRange)); int yPixel1 = (int) (yPixelStart + (xyStart.getY() + yRange-point1.getY()) * (pixelsHigh / yRange)); int xPixel2 = (int) (xPixelStart + (point2.getX() - xyStart.getX()) * (pixelsWide / xRange)); int yPixel2 = (int) (yPixelStart + (xyStart.getY() + yRange - point2.getY()) * (pixelsHigh / yRange)); panel.paintGraph(panel.getGraphics(), xPixel1, yPixel1, xPixel2, yPixel2); } } } frame.pack(); } } This is how i am testing it is supposed to be a square, but nothing shows up. public class GrapherTester extends XYGrapher { public Coordinate xyStart() { return new Coordinate(-2,2); } public double xRange() { return 4; } public double yRange() { return 4; } public Coordinate getPoint(int pointNum) { switch(pointNum) { case 0: return new Coordinate(-1,-1); case 1: return new Coordinate(1,-1); case 2: return new Coordinate(1,1); case 3: return new Coordinate(-1,1); case 4: return new Coordinate(-1,-1); } return null; } public static void main(String[] args) { new GrapherTester().drawGraph(100, 100, 500, 500); } } Coordinate class so if any of you want to run and try it out. That is all you would need. public class Coordinate { float x; float y; boolean drawTo; boolean drawFrom; Coordinate(double x, double y) { this.x = (float) x; this.y = (float) y; drawFrom = true; drawTo = true; } Coordinate(double x, double y, boolean drawFrom, boolean drawTo) { this.x = (float) x; this.y = (float) y; this.drawFrom = drawFrom; this.drawTo = drawTo; } public double getX() { return x; } public double getY() { return y; } public boolean drawTo() { return drawTo; } public boolean drawFrom() { return drawFrom; } }

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  • 3D line plane intersection, with simple plane

    - by clamp
    hello, i have two points in 3D space which have X-coordinates with different signum. so one of them lies definitely on one side of the X-plane and one on the other. now i want to find the intersection of this plane and the line made up by the two points in the most simple and optimized way. i know how to do general line plane intersection, but since in this case the plane is just the x-plane, i think there should be some shortcuts i can take. thanks!

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  • What to do with missing fields in sunspot-rails?

    - by chrismealy
    I'm using sunspot/rails version 2. It's working great, but I can't figure out how to handle missing fields. If I don't have latitude and longitude this code will map it to 0,0 (near Africa): searchable do text :resume, :stored => true text :city, :boost => 5 latlon(:geo) { Sunspot::Util::Coordinates.new(latitude, longitude) } end I tried using two search blocks, each with a different conditional, but sunspot just uses the first searchable block. What I want to happen is for things missing locations to still be searchable, just not by location.

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  • Extracting data points from a matrix and saving them in different matrixes in MATLAB

    - by Hossein
    Hi, I have a 2D Matrix consisting of some coordinates as below(example): Data(X,Y): 45.987543423,5.35000964 52.987544223,5,98765234 Also I have an array consisting of some integers =0 , for example: Cluster(M) 2,0,3,1 each of these numbers in this array corresponds with a row of my 2D Matrix above.For example, it says that row one(coordinate) in the Data Matirx belongs to the cluster 2,second row belongs to cluster 0 and so on. Now I want to have each of the datapoint of each cluster in a separate matrix, for example I want to save datapoints belonging to cluster 1 in a separate matrix, cluster 2 in a separate matrix and so on,.... I can do them manually, but the problem is this has to be an automatic extraction. which means that the number of clusters(range of the numbers in the cluster array varies in each run) so I have to have a general algorithm that does this extraction for me. Can someone help me please? thanks

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  • How to correctly handle click events on Widget

    - by www.liveinternet.ruusersilya_bog
    There is a task to make smt like todo list on widget (with dinamic number of elements), how to organize this list for click support on this elements. I only found how add click event on one widget layout element (with setOnClickPendingIntent), and how send text to widget element TextView. But it's unclear how handle click events for sub-elemets, or how get click coordinates(or item) where was click event. I saw widget "Agenda widget" - and it work fine with clicking on different calendar rows. I will be very much appreciated for help.

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  • Reading a text file in MATLAB line by line

    - by Hossein
    Hi, I have a CSV file, I want to read this file and do some pre-calculations on each row to see for example that row is useful for me or not and if yes I save it to a new CSV file. can someone give me an example? in more details this is how my data looks like: (string,float,float) the numbers are coordinates. ABC,51.9358183333333,4.183255 ABC,51.9353866666667,4.1841 ABC,51.9351716666667,4.184565 ABC,51.9343083333333,4.186425 ABC,51.9343083333333,4.186425 ABC,51.9340916666667,4.18688333333333 basically i want to save the rows that have for distances more than 50 or 50 in a new file.the string field should also be copied. thanks

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  • Given two lines on a plane, how to find integer points closest to their intersection?

    - by Lukasz Lew
    I can't solve it: You are given 8 integers: A, B, C representing a line on a plane with equation A*x + B*y = C a, b, c representing another line x, y representing a point on a plane The two lines are not parallel therefore divide plane into 4 pieces. Point (x, y) lies inside of one these pieces. Problem: Write a fast algorithm that will find a point with integer coordinates in the same piece as (x,y) that is closest to the cross point of the two given lines. Note: This is not a homework, this is old Euler-type task that I have absolutely no idea how to approach. Update: You can assume that the 8 numbers on input are 32-bit signed integers. But you cannot assume that the solution will be 32 bit.

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  • Texture repeats even with GL_CLAMP_TO_EDGE set [FIXED]

    - by Lliane
    Hi, i'm trying to put a translucing texture on a face which uses points 1 to 4 (don't mind the numbers) on the following screenshot Sadly as you can see the texture repeats herself in both dimensions, I tried to switch the TEXTURE_WRAP_S from REPEAT to CLAMP_to_EDGE but it doesn't change anything. Texture loading code is here : gl.glBindTexture(gl.GL_TEXTURE_2D, mTexture.get(4)); gl.glActiveTexture(4); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, shadowbmp.width, shadowbmp.height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_SHORT_4_4_4_4, shadowbmp.buffer); Texture coordinates are the following : float shadow_bot_text[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; Thanks

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  • python win32 simulate click

    - by nabizan
    Let's say I've got a window for which I want to simulate a mouse click at a specific x, y coordinate. I already have the hwnd but I'm not sure how to construct the lParam. I've used SendMessage in the past to click on buttons, etc., but I knew their hwnds. Any help would be greatly appreciated. I also can't help but wonder if I'm going about this the right way. My end goal is clicking on a certain user on skype main window (for example). I used EnumChildWindows to find all the main window's children, but couldn't find the right one. So figured I would try to 'click' on it using coordinates.

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  • Right align text in an image with imagettftext(), PHP

    - by James Simpson
    I am setting up dynamic forum signature images for my users and I want to be able to put their username on the image. I am able to do this just fine, but since usernames are different lengths and I want to right align the username, how can I go about doing this when I have to set x & y coordinates. $im = imagecreatefromjpeg("/path/to/base/image.jpg"); $text = "Username"; $font = "Font.ttf"; $black = imagecolorallocate($im, 0, 0, 0); imagettftext($im, 10, 0, 217, 15, $black, $font, $text); imagejpeg($im, null, 90);

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  • Querying a perimeter around a Geocode-Location (Lat/Lon)

    - by Tim
    Hi, how can I search for geo-objects in a certain perimeter ? E.g. I have several objects with Lat/Lon coordinates stored in my DB. Now I want to retrieve all the objects which lie in a specific perimeter (10 miles or 20 miles) around a given point. I guess what I would have to do is to form some query like: SELECT * FROM objects o where o.lat < (myPositionLat+x) AND o.lon < (myPositionLon+y) Is this right? How do I determine/set the values for x and y?

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  • Return XML data from a web service

    - by Nick LaMarca
    What is the best way to create a web service that returns a set of x,y coordinates? I am not sure on the object that is the best return type. When consuming the service I want to have it come back as xml preferibly something like this for example: <TheData> <Point> <x>0</x> <y>2</y> </Point> <Point> <x>5</x> <y>3</y> </Point> </TheData> If someone has a better structure to return please help I am new at all this.

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  • Matlab - Propagate unit vectors on to the edge of shape boundaries

    - by Graham
    Hi I have a set of unit vectors which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking the unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

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  • What's the best way to implement one-dimensional collision detection?

    - by cyclotis04
    I'm writing a piece of simulation software, and need an efficient way to test for collisions along a line. The simulation is of a train crossing several switches on a track. When a wheel comes within N inches of the switch, the switch turns on, then turns off when the wheel leaves. Since all wheels are the same size, and all switches are the same size, I can represent them as a single coordinate X along the track. Switch distances and wheel distances don't change in relation to each other, once set. This is a fairly trivial problem when done through brute force by placing the X coordinates in lists, and traversing them, but I need a way to do so efficiently, because it needs to be extremely accurate, even when the train is moving at high speeds. There's a ton of tutorials on 2D collision detection, but I'm not sure the best way to go about this unique 1D scenario.

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • C++ Beginner - Best way to read 3 consecutive values from the command line?

    - by Francisco P.
    Hello everyone, I am writing a text-based Scrabble implementation for a college project. The specification states that the user's position input must be read from single line, like this: Coordinates of the word's first letter and orientation (<A – P> <1 – 15> <H ou V>): G 5 H G 5 H is the user's input for that particular example. The order, as shown, must be char int char. What is the best way to read the user's input? cin >> row >> column >> orientation will cause crashes if the user screws up. A getline and a subsequent string parser are a valid solution, but represent a bit of work. Is there another, better, way to do this, that I am missing? Thanks for your time!

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  • Approximate photo of a simple drawing using lines

    - by user3704596
    As an input I have a photo of a simple symbol, e.g.: https://www.dropbox.com/s/nrmsvfd0le0bkke/symbol.jpg I would like to detect the straight lines in it, like points of start and ends of the lines. In this case, assuming the top left of the symbol is (0,0), the lines would be defined like this: start end (coordinates of beginning and end of a line) 1. (0,0); (0,10) (vertical line) 2. (0,10); (15, 15) 3. (15,15); (0, 20) 4. (0,20); (0,30) How can I do it (pereferably using OpenCV)? I though about Hough lines, but they seem to be good for perfect thin straight lines, which is not the case in a drawing. I'll probably work on binarized image, too.

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  • How to read comma separated values from text file in JAVA?

    - by user1425223
    I have got this text file with latitude and longitude values of different points on a map. I want to store these coordinates into a mySQL database using hibernate. I want to know how can I split my string into latitudes and longitudes? What is the general way to do these type of things that is with other delimiters like space, tab etc.? File: 28.515046280572285,77.38258838653564 28.51430151808072,77.38336086273193 28.513566177802456,77.38413333892822 28.512830832397192,77.38490581512451 28.51208605426073,77.3856782913208 28.511341270865113,77.38645076751709 28.510530488025346,77.38720178604126 28.509615992924807,77.38790988922119 28.50875805732363,77.38862872123718 28.507994394490268,77.38943338394165 28.50728729434496,77.39038825035095 28.506674470385246,77.39145040512085 28.506174780521828,77.39260911941528 28.505665660113582,77.39376783370972 28.505156537248446,77.39492654800415 28.50466626846366,77.39608526229858 28.504175997400655,77.39724397659302 28.503685724059455,77.39840269088745 28.503195448440064,77.39956140518188 28.50276174118543,77.4007523059845 28.502309175192945,77.40194320678711 28.50185660725938,77.40313410758972 28.50140403738471,77.40432500839233 28.500951465568985,77.40551590919495 28.500498891812207,77.40670680999756 28.5000463161144,77.40789771080017 28.49959373847559,77.40908861160278 Code I am using to read from file: try { BufferedReader in = new BufferedReader(new FileReader("G:\\RoutePPAdvant2.txt")); String str; str = in.readLine(); while ((str = in.readLine()) != null) { System.out.println(str); } in.close(); } catch (IOException e) { System.out.println("File Read Error"); }

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  • JQuery Div not animating in click function

    - by Doug
    Hi Everyone! I have the following code, I am attempting to have a div animate on a click event, but for some reason the div is immediately moving to the location and it's not animating to the coordinates specified, what am I doing wrong here? code: $(document).ready(function() { $('#example1').click(function(e){ var x = e.pageX - this.offsetLeft; var y = e.pageY - this.offsetTop; $('#example1-xy').html("X: " + x + " Y: " + y); var leftOfShip = x; //var leftOfShip = document.getElementById("ship").style.left + 20; $("#ship").animate({left: $("#ship").css("left",leftOfShip)},5000); }); }); Any Advice would be of help!!

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  • Realy urgent and big help in a little MATLAB game... Please help me!

    - by Sanyi
    Hi! I have to make the game „Planarity” in Matlab, for school project. (If you Google it, you can see and play the game in flash). The computer have to randomly put 5 circles in the coordinate system in different positions. After that it must draw lines between them. When the circles are randomly put in the coordinate system the coordinates must be whole numbers. Good example for number one circle: (3,4) ; bad example for number one circle (2.5 ,6.7). Please if Matlab is a childs game to you help me by sending me the source code for this. I really really need help... Please help me, this can be one hour to you, but a life saving thing to me...

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  • Representing a Gameworld that is Irregularly shaped

    - by Aaron M
    I am working on a project where the game world is irregularly shaped (Think of the shape of a lake). this shape has a grid with coordinates placed over it. The game world is only on the inside of the shape. (Once again, think Lake) How can I efficiently represent the game world? I know that many worlds are basically square, and work well in a 2 or 3 dimension array. I feel like if I use an array that is square, then I am basically wasting space, and increasing the amount of time that I need to iterate through the array. However, I am not sure how a jagged array would work here either. Example shape of gameworld X XX XX X XX XXX XXX XXXXXXX XXXXXXXX XXXXX XX XX X X Edit: The game world will most likely need each valid location stepped through. So I would a method that makes it easy to do so.

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  • Java: Friendlier way to get an instance of FontMetrics

    - by Martijn Courteaux
    Hi people, Is there a friendlier way to get an instance of FontMetrics than FontMetrics fm = Graphics.getFontMetrics(Font); I hate this way because of the following example: If you want to create in a game a menu and you want all the menuitems in the center of the screen you need fontmetrics. But, mostly, menuitems are clickable. So I create an array of Rectangles and all the rectangles fits around the items, so when the mouse is pressed, I can simply use for (int i = 0; i < rects.length; i++) if (rects[i].contains(mouseX, mouseY)) { ... } But to create the rects I also need FontMetrics for their coordinates. So this mean that I have to construct all my rectangles in the paint-method of my menu. So I want a way to get the FontMetrics so I can construct the Rectangles in a method called by the constructor. Hope you understand. Thanks in advance.

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  • C++ calculation evaluated to 0

    - by Alexander Stolz
    I'm parsing a file and trying to decode coordinates to the right unit. What happens is that this code is evaluated to 0. If I type it into gdb the result is correct. int pLat = (int)( (argv[6].data() == "plus" ? 1 : -1) * ( atoi(argv[7].data()) + atoi(argv[8].data()) / 60. + atoi(argv[9].data()) / 36000.) * 2.145767 * 0.0001); P.s. If someone knows a better title for this question, please change it

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  • Resize and center image in html/css?

    - by Derek
    Is there a way I can resize, crop, and center an image using html/css only? (img tag or css sprite) For example if I have a 500x500 pixel image, I want to resize that to a 250x250 pixel image I want to make the actual visible image to be 100x100, but still have the scale of a 250x250 sized image. I want the center of the image to be at a location x,y. Is that possible with only html/css, if not, how do you propose I go about it with javascript? Edit - ????: For (2), say my scaled image is now 200x200, and I want my visible image to be 100x100: So I guess what I mean is I want the scale and resolution of the image to be 200x200 but I want the visible image to be 100x100 or in other words the visible image would be at coordinates x,y: 0,0; 0,100; 100,0; 100,100; of the 200x200 image. Sorry, but I'm not good at explaining this.

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