Search Results

Search found 5306 results on 213 pages for 'trailing character'.

Page 45/213 | < Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >

  • Lost in Translation

    - by antony.reynolds
    Using the Correct Character Set for the SOA Suite Database A couple of years ago I spent a wonderful week in Tel Aviv helping with the first Oracle BAM implementation in Israel.  Although everyone I interacted spoke better English than I did, the screens and data for the implementation were all in Hebrew, meaning the Hebrew alphabet.  Over the week I learnt to recognize a few Hebrew words, enough to enable me to test what we were doing.  So I knew SOA Suite worked OK with non-English and non-Latin character sets so I was suspicious recently when a customer was having data corruption of non-Latin characters.  On investigation it turned out that the data received correctly in the SOA Suite, but then it was corrupted after being stored in the database. A little investigation revealed that the customer was using the default database character set, which is “WE8ISO8859P1” which, as the name suggests only supports West European 8-bit characters.  What was happening was that when the customer had installed his SOA repository he had ignored the message that his database was not using AL32UTF as the character. After changing the character set on his database he no longer saw the corruption of non-English character data. So the moral of this story is Always install the SOA Repository in to an AL32UTF8 Database This is true for both SOA Suite 10g and 11g.  Ignore it at your peril, because you never know when you will need to support Hebrew, or Japanese or another multi-byte character set.

    Read the article

  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

    Read the article

  • How do I create a third Person View using DXUTCamera in DX10?

    - by David
    I am creating a 3d flying game and using DXUTCamera for my view. I can get the camera to take on the characters position, But I would like to view my character in the 3rd person. Here is my code for first person view: //Put the camera on the object. D3DXVECTOR3 viewerPos; D3DXVECTOR3 lookAtThis; D3DXVECTOR3 up ( 5.0f, 1.0f, 0.0f ); D3DXVECTOR3 newUp; D3DXMATRIX matView; //Set the viewer's position to the position of the thing. viewerPos.x = character->x; viewerPos.y = character->y; viewerPos.z = character->z; // Create a new vector for the direction for the viewer to look character->setUpWorldMatrix(); D3DXVECTOR3 newDir, lookAtPoint; D3DXVec3TransformCoord(&newDir, &character->initVecDir, &character->matAllRotations); // set lookatpoint D3DXVec3Normalize(&lookAtPoint, &newDir); lookAtPoint.x += viewerPos.x; lookAtPoint.y += viewerPos.y; lookAtPoint.z += viewerPos.z; g_Camera.SetViewParams(&viewerPos, &lookAtPoint); So does anyone have an ideas how I can move the camera to the third person view? preferably timed so there is a smooth action in the camera movement. (I'm hoping I can just edit this code instead of bringing in another camera class)

    Read the article

  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

    Read the article

  • Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

    - by Arthur Wulf White
    Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the path(I will be using Dijkstra). The question is, how do I take preventative action in the code to stop the two from colliding with one another? case2: Characters a and b start from the same point in different times. Character b starts later and is the faster of the two. How do I make character b walk around character a without going through it? case3:Lets say we have m such characters in each side and there is sufficient room to pass through without the characters overlapping with one another. How do I stop the two groups of characters from "walking on top of one another" and allow them pass around one another in a natural organic way. A correct answer would be any algorithm, that given the path to the destination and a list of mobile objects that block the path, finds an alternative path or stops without stopping all units when there is sufficient room to traverse.

    Read the article

  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

    Read the article

  • Is there a special character in mySql that would return always true in WHERE clauses?

    - by rm.
    Is there a character, say, $, SELECT * FROM Persons WHERE firstName='Peter' AND areaCode=$; such that the statement would return the same as SELECT * FROM Persons WHERE firstName='Peter' i.e. areaCode=$ would always return always true and, thus, effectively “turns of” the criteria areaCode=... I’m writing a VBA code in Excel that fetches some rows based on a number of criteria. The criteria can either be enabled or disabled. A character like $ would make the disabling so much easier.

    Read the article

  • How to replace HEX character in an xml document?

    - by Nalum
    I'm trying to import an xml file into vb.net XmlDocument but am getting the error: '.', hexadecimal value 0x00, is an invalid character. Line 94, position 1. I'm wondering if there is a way to replace the hex character 0x00 The following are lines 92,93,94 the file ends on line 94 92 | </request> 93 |</rpc> <!-- XML Finishes here --> 94 | Thanks for any help.

    Read the article

  • How to track which character is deleted in TextBox in WPF?

    - by Ashish Ashu
    I want to track which character is deleted by the user through Delete or BackSpace Key. I am handling RichTextBox_ChangedEvent of textbox. Can I extract the deleted character from TextChangedEventArgs *e.Changes* and if yes How can I do that? I want to restrict user to from deleting any characters from the TextBox. I want user can delete only two characters ( let's say "(" or ")" ) Please suggest.

    Read the article

  • In Android OS or Java, what's the difference between a character sequence and a string????

    - by K-RAN
    For the API (Android SDK API version 8) functions whose definitions list character sequence parameters, I can feed the function String instead. Best part is that they work the same way, no hassle, no warnings. Is there a difference between the two types? And more importantly, is there an inherent danger if I send the function a String instead of a character sequence??? Thanks for any clarifications!!! :D

    Read the article

  • taking a character input in python from a file?

    - by mekasperasky
    in python , suppose i have file data.txt . which has 6 lines of data . I want to calculate the no of lines which i am planning to do by going through each character and finding out the number of '\n' in the file . How to take one character input from the file ? Readline taken the whole line .

    Read the article

  • How do you make a regular expression that matches a word with one randomly inserted character?

    - by Dfowj
    Hey all, i want to use a regular expression to match a word with one specified character randomly placed within it. I also want to keep that 'base' word's characters in their original order. For example, with the 'base' word of test and the specified character of 'y', i want the regular expression to match all the following, and ONLY the following: ytest, tyest, teyst, tesyt, testy Incase it matters, im working in javascript and using the dojo toolkit. Thanks!

    Read the article

  • Exercise 7.9 in "How to Think Like a Computer Scientist (python)" measuring occurrences of a character in a string

    - by Abie
    The question is how to write a program that measures how many times a character appears in a string in a generalizable way in python. The code that I wrote: def countLetters(str, ch): count=0 index=0 for ch in str: if ch==str[index]: count=count+1 index=index+1 print count when I use this function, it measures the length of the string instead of how many times the character occurs in the string. What did I do wrong? What is the right way to write this code?

    Read the article

  • Font for Wine that supports the entire character set of the Win32 Console?

    - by Brian Campbell
    I would like to be able to display in the Wine console all characters that the Win32 console can display. I've written a small test program to print out all 8-bit characters: #include <stdio.h> int main(int argc, char *argv[]) { int i, j; for (i = 0; i <= 0xF0; i+=0x10) { for (j = i; j <= i + 0x0F; ++j) printf("%2x:%c", j, (char)j); printf("\n"); } getchar(); return 0; } Under Wine, the best I can do so far is using Andale Mono: While this is what I see on Windows Server 2008: Is there anywhere I can legally download a font that will allow me to view all of those characters under Wine? edit I've found a set of DOS fonts that includes a CP437 font, which should cover the character set I'm interested in. However, even if I install this font, wineconsole doesn't seem to recognize it. Is there any way I can get wineconsole to use this font, or convert this font to a format that wineconsole can use? Or is there any way I can extract fonts from DOSEMU for use in Wine? Oh, and I should probably mention that I'm on Mac OS X 10.6.2, installing Wine via MacPorts, using the wine-devel package. more information I have tried installing some console fonts that should cover the full character set as Mac OS X fonts (such as the NewDOS font listed above, and a font I tried converting from the fonts supplied by DOSEMU). Wine does not seem to pick up on new fonts installed in Mac OS X. Is there a way to register new fonts I've installed with Wine? Would manually editing the system.reg file that seems to contain font mappings work, or is there something else I'd need to do? bump Bounty ends soon, I'm still looking for an answer for this. Does anyone use the Wine console for complex text user interfaces?

    Read the article

  • In GNU Screen, Recalled bash history command displays one character position to the left of actual location

    - by vergueishon
    I am running Red Hat 5 32-bit (2.6.18-194.26.1.el5). The issue is that when I recall any previous command in bash's history, the first character in the command is displayed immediately after the shell prompt, without any intervening space, likeso: \[me@mymachine tmp]$man mysql If I enter a Ctrl-C, and retype the command, it looks likeso: \[me@mymachine tmp]$ man mysql This makes recalling a command and editing it before re-entering a real pain. Basically, if I try to edit a recalled command, my changes occur one character position to the left (I believe) of what I see on the screen. It's a bit tedious to describe, and appears to only happen with commands with a large number of arguments. UPDATE: The contents of /etc/sysconfig/bash-prompt-screen, 1 #!/bin/bash 2 echo -n $'\033'"_${USER}@${HOSTNAME%%.*}:${PWD/#$HOME/~}"$'\033\\\\' and the contents of /etc/bashrc, 24 screen) 25 if [ -e /etc/sysconfig/bash-prompt-screen ]; then 26 PROMPT_COMMAND=/etc/sysconfig/bash-prompt-screen 27 else 28 PROMPT_COMMAND='echo -ne "\033_${USER}@${HOSTNAME%%.*}:${PWD/#$HOME/~}"; echo -ne "\033\\"' 29 fi 30 ;; I've disable bash-prompt-screen by renaming it--this fixed it. It's entirely possible that there is a fix to the bash-prompt-screen prompt line in the latest version of screen for RHEL 5. The error is seen under Screen version 4.00.03 (FAU) 23-Oct-06. (I noticed an update in the queue, which is installing as I write this.)

    Read the article

< Previous Page | 41 42 43 44 45 46 47 48 49 50 51 52  | Next Page >