Search Results

Search found 9031 results on 362 pages for 'permanent position'.

Page 47/362 | < Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >

  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

    Read the article

  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

    Read the article

  • Checkbox control in Asp.Net

    - by Sivakumar
    Hello, Actually I'm trying to capture person's current and permanent address. In this case if d current and permanent address same means no need to enter twise. Here I'm using a checkbox. If d checkbox s checked the current address plased in permanent address too. Help me to do tat.

    Read the article

  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

    Read the article

  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

    Read the article

  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

    Read the article

  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

    Read the article

  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

    Read the article

  • Why can't I put a jquery-ui progressbar inside a div with fixed position?

    - by Matthew
    I started the source from this progressbar example, and it works fine. My only change was to set the width of the progressbar to "20%". <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="progressbar"></div> </body> </html> I then put the progressbar inside another div, and used css to fix that div in the upper-right-hand corner. <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <style type="text/css"> #testContainer { position : fixed; top : 6; right : 6; } </style> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="testContainer"> <div id="progressbar"></div> </div> </body> </html> The progressbar becomes a slim vertical line on the left side of the screen. What am I doing wrong? I'm new to web development in general, and jquery in particular, so please forgive me if this is a stupid question.

    Read the article

  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

    Read the article

  • How can I sort an array, yet exclude certain elements (to be kept at the same position in the array)

    - by calumbrodie
    This will be implemented in Javascript (jQuery) but I suppose the method could be used in any language. I have an array of items and I need to perform a sort. However there are some items in the array that have to be kept in the same position (same index). The array in question is build from a list of <li> elements and I'm using .data() values attached to the list item as the value on which to sort. What approach would be best here? <ul id="fruit"> <li class="stay">bananas</li> <li>oranges</li> <li>pears</li> <li>apples</li> <li class="stay">grapes</li> <li>pineapples</li> </ul> <script type="text/javascript"> var sugarcontent = new Array('32','21','11','45','8','99'); $('#fruit li').each(function(i,e){ $(this).data(sugarcontent[i]); }) </script> I want the list sorted with the following result... <ul id="fruit"> <li class="stay">bananas</li> <!-- score = 32 --> <li>pineapples</li> <!-- score = 99 --> <li>apples</li> <!-- score = 45 --> <li>oranges</li> <!-- score = 21 --> <li class="stay">grapes</li> <!-- score = 8 --> <li>pears</li> <!-- score = 11 --> </ul> Thanks!

    Read the article

  • htaccess redirect to a relative location

    - by stanleyxu2005
    Hi All, On my development server, there are many web projects, like: development_server/proj_a/fldr1 development_server/proj_b/fldr1 There projects are deployed onto different productive server, like proj_a_server/fldr1 proj_b_server/fldr1 Now I want to redirect request to fldr1 to other_fldr On development server, I write: Redirect permanent /proj_a/fldr1 /proj_a/other_fldr But on productive server, I should write: Redirect permanent /fldr1 /other_fldr The question is that, can I redirect a relative path? Redirect permanent fldr1 other_fldr

    Read the article

  • NIC Bonding/balance-rr with Dell PowerConnect 5324

    - by Branden Martin
    I'm trying to get NIC bonding to work with balance-rr so that three NIC ports are combined, so that instead of getting 1 Gbps we get 3 Gbps. We are doing this on two servers connected to the same switch. However, we're only getting the speed of one physical link. We are using 1 Dell PowerConnect 5324, SW version 2.0.1.3, Boot version 1.0.2.02, HW version 00.00.02. Both servers are CentOS 5.9 (Final) running OnApp Hypervisor (CloudBoot) Server 1 is using ports g5-g7 in port-channel 1. Server 2 is using ports g9-g11 in port-channel 2. Switch show interface status Port Type Duplex Speed Neg ctrl State Pressure Mode -------- ------------ ------ ----- -------- ---- ----------- -------- ------- g1 1G-Copper -- -- -- -- Down -- -- g2 1G-Copper Full 1000 Enabled Off Up Disabled Off g3 1G-Copper -- -- -- -- Down -- -- g4 1G-Copper -- -- -- -- Down -- -- g5 1G-Copper Full 1000 Enabled Off Up Disabled Off g6 1G-Copper Full 1000 Enabled Off Up Disabled Off g7 1G-Copper Full 1000 Enabled Off Up Disabled On g8 1G-Copper Full 1000 Enabled Off Up Disabled Off g9 1G-Copper Full 1000 Enabled Off Up Disabled On g10 1G-Copper Full 1000 Enabled Off Up Disabled On g11 1G-Copper Full 1000 Enabled Off Up Disabled Off g12 1G-Copper Full 1000 Enabled Off Up Disabled On g13 1G-Copper -- -- -- -- Down -- -- g14 1G-Copper -- -- -- -- Down -- -- g15 1G-Copper -- -- -- -- Down -- -- g16 1G-Copper -- -- -- -- Down -- -- g17 1G-Copper -- -- -- -- Down -- -- g18 1G-Copper -- -- -- -- Down -- -- g19 1G-Copper -- -- -- -- Down -- -- g20 1G-Copper -- -- -- -- Down -- -- g21 1G-Combo-C -- -- -- -- Down -- -- g22 1G-Combo-C -- -- -- -- Down -- -- g23 1G-Combo-C -- -- -- -- Down -- -- g24 1G-Combo-C Full 100 Enabled Off Up Disabled On Flow Link Ch Type Duplex Speed Neg control State -------- ------- ------ ----- -------- ------- ----------- ch1 1G Full 1000 Enabled Off Up ch2 1G Full 1000 Enabled Off Up ch3 -- -- -- -- -- Not Present ch4 -- -- -- -- -- Not Present ch5 -- -- -- -- -- Not Present ch6 -- -- -- -- -- Not Present ch7 -- -- -- -- -- Not Present ch8 -- -- -- -- -- Not Present Server 1: cat /etc/sysconfig/network-scripts/ifcfg-eth3 DEVICE=eth3 HWADDR=00:1b:21:ac:d5:55 USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-eth4 DEVICE=eth4 HWADDR=68:05:ca:18:28:ae USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-eth5 DEVICE=eth5 HWADDR=68:05:ca:18:28:af USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-onappstorebond DEVICE=onappstorebond IPADDR=10.200.52.1 NETMASK=255.255.0.0 GATEWAY=10.200.2.254 NETWORK=10.200.0.0 USERCTL=no BOOTPROTO=none ONBOOT=yes cat /proc/net/bonding/onappstorebond Ethernet Channel Bonding Driver: v3.4.0-1 (October 7, 2008) Bonding Mode: load balancing (round-robin) MII Status: up MII Polling Interval (ms): 100 Up Delay (ms): 0 Down Delay (ms): 0 Slave Interface: eth3 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 00:1b:21:ac:d5:55 Slave Interface: eth4 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 68:05:ca:18:28:ae Slave Interface: eth5 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 68:05:ca:18:28:af Server 2: cat /etc/sysconfig/network-scripts/ifcfg-eth3 DEVICE=eth3 HWADDR=00:1b:21:ac:d5:a7 USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-eth4 DEVICE=eth4 HWADDR=68:05:ca:18:30:30 USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-eth5 DEVICE=eth5 HWADDR=68:05:ca:18:30:31 USERCTL=no BOOTPROTO=none ONBOOT=yes MASTER=onappstorebond SLAVE=yes cat /etc/sysconfig/network-scripts/ifcfg-onappstorebond DEVICE=onappstorebond IPADDR=10.200.53.1 NETMASK=255.255.0.0 GATEWAY=10.200.3.254 NETWORK=10.200.0.0 USERCTL=no BOOTPROTO=none ONBOOT=yes cat /proc/net/bonding/onappstorebond Ethernet Channel Bonding Driver: v3.4.0-1 (October 7, 2008) Bonding Mode: load balancing (round-robin) MII Status: up MII Polling Interval (ms): 100 Up Delay (ms): 0 Down Delay (ms): 0 Slave Interface: eth3 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 00:1b:21:ac:d5:a7 Slave Interface: eth4 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 68:05:ca:18:30:30 Slave Interface: eth5 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 68:05:ca:18:30:31 Here are the results of iperf. ------------------------------------------------------------ Client connecting to 10.200.52.1, TCP port 5001 TCP window size: 27.7 KByte (default) ------------------------------------------------------------ [ 3] local 10.200.3.254 port 53766 connected with 10.200.52.1 port 5001 [ ID] Interval Transfer Bandwidth [ 3] 0.0-10.0 sec 950 MBytes 794 Mbits/sec

    Read the article

  • OpenGL render vs. own Phong Illumination Implementation

    - by Myx
    Hello: I have implemented a Phong Illumination Scheme using a camera that's centered at (0,0,0) and looking directly at the sphere primitive. The following are the relevant contents of the scene file that is used to view the scene using OpenGL as well as to render the scene using my own implementation: ambient 0 1 0 dir_light 1 1 1 -3 -4 -5 # A red sphere with 0.5 green ambiance, centered at (0,0,0) with radius 1 material 0 0.5 0 1 0 0 1 0 0 0 0 0 0 0 0 10 1 0 sphere 0 0 0 0 1 The resulting image produced by OpenGL. The image that my rendering application produces. As you can see, there are various differences between the two: The specular highlight on my image is smaller than the one in OpenGL. The diffuse surface seems to not diffuse in the correct way, resulting in the yellow region to be unneccessarily large in my image, whereas in OpenGL there's a nice dark green region closer to the bottom of the sphere The color produced by OpenGL is much darker than the one in my image. Those are the most prominent three differences that I see. The following is my implementation of the Phong illumination: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } R3Vector normal = intersection->normal; R3Rgb Kd = intersection->node->material->kd; R3Rgb Ks = intersection->node->material->ks; // obtain ambient term R3Rgb intensity_ambient = intersection->node->material->ka*scene->ambient; // obtain emissive term R3Rgb intensity_emission = intersection->node->material->emission; // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // calculate diffuse reflection intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; // calculate specular reflection R3Vector reflection_vector = 2.*normal.Dot(light_vector)*normal-light_vector; reflection_vector.Normalize(); R3Vector viewing_vector = ray->Start() - intersection->position; viewing_vector.Normalize(); double n = intersection->node->material->shininess; intensity_specular += Ks*pow(max(0.,viewing_vector.Dot(reflection_vector)),n)*light_color; } radiance = intensity_emission+intensity_ambient+intensity_diffuse+intensity_specular; return radiance; } Here are the related LightIntensity(...) and LightDirection(...) functions: R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_direction = light->direction; break; case R3_POINT_LIGHT: light_direction = position-light->position; break; case R3_SPOT_LIGHT: light_direction = position-light->position; break; } light_direction.Normalize(); return light_direction; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + light->linear_attenuation*distance + light->quadratic_attenuation*distance*distance; } switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_intensity = light->color; break; case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; case R3_SPOT_LIGHT: R3Vector from_light_to_point = position - light->position; light_intensity = light->color*( pow(light->direction.Dot(from_light_to_point), light->angle_attenuation)); break; } return light_intensity; } I would greatly appreciate any suggestions as to any implementation errors that are apparent. I am wondering if the differences could be occurring simply because of the gamma values used for display by OpenGL and the default gamma value for my display. I also know that OpenGL (or at least tha parts that I was provided) can't cast shadows on objects. Not that this is relevant for the point in question, but it just leads me to wonder if it's simply display and capability differences between OpenGL and what I am trying to do. Thank you for your help.

    Read the article

  • How to get latitude and longitude position that stored in MySQL and use it in Android map application

    - by gunawan haruna
    I have tried to get the latitude and longitude position that was stored in MySQL. I want use the values to my Android map application. Here is my code: deskripsi.Java Button direction = (Button) findViewById (R.id.btnDir); direction.setOnClickListener(new OnClickListener(){ public void onClick(View arg0) { Intent z = getIntent(); des_lat = z.getExtras().getString("des_lat"); des_long = z.getExtras().getString("des_long"); Intent i = new Intent(android.content.Intent.ACTION_VIEW, Uri.parse("http://maps.google.com/maps?&daddr="+des_lat+","+des_long)); //("geo:37.827500,-122.481670")); startActivity(i); } }); And here is the content.Java private ListView list; int x; private String panjang[]; public void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.kontent); super.initButtonSearch(); list = (ListView) findViewById(R.id.list); JSONObject jo; try { jo = new JSONObject(JsonKontent); JSONArray ja = jo.getJSONArray("result"); System.out.println("Panjang : " + ja.length()); if (ja.length() == 0) { Toast.makeText(Content.this, "Data tidak ada!", Toast.LENGTH_LONG).show(); finish(); } content_id = new String[ja.length()]; c_title = new String[ja.length()]; c_telephone = new String[ja.length()]; c_short_description = new String[ja.length()]; c_long_description = new String[ja.length()]; c_image1 = new String[ja.length()]; c_image2 = new String[ja.length()]; l_address = new String[ja.length()]; catagory_id = new String[ja.length()]; Location myLoc = new Location("sharedPreferences"); Location restLoc = new Location("restaurantTable"); l_latitude = new String[ja.length()]; l_longitude = new String[ja.length()]; c_name = new String[ja.length()]; panjang = new String[ja.length()]; for (x = 0; x < ja.length(); x++) { JSONObject joj = ja.getJSONObject(x); content_id[x] = joj.getString("content_id"); catagory_id[x] = joj.getString("catagory_id"); c_title[x] = joj.getString("c_title"); c_telephone[x] = joj.getString("c_telephone"); c_short_description[x] = joj.getString("c_short_description"); c_long_description[x] = joj.getString("c_long_description"); c_image1[x] = HTTPConnection.urlPicture + joj.getString("c_image1"); c_image2[x] = HTTPConnection.urlPicture + joj.getString("c_image2"); l_address[x] = joj.getString("l_address"); l_latitude[x] = joj.getString("l_latitude"); l_longitude[x] = joj.getString("l_longitude"); c_name[x] = joj.getString("c_name"); myLoc.setLatitude(myLatitude); myLoc.setLongitude(myLongitude); restLoc.setLatitude(Double.parseDouble(l_latitude[x])); restLoc.setLongitude(Double.parseDouble(l_longitude[x])); float f = myLoc.distanceTo(restLoc); int f_int = Math.round(f / 100); f = Float.valueOf(f_int) / 10; String dist = new DecimalFormat("#,##0.0").format(f); System.out.println("Panjang " + dist + " km"); panjang[x] = dist + " km"; } } catch (JSONException e) { Toast.makeText(Content.this, "Data yang dicari tidak ada!", Toast.LENGTH_LONG).show(); finish(); } PFCAdapter adapter = new PFCAdapter(this, c_image1, c_title, l_address, panjang); list.setAdapter(adapter); list.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> arg0, View arg1, int arg2, long arg3) { // TODO Auto-generated method stub System.out.println("Content ID: " + Content.content_id[Deskripsi.id]); Deskripsi.id = arg2; waitDialog = ProgressDialog.show(Content.this, "Memuat", "Harap tunggu, sedang terhubung dengan server"); waitDialog.setIcon(R.drawable.iconnya); waitDialog.show(); new LihatRatingTask().execute(); } }); } class LihatRatingTask extends AsyncTask<Void, Void, Void> { protected Void doInBackground(Void... Arg0) { Deskripsi.jsonRating = HTTPConnection.openUrl(HTTPConnection.host + "lihat_rating.php?content_id=" + Content.content_id[Deskripsi.id]); Deskripsi.jsonSubCategory = HTTPConnection .openUrl(HTTPConnection.host + "sub_catagory_parameter.php?content_id=" + Content.content_id[Deskripsi.id]); RoutePath.place = HTTPConnection .LoadImageFromWeb(HTTPConnection.host + "Logo/" + image[Integer.valueOf(catagory_id[Deskripsi.id]) - 1]); Intent i = new Intent(Content.this, Deskripsi.class); i.putExtra("des_lat", l_latitude); i.putExtra("des_long", l_longitude); startActivity(i); waitDialog.dismiss(); return null; } protected void onPostExecute(Void result) { // TODO Auto-generated method stub super.onPostExecute(result); waitDialog.dismiss(); } } } The result is in destination EditText in maps application for Android "null,null" How to make it "destination_latitude, destination_longitude"? Help me please.

    Read the article

  • SQL: Using a CASE Statement to update 1000 rows at once

    - by SoLoGHoST
    Ok, I would like to use a CASE STATEMENT for this, but I am lost with this. Basically, I need to update a ton of rows, but just on the "position" column. I need to update all "position" values from 0 - count(position) for each id_layout_position column per id_layout column. OK, here is a pic of what the table looks like: Now let's say I delete the circled row, this will remove position = 2 and give me: 0, 1, 3, 5, 6, 7, and 4. But I want to add something at the end now and make sure that it has the last possible position, but the positions are already messed up, so I need to reorder them like so before I insert the new row: 0, 1, 2, 3, 4, 5, 6. But it must be ordered by lowest first. So 0 stays at 0, 1 stays at 1, 3 gets changed to 2, the 4 at the end gets changed to a 3, 5 gets changed to 4, 6 gets changed to 5, and 7 gets changed to 6. Hopefully you guys get the picture now. I'm completely lost here. Also, note, this table is tiny compared to how fast it can grow in size, so it needs to be able to do this FAST, thus I was thinking on the CASE STATEMENT for an UPDATE QUERY. Here's what I got for a regular update, but I don't wanna throw this into a foreach loop, as it would take forever to do it. I'm using SMF (Simple Machines Forums), so it might look a little different, but the idea is the same, and CASE statements are supported... $smcFunc['db_query']('', ' UPDATE {db_prefix}dp_positions SET position = {int:position} WHERE id_layout_position = {int:id_layout_position} AND id_layout = {int:id_layout}', array( 'position' => $position++, 'id_layout_position' => (int) $id_layout_position, 'id_layout' => (int) $id_layout, ) ); Anyways, I need to apply some sort of CASE on this so that I can auto-increment by 1 all values that it finds and update to the next possible value. I know I'm doing this wrong, even in this QUERY. But I'm totally lost when it comes to CASES. Here's an example of a CASE being used within SMF, so you can see this and hopefully relate: $conditions = ''; foreach ($postgroups as $id => $min_posts) { $conditions .= ' WHEN posts >= ' . $min_posts . (!empty($lastMin) ? ' AND posts <= ' . $lastMin : '') . ' THEN ' . $id; $lastMin = $min_posts; } // A big fat CASE WHEN... END is faster than a zillion UPDATE's ;). $smcFunc['db_query']('', ' UPDATE {db_prefix}members SET id_post_group = CASE ' . $conditions . ' ELSE 0 END' . ($parameter1 != null ? ' WHERE ' . (is_array($parameter1) ? 'id_member IN ({array_int:members})' : 'id_member = {int:members}') : ''), array( 'members' => $parameter1, ) ); Before I do the update, I actually have a SELECT which throws everything I need into arrays like so: $disabled_sections = array(); $positions = array(); while ($row = $smcFunc['db_fetch_assoc']($request)) { if (!isset($disabled_sections[$row['id_group']][$row['id_layout']])) $disabled_sections[$row['id_group']][$row['id_layout']] = array( 'info' => $module_info[$name], 'id_layout_position' => $row['id_layout_position'] ); // Increment the positions... if (!is_null($row['position'])) { if (!isset($positions[$row['id_layout']][$row['id_layout_position']])) $positions[$row['id_layout']][$row['id_layout_position']] = 1; else $positions[$row['id_layout']][$row['id_layout_position']]++; } else $positions[$row['id_layout']][$row['id_layout_position']] = 0; } Thanks, I know if anyone can help me here it's definitely you guys and gals... Anyways, here is my question: How do I use a CASE statement in the first code example, so that I can update all of the rows in the position column from 0 - total # of rows found, that have that id_layout value and that id_layout_position value, and continue this for all different id_layout values in that table? Can I use the arrays above somehow? I'm sure I'll have to use the id_layout and id_layout_position values for this right? But how can I do this? Ok, guy, I get an error, saying "Hacking Attempt" with the following code: // Updating all positions in here. $smcFunc['db_query']('', ' SET @pos = 0; UPDATE {db_prefix}dp_positions SET position=@pos:=@pos+1 ORDER BY id_layout_position, position', array( ) ); Am I doing something wrong? Perhaps SMF has safeguards against this approach?? Perhaps I need to use a CASE STATEMENT instead?

    Read the article

  • How to give position zero of spinner a prompt value?

    - by Eugene H
    The database is then transferring the data to a spinner which I want to leave position 0 blank so I can add a item to the spinner with no value making it look like a prompt. I have been going at it all day. FAil after Fail MainActivity public class MainActivity extends Activity { Button AddBtn; EditText et; EditText cal; Spinner spn; SQLController SQLcon; ProgressDialog PD; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); AddBtn = (Button) findViewById(R.id.addbtn_id); et = (EditText) findViewById(R.id.et_id); cal = (EditText) findViewById(R.id.et_cal); spn = (Spinner) findViewById(R.id.spinner_id); spn.setOnItemSelectedListener(new OnItemSelectedListenerWrapper( new OnItemSelectedListener() { @Override public void onItemSelected(AdapterView<?> parent, View view, int pos, long id) { SQLcon.open(); Cursor c = SQLcon.readData(); if (c.moveToPosition(pos)) { String name = c.getString(c .getColumnIndex(DBhelper.MEMBER_NAME)); String calories = c.getString(c .getColumnIndex(DBhelper.KEY_CALORIES)); et.setText(name); cal.setText(calories); } SQLcon.close(); // closing database } @Override public void onNothingSelected(AdapterView<?> parent) { // TODO Auto-generated method stub } })); SQLcon = new SQLController(this); // opening database SQLcon.open(); loadtospinner(); AddBtn.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { new MyAsync().execute(); } }); } public void loadtospinner() { ArrayList<String> al = new ArrayList<String>(); Cursor c = SQLcon.readData(); c.moveToFirst(); while (!c.isAfterLast()) { String name = c.getString(c.getColumnIndex(DBhelper.MEMBER_NAME)); String calories = c.getString(c .getColumnIndex(DBhelper.KEY_CALORIES)); al.add(name + ", Calories: " + calories); c.moveToNext(); } ArrayAdapter<String> aa1 = new ArrayAdapter<String>( getApplicationContext(), android.R.layout.simple_spinner_item, al); spn.setAdapter(aa1); // closing database SQLcon.close(); } private class MyAsync extends AsyncTask<Void, Void, Void> { @Override protected void onPreExecute() { super.onPreExecute(); PD = new ProgressDialog(MainActivity.this); PD.setTitle("Please Wait.."); PD.setMessage("Loading..."); PD.setCancelable(false); PD.show(); } @Override protected Void doInBackground(Void... params) { String name = et.getText().toString(); String calories = cal.getText().toString(); // opening database SQLcon.open(); // insert data into table SQLcon.insertData(name, calories); return null; } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); loadtospinner(); PD.dismiss(); } } } DataBase public class SQLController { private DBhelper dbhelper; private Context ourcontext; private SQLiteDatabase database; public SQLController(Context c) { ourcontext = c; } public SQLController open() throws SQLException { dbhelper = new DBhelper(ourcontext); database = dbhelper.getWritableDatabase(); return this; } public void close() { dbhelper.close(); } public void insertData(String name, String calories) { ContentValues cv = new ContentValues(); cv.put(DBhelper.MEMBER_NAME, name); cv.put(DBhelper.KEY_CALORIES, calories); database.insert(DBhelper.TABLE_MEMBER, null, cv); } public Cursor readData() { String[] allColumns = new String[] { DBhelper.MEMBER_ID, DBhelper.MEMBER_NAME, DBhelper.KEY_CALORIES }; Cursor c = database.query(DBhelper.TABLE_MEMBER, allColumns, null, null, null, null, null); if (c != null) { c.moveToFirst(); } return c; } } Helper public class DBhelper extends SQLiteOpenHelper { // TABLE INFORMATTION public static final String TABLE_MEMBER = "member"; public static final String MEMBER_ID = "_id"; public static final String MEMBER_NAME = "name"; public static final String KEY_CALORIES = "calories"; // DATABASE INFORMATION static final String DB_NAME = "MEMBER.DB"; static final int DB_VERSION = 2; // TABLE CREATION STATEMENT private static final String CREATE_TABLE = "create table " + TABLE_MEMBER + "(" + MEMBER_ID + " INTEGER PRIMARY KEY AUTOINCREMENT, " + MEMBER_NAME + " TEXT NOT NULL," + KEY_CALORIES + " INT NOT NULL);"; public DBhelper(Context context) { super(context, DB_NAME, null, DB_VERSION); } @Override public void onCreate(SQLiteDatabase db) { db.execSQL(CREATE_TABLE); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { // TODO Auto-generated method stub db.execSQL("DROP TABLE IF EXISTS " + TABLE_MEMBER); onCreate(db); } }

    Read the article

  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

    Read the article

  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

    Read the article

  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

    Read the article

  • Cocos2d: Moving background on update: offsett issue

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

    Read the article

  • Read Parent nodes only from XML using LINQToXML

    - by ItsMeSri
    I have XML string that has parent nodes "Committee" and inside that another child node "Committee" is there. When I am using "from committee in xDocument.DescendantsAndSelf("Committee")" it is reading childnode also, but I don't want to read child nodes, I just want to read Parent nodes only. <Committee> <Position>STAFF</Position> <Appointment>1/16/2006</Appointment> <Committee>PPMSSTAFF</Committee> <CommitteeName>PPMS Staff</CommitteeName> <Expiration>12/25/2099</Expiration> </Committee> <Committee> <Position>STAFF</Position> <Appointment>4/16/2004</Appointment> <Committee>PMOSSTAFF</Committee> <CommitteeName>PPMS </CommitteeName> <Expiration>12/25/2099</Expiration> </Committee> XElement xDocument= XElement.Parse(xml); var committeeXmls = from Committee in xDocument.Descendants("Committee") select new { CommitteeName = Committee.Element("CommitteeName"), Position = Committee.Element("Position"), Appointment = Committee.Element("Appointment"), Expiration = Committee.Element("Expiration") }; int i = 0; foreach (var committeeXml in committeeXmls) { if (committeeXml != null) { drCommittee = dtCommittee.NewRow(); drCommittee["ID"] = ++i; drCommittee["CommitteeName"] = committeeXml.CommitteeName.Value; drCommittee["Position"] = committeeXml.Position.Value; drCommittee["Appointment"] = committeeXml.Appointment.Value; drCommittee["Expiration"] = committeeXml.Expiration.Value; dtCommittee.Rows.Add(drCommittee); // educationXml.GraduationDate.Value, educationXml.Major.Value); } }

    Read the article

  • Android: onListItemClick not opening up the .xml file

    - by Capsud
    Hi, public void onListItemClick(ListView l, View v, int position, long id) { if(position == 0){ setContentView(R.layout.cuisine); } } I have an array of Strings and i'm using the above method to try and open up a new xml file called 'cuisine' when it is clicked. but it keeps failing! Have I done this right, or what am I doing wrong? Thanks. Ok from looking at similar problems on the web, people have said to get the onListItemClick() to start a new activity and using that new activity to then open up the new view? So what i've done is this... protected void onListItemClick(ListView l, View v, int position, long id) { Intent dundrumIntent = new Intent(v.getContext(), DundrumSelector.class); dundrumIntent.putExtra("position", position); startActivityForResult(dundrumIntent, 0); } and then import android.app.Activity; import android.os.Bundle; public class DundrumSelector extends Activity { @Override public void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); int position = getIntent().getExtras().getInt("position"); if(position == 0){ setContentView(R.layout.cuisine); } } } Yet i'm still getting the same problem. The program crashes when I click on an item in the listView. And yes i've added the activity to the manifest. Does anyone have a resolution to this as alot of people seem to be having the same problem. Thanks alot.

    Read the article

  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

    Read the article

  • Autocomplete and User define keyboard

    - by Geetha
    Hi All, I am using asp:button to create a keyboard with A-Z and 0-9 for touch screen using Java script. This keyboard is linked with one textbox. If we click one button corresponding text will be displayed on the textbox. Its working fine. I have included the autocomplete feature to this textbox using jquery JQuery Autocomplete. Problem: The autocomplete is not working if i my user define keyboard. How to modify my key buttons as keyboard keys? Is it possible? Is there any other way to achieve this? Code: <asp:TextBox ID="txtSearch" runat="server"></asp:TextBox> <asp:Button ID="zero" runat="server" Text="0" CssClass="myclass" OnClientClick="return typeLetter(this);" TabIndex="20"/> function typeLetter(currentbutton) { if (previousActiveElement != null) { if (previousActiveElement == 'antSearchText'){ var position = document.getElementById('position').value; if (position == '') { alert('chk position'); } else { var existingString = document.getElementById(previousActiveElement).value; var beforeString = existingString.substring(0, position); var afterString = existingString.substring(position, existingString.length); document.getElementById(previousActiveElement).value = beforeString + currentbutton.value + afterString; setCaretPosition(document.getElementById(previousActiveElement), parseInt(position) + 1); setCaretPosition(document.getElementById(previousActiveElement), parseInt(position) + 1); } } } return false; }

    Read the article

< Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >