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  • using special characters in functions: Python

    - by satyajit
    I am writing an xmlrpc client which uses a server written in ruby. One of the functions is framework.busy?(). Let me show the ruby version: server.call( "framework.busy?" ) So lets assume I create an instance of the ServerProxy class say server. So while using python to call the function busy? I need to use: server.framework.busy?() This leads to an error: SyntaxError: invalid syntax How can I call this function? Or am I reading the ruby code wrong and implementing it wrongly.

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  • Recursive Functions for Beginners?

    - by cam
    I'm looking for a few recursive function examples, preferably ones that show increase in complexity. I understand basic recursive functions, but I'm having trouble implementing them in my code. I've never used them in my code before, and I know it doesn't always call for it, but I'd like to try. Is there a good resource with examples, and maybe challenges of some sort? Or even some simple math problems (Project Euler-style?) that I could use recursion on? For examples, I prefer C#, but anything works.

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  • [js] how combine 2 functions on submit?

    - by Mahmoud
    hey there, as you can see, i have to functions first to check if all forms are not empty and the second function is to verify the captcher, when i combine them together both work at the same time, i want to first to verify the first function, when that function returns true then the other function starts, here is the code that i used on form <form action="reg.php" method="post" enctype="application/x-www-form-urlencoded" onsubmit=" Checking(this); return jcap();" > As you can see both function execute at the same time so i tried this <form action="reg.php" method="post" enctype="application/x-www-form-urlencoded" onsubmit=" if(Checking(this) == true ){ return jcap();}" > is bypass both

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  • Diff applications going crazy if the functions in the file were reordered

    - by VitalyB
    I've been busy refactoring a file in our project and as part of my changes I reordered the function to a more logical way. However, now when I'm trying to review my changes I get a mess: The diff applications has no idea that the functions were merely reordered and marks 80% of the file content as changed. I've tried to see the diff with both "Beyond Compare" and "WinMerge" to the same result. Is there some setting that might help me here? As tagged, I am using C# on Windows.

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  • PHP OOP: Parenting objects/functions?

    - by Industrial
    Hi everyone, How is parenting functions in PHP done properly according to the following example? Can I make sure that my array isn't overwritten and the previous values inside array lost, on each addArray call? function arraybase() { $this->array = new ArrayObject(); return $this; } function addArray($value) { parent::$this->arraybase(); $this->array->append($value); return $this; } $this->addArray('1')->addArray('2')->addArray('3'); // outputs: Array ( [0] => 3 ) Thanks a lot!

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  • PHP 5.3 Namespaces should i use every PHP function with backslash?

    - by lhwparis
    Hi, im now using namespaces in PHP 5.3 now there is a fallback mechanism for functions which dont exist in the namespace. so php every time checks if the function exists in namespace and then tries to load it from global space. So what about all php internal functions? strstr for example? Should i now use every php internal function with a \ ? to avoid php first checking the namespace? is this fallback a huge performance drop? what do you think?

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  • best way to write a-> ..->[a] recursive functions in haskell

    - by Roman A. Taycher
    So I keep having this small problem where I have something like func :: a -> b -> [a] -- or basically any a-> ...-> [a] where ... is any types -> func x y = func' [x] y -- as long as they are used to generate a list of [a] from x func' :: [a] -> b -> [a] func = undefined --situation dependant generates a list from each element and returns it as one long list should I keep it like this? should I use func' hidden by a where? should I only use the [a] - b - [a] version and leave the responsibility of passing [variable] to the callee? I might well need to compose these functions and might want to mess around with the order so I'm leaning towards option 3. What do you think?

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  • C++ pointer to functions, Beginner Question...

    - by BobAlmond
    Hi all, I want to ask about pointer in C++ I have some simple code: int add(int a, int b){ return a+b; } int runner(int x,int y, int (*functocall)(int, int)){ return (*functocall)(x,y); } now, suppose I call those functions using this way : cout<<runner(2,5,&add); or maybe cout<<runner(2,5,add); is there any difference? because when I tried, the result is the same and with no error. Thanks a lot

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  • Call functions in an event/function chain?

    - by acidzombie24
    I have 3 functions. They can be called in any order (later they may need specific order). The return value of one function should be the first param of the next. How do i do this? what i am thinking is something like the below. Whats the best way to do this? string void fn(string sz, data d, eventhdl nextFunc) { //do stuff if(nextFunc == null) return ret; else return nextFunc(ret, d, nextFunc.Next); }

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  • Strange profiler behavior: same functions, different performances

    - by arthurprs
    I was learning to use gprof and then i got weird results for this code: int one(int a, int b) { return a / (b + 1); } int two(int a, int b) { return a / (b + 1); } int main() { for (int i = 1; i < 30000000; i++) { two(i, i * 2); one(i, i * 2); } return 0; } and this is the profiler output % cumulative self self total time seconds seconds calls ns/call ns/call name 48.39 0.90 0.90 29999999 30.00 30.00 one(int, int) 40.86 1.66 0.76 29999999 25.33 25.33 two(int, int) 10.75 1.86 0.20 main If i call one then two the result is the inverse, two takes more time than one both are the same functions, but the first calls always take less time then the second Why is that? Note: The assembly code is exactly the same and code is being compiled with no optimizations

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  • Localizing formatting functions instead of properties in VS.NET resources

    - by LexL
    I noticed that .NET framework uses formatting functions, generated the same way localizable string are. There is a resource file Resources.resx with resource string TestString. So you may use it in code like this: string localizableValue = Resources.TestString; Now, imagine you need a formattable localizable string, to use it in string.Format function. So everytime you use it, you have to write something like this: string localizableFormattedValue = string.Format(Resources.TestFormatString, someParam1, someParam2); The observation says that in .NET framework generated resource classes already include the above construction. So instead of string property, a string function is generated. The resulting code looks like this: string localizableFormattedValue = Resources.TestFormatString(someParam1, someParam2); The question is - how do they do this? Is it some custom Microsoft feature (resx generator) or I'm missing something obvious?

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  • Functions without arguments, with unit as argument in scala

    - by scout
    def foo(x:Int, f:Unit=>Int) = println(f()) foo(2, {Unit => 3+4} //case1 def loop:Int = 7 foo(2, loop) //does not compile changing loop to //case 2 def loop():Int = 7 foo(2, loop) // does not compile changing loop to //case 3 def loop(x:Unit): Int = 7 //changing according to Don's Comments foo(2,loop) // compiles and works fine should'nt case 1 and case 2 also work? why are they not working? defining foo as def foo(x:Int, y:()=>Int) then case 2 works but not case 1. Arent they all supposed to work, defining the functions either way. //also i think ()=Int in foo is a bad style, y:=Int does not work, comments??

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  • Old functions return 'undefined' error once I add a jquery reference

    - by Lapa
    Disregard this question: I've simply confused <script src="..."></script> tag and <script> [some functions] </scipt> tags. I have this function function OnLoad() { ShowHideConfirmAnswers(); return true; } triggered by onload event: <body onload=OnLoad()> It works fine until I add src="jquery-1.4.2.js" to the script element. From this moment I get "OnLoad is not defined" error, and the same happens to every other javascript function.

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  • [PHP] Variables loaded from a separate script are not defined within functions

    - by Goro
    Hello, I use settings.php to store general settings for my application. When I load this settings file, I can use the variables defined in settings.php in the script itself, but not within any functions I define in it. For example, in my class definition, myclass.php: <?php $preIP = dirname(__FILE__); require_once( "preIP/settings.php" ); class MyClass { ... public function foo() { echo $variable_from_settings; } } The code in the function foo() will not work (the variable will not be defined). The settings.php file looks like this: $variable_from_settings = "bar"; Thanks,

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  • Lua not producing table of functions (IO API)

    - by ArtOfCode
    I'm working on a basic project in Lua. I've been trying to get data from files using the IO API (as defined here), but when I open a file and give it a handle, it doesn't seem to return a table of functions. The (erroneous bit of) code: local unread = fs.list("email/"..from.."/") local send = "" for _,file in ipairs(unread) do local handle = io.open(file,"r") local text = handle:read("*a") send = send .. text .. "\n" handle.close() fs.delete(file) end The fs you see on the first line is a professional filesystem wrapper round the IO API, not my work and perfectly error-free, so that's not the problem. However, when I try to read the file (handle:read()), it throws "attempt to index nil". Tracing it, it turns out that handle itself is nil. Any ideas?

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  • Find and list all functions/methods in a set of JavaScript files

    - by Dan Milstein
    Is there a way to read a set of JavaScript files, and output a description of where every function/method is defined? I realize that this is likely impossible in full generality, due to the extreme dynamic nature of the language. What I'm imagining is something which gets the (relatively) straightforward cases. Ideally, I'd want it figure out where, e.g. some method got attached to string or hash or some other fundamental class (and also just let you find all the classes/functions that get defined once in one place). Does such a tool exist?

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  • Writing lambda functions in Scala

    - by user2433237
    I'm aware that you can write anonymous functions in Scala but I'm having trouble trying to convert a piece of code from Scheme. Could anyone help me convert this to Scala? (define apply-env (lambda (env search-sym) (cases environment env (empty-env () (eopl:error 'apply-env "No binding for ~s" search-sym)) (extend-env (var val saved-env) (if (eqv? search-sym var) val (apply-env saved-env search-sym))) (extend-env-rec (p-name b-var p-body saved-env) (if (eqv? search-sym p-name) (proc-val (procedure b-var p-body env)) (apply-env saved-env search-sym)))))) Thanks in advance

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  • [javascript]Where are all functions in IE?

    - by user339865
    If i want to take all functions and variables declared in my program in firefox i just iterate 'window' object. For example if i have var a=function() {}; i can use a(); or window.a(); in firefox, but not in IE. I have function iterating window object and writing all function names declared in program like that: for (smthng in window) { document.write(smthng); } works in FF, in IE there are some stuff but nothing i declare before. Any ideas?

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  • Automatic conversion between methods and functions in Scala

    - by fikovnik
    I would like to understand the rules when can Scala automatically convert methods into functions. For example, if I have following two methods: def d1(a: Int, b: Int) {} def r[A, B](delegate: (A, B) ? Unit) {} I can do this: r(d1) But, when overloading r it will no longer work: def r[A, B, C](delegate: (A, B, C) ? Unit) {} r(d1) // no longer compiles and I have to explicitly convert method into partially applied function: r(d1 _) Is there any way to accomplish following with the explicit conversion? def r[A, B](delegate: (A, B) ? Unit) {} def r[A, B, C](delegate: (A, B, C) ? Unit) {} def d1(a: Int, b: Int) {} def d2(a: Int, b: Int, c: Int) {} r(d1) // only compiles with r(d1 _) r(d2) // only compiles with r(d2 _) There is somewhat similar question, but it is not fully explained.

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  • Setting an XAML Window always on top (but no TopMost property)

    - by Brian Scherady
    I am developing an application based on OptiTrack SDK (from NaturalPoint). I need to run the application window as "Always on Top". The window is designed in XAML and is controled in the class "CameraView" but it does not seem to include a "TopMost" property or equivalent. Attached are the code of "CameraView.xaml.cs" and the code of "CameraView.xaml" that are part of OptiTrack SDK (NaturalPoint) called "Single_Camera_CSharp_.NET_3.0". One could expect the class CameraView to contain properties or members to set the position of the window on the screen or to set it to TopMost but as far as searched I found nothing. I wonder what I should do. Thank you, Brian ================ "CameraView.xaml.cs" using System; using System.IO; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Navigation; using System.Drawing.Imaging; using System.Drawing.Drawing2D; using System.Windows.Threading; namespace TestProject { public partial class CameraView { private const int NP_OPTION_OBJECT_COLOR_OPTION = 3; private const int NP_OPTION_VIDEO_TYPE = 48; private const int NP_OPTION_NUMERIC_DISPLAY_ON = 71; private const int NP_OPTION_NUMERIC_DISPLAY_OFF = 72; private const int NP_OPTION_FETCH_RLE = 73; private const int NP_OPTION_FETCH_GRAYSCALE = 74; private const int NP_OPTION_FRAME_DECIMATION = 52; private const int NP_OPTION_INTENSITY = 50; private const int NP_OPTION_SEND_EMPTY_FRAMES = 41; private const int NP_OPTION_THRESHOLD = 5; private const int NP_OPTION_EXPOSURE = 46; private const int NP_OPTION_SEND_FRAME_MASK = 73; private const int NP_OPTION_TEXT_OVERLAY_OPTION = 74; // public delegate void OnCameraViewCreate(CameraView camera); // public static OnCameraViewCreate onCameraViewCreate; private System.Drawing.Bitmap raw = new System.Drawing.Bitmap(353, 288, System.Drawing.Imaging.PixelFormat.Format32bppArgb); private int mFrameCounter; private int mDisplayCounter; private DispatcherTimer timer1 = new DispatcherTimer(); private bool mVideoFrameAvailable = false; private int mNumeric = -1; private bool mGreyscale = false; private bool mOverlay = true; public CameraView() { this.InitializeComponent(); timer1.Interval = new TimeSpan(0, 0, 0, 0, 10); timer1.Tick += new EventHandler(timer1_Tick); } public int Numeric { get { return mNumeric; } set { mNumeric = value % 100; if (mNumeric = 0) { if (Camera != null) Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_ON, value % 100); } } } private bool CameraRunning = false; private OptiTrack.NPCamera mCamera; public OptiTrack.NPCamera Camera { get { return mCamera; } set { if (mCamera == value) return; //== Don't do anything if you're assigning the same camera == if (mCamera != null) { //== Shut the selected camera down ==<< if (CameraRunning) { CameraRunning = false; mCamera.Stop(); mCamera.FrameAvailable -= FrameAvailable; } } mCamera = value; if (mCamera == null) { mNumeric = -1; } else { serialLabel.Content = "Camera "+mCamera.SerialNumber.ToString(); //mNumeric.ToString(); } } } private void FrameAvailable(OptiTrack.NPCamera Camera) { mFrameCounter++; try { OptiTrack.NPCameraFrame frame = Camera.GetFrame(0); int id = frame.Id; if (CameraRunning) { GetFrameData(Camera, frame); } frame.Free(); } catch (Exception) { int r = 0; r++; } } private void GetFrameData(OptiTrack.NPCamera camera, OptiTrack.NPCameraFrame frame) { BitmapData bmData = raw.LockBits(new System.Drawing.Rectangle(0, 0, raw.Width, raw.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb); int stride = bmData.Stride; System.IntPtr bufferPtr = bmData.Scan0; unsafe { byte* buffer = (byte*)(void*)bufferPtr; camera.GetFrameImage(frame, bmData.Width, bmData.Height, bmData.Stride, 32, ref buffer[0]); } raw.UnlockBits(bmData); mVideoFrameAvailable = true; } private void timer1_Tick(object sender, EventArgs e) { if (CameraRunning && mVideoFrameAvailable) { mVideoFrameAvailable = false; cameraImage.Source = Img(raw); mDisplayCounter++; } } private System.Windows.Media.ImageSource Img(System.Drawing.Bitmap img) { System.Drawing.Imaging.BitmapData bmData = img.LockBits(new System.Drawing.Rectangle(0, 0, img.Width, img.Height), System.Drawing.Imaging.ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppPArgb); System.Windows.Media.Imaging.BitmapSource bitmap = System.Windows.Media.Imaging.BitmapSource.Create( img.Width, img.Height, 96, 96, PixelFormats.Bgra32, System.Windows.Media.Imaging.BitmapPalettes.WebPalette, bmData.Scan0, bmData.Stride * bmData.Height, bmData.Stride); img.UnlockBits(bmData); return bitmap; } private void startStopButton_Click(object sender, RoutedEventArgs e) { if (CameraRunning) StopCamera(); else StartCamera(); } public void StartCamera() { if (Camera != null) { mFrameCounter = 0; mDisplayCounter = 0; Camera.FrameAvailable += FrameAvailable; Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); Camera.SetOption(NP_OPTION_FRAME_DECIMATION, 1); Camera.SetOption(NP_OPTION_INTENSITY, 0); Camera.SetOption(NP_OPTION_EXPOSURE, 10); Camera.SetOption(NP_OPTION_THRESHOLD, 50); Camera.SetOption(NP_OPTION_OBJECT_COLOR_OPTION, 0); SetOverlayOption(); SetGreyscaleOption(); timer1.Start(); Camera.Start(); CameraRunning = true; this.Numeric = mNumeric; startStopButton.Content = "Stop Camera"; } } private void SetGreyscaleOption() { if(mGreyscale) Camera.SetOption(NP_OPTION_VIDEO_TYPE, 1); else Camera.SetOption(NP_OPTION_VIDEO_TYPE, 0); } private void SetOverlayOption() { if(mOverlay) Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 255); else Camera.SetOption(NP_OPTION_TEXT_OVERLAY_OPTION, 0); } public void StopCamera() { if (Camera != null) { Camera.Stop(); timer1.Stop(); CameraRunning = false; Camera.FrameAvailable -= FrameAvailable; Camera.SetOption(NP_OPTION_NUMERIC_DISPLAY_OFF, 0); startStopButton.Content = "Start Camera"; } } private void greyscaleButton_Click(object sender, RoutedEventArgs e) { if(mGreyscale) mGreyscale = false; else mGreyscale = true; SetGreyscaleOption(); } private void OverlayButton_Click(object sender, RoutedEventArgs e) { if(mOverlay) mOverlay = false; else mOverlay = true; SetOverlayOption(); } private void exposureSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera!=null) { mCamera.SetOption(NP_OPTION_EXPOSURE, (int) this.exposureSlider.Value); } } private void thresholdSlider_ValueChanged(object sender, RoutedEventArgs e) { if (mCamera != null) { mCamera.SetOption(NP_OPTION_THRESHOLD, (int)this.thresholdSlider.Value); } } private void optionsButton_Click(object sender, RoutedEventArgs e) { if (!propertyPanel.IsVisible) propertyPanel.Visibility = Visibility.Visible; else propertyPanel.Visibility = Visibility.Collapsed; } } } ================ "CameraView.xaml"

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  • Postfix (delivery temporarily suspended: conversation with mydomain.net [private/lmtp] timed out while receiving the initial server greeting)

    - by Paul
    I'm running Debian 7.1, Postfix version 2.9.6, Dovecot Version 2.1.7 To set it up I followed mostly this (without the spamass-clamav-greylist bit) I have also got setup smart host relaying via gmail postconf -n reveals: alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases append_dot_mydomain = no biff = no config_directory = /etc/postfix inet_interfaces = all inet_protocols = ipv4 mailbox_size_limit = 0 milter_default_action = accept mydestination = MyDomain, localhost.net, localhost myhostname = MyDomain.net mynetworks = 127.0.0.0/8 myorigin = /etc/mailname readme_directory = no recipient_delimiter = + relay_domains = mysql:/etc/postfix/mysql_relay_domains.cf relayhost = [smtp.gmail.com]:587 smtp_connect_timeout = 120s smtp_sasl_auth_enable = yes smtp_sasl_password_maps = hash:/etc/postfix/relay_passwd smtp_sasl_security_options = noanonymous smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtp_use_tls = yes smtpd_banner = $myhostname ESMTP $mail_name (Debian/GNU) smtpd_recipient_restrictions = permit_mynetworks, permit_sasl_authenticated, reject_non_fqdn_hostname, reject_non_fqdn_sender, reject_non_fqdn_recipient, reject_unauth_destination, reject_unauth_pipelining, reject_invalid_hostname smtpd_sasl_auth_enable = yes smtpd_sasl_path = private/auth smtpd_sasl_security_options = noanonymous smtpd_sasl_type = dovecot smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes virtual_alias_maps = mysql:/etc/postfix/mysql_virtual_alias_maps.cf virtual_gid_maps = static:3000 virtual_mailbox_base = /home/vmail virtual_mailbox_domains = mysql:/etc/postfix/mysql_virtual_mailbox_domains.cf virtual_mailbox_maps = mysql:/etc/postfix/mysql_virtual_mailbox_maps.cf virtual_transport = lmtp:unix:private/lmtp virtual_uid_maps = static:3000 I am able to send emails to the outside world but all emails sent to me are getting stuck. mailq is showing numerous lines: A69C2414C4 2621 Fri Dec 27 14:57:03 [email protected] (conversation with MyDomain.net[private/lmtp] timed out while receiving the initial server greeting) [email protected] AB78B414BE 3796 Fri Dec 27 14:56:50 [email protected] (delivery temporarily suspended: conversation with MyDomain.net[private/lmtp] timed out while receiving the initial server greeting) [email protected] /var/log/mail.log is showing: Dec 28 09:50:09 hostname postfix/lmtp[10828]: E947C414CD: to=, relay=localhost[private/lmtp], delay=64012, delays=63712/0.25/300/0, dsn=4.4.2, status=deferred (conversation with localhost[private/lmtp] timed out while receiving the initial server greeting) Any help would be greatly appreciated. Thank you

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Include in service layer all the application's functions or only the reusable ones?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • Java Timers - Functions called not completing!

    - by Matt Swanson
    So I have a TimerTask task calling a function onTimerComplete() in its run() onTimerComplete() looks something like this: private void onTimerComplete(){ myFunc1(); myFunc2(); } I make a Timer t and I schedule the TimerTask with t.schedule(task, 2000); The problem is, when the timer is up and the task runs my onTimerComplete() but that function does not finish. It runs myFunc1() but never finishes it nor does it ever call myFunc2() However, if I call onTimerComplete() directly, everything works. What's the deal here?

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  • Override number of parameters of pure virtual functions

    - by Jir
    I have implemented the following interface: template <typename T> class Variable { public: Variable (T v) : m_value (v) {} virtual void Callback () = 0; private: T m_value; }; A proper derived class would be defined like this: class Derived : public Variable<int> { public: Derived (int v) : Variable<int> (v) {} void Callback () {} }; However, I would like to derive classes where Callback accepts different parameters (eg: void Callback (int a, int b)). Is there a way to do it?

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