Search Results

Search found 3416 results on 137 pages for 'scene graph'.

Page 47/137 | < Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >

  • translating play in HTML to python

    - by aharon
    So, I'd like to represent one of Shakespeare's plays, Hamlet, into the following objects (maybe this isn't the best representation, if so please tell me): class Play(): acts = [] ... def add_act(self, act): acts.append(act) class Act(): scenes = [] ... def add_scene(self, scene): scenes.append(scene) class Scene(): elems = [] def __init__(self, title, setting=""): ... def add_elem(self, elem): elems.append(elem) ... class StageDirection(): # elem def __init__(self, text): ... class Line(): # elem def __init__(self, id, text, character = None): ... # A None character represents a continuation from the previous line # id could be, for example, 1.1.1 There are other methods, of course, for printing and such in each of the classes. The question is, how do I get a structure based on these classes (or something like them) from HTML 4 code that looks like this: <H3>ACT I</h3> <h3>SCENE I. Elsinore. A platform before the castle.</h3> <p><blockquote> <i>FRANCISCO at his post. Enter to him BERNARDO</i> </blockquote> <A NAME=speech1><b>BERNARDO</b></a> <blockquote> <A NAME=1.1.1>Who's there?</A><br> </blockquote> <A NAME=speech2><b>FRANCISCO</b></a> <blockquote> <A NAME=1.1.2>Nay, answer me: stand, and unfold yourself.</A><br> </blockquote> <A NAME=speech3><b>BERNARDO</b></a> <blockquote> <A NAME=1.1.3>Long live the king!</A><br> </blockquote> <A NAME=speech4><b>FRANCISCO</b></a> <blockquote> <A NAME=1.1.4>Bernardo?</A><br> </blockquote> <A NAME=speech5><b>BERNARDO</b></a> <blockquote> <A NAME=1.1.5>He.</A><br> </blockquote> <!-- for more, see the source of shakespeare.mit.edu/hamlet/full.html --> translating that into something like this: play = Play() actI = Act() sceneI = Scene("Scene I", "Elsinore. A platform before the castle.") sceneI.add_elem(StageDirection("Francisco at his post. Enter to him Bernardo.")) sceneI.add_elem(Line("Bernardo", "Who's there?")) ... Of course, I don't expect all the code—but what libraries and, when there aren't libraries, logic should I use? Thanks. (This is for a future opensource project and me learning Python for fun—not homework.)

    Read the article

  • Monogame - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter. I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Shader code below #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated.

    Read the article

  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

    Read the article

  • Jump and run HTML5 Game Framework

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: we have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practive? Having multiple canvas to draw? Each gameloop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it everytime and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive... Other question: Do you have any advice how we could dive into implementing an own framework? Most stuff we find online relies on existing frameworks or they just implement their game without building a framework.

    Read the article

  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

    Read the article

  • Center directional light shadow to the cameras eye

    - by Caesar
    I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = XMLoadFloat3(&dir); XMVECTOR lightPos = radius * lightDir; XMVECTOR targetPos = XMLoadFloat3(&center); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(lightPos, targetPos, up); // This is the view // Transform bounding sphere to light space. XMFLOAT3 sphereCenterLS; XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, V)); // Ortho frustum in light space encloses scene. float l = sphereCenterLS.x - radius; float b = sphereCenterLS.y - radius; float n = sphereCenterLS.z - radius; float r = sphereCenterLS.x + radius; float t = sphereCenterLS.y + radius; float f = sphereCenterLS.z + radius; XMMATRIX P = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f); // This is the projection Which works prefect if the center of my scene is at 0.0, 0.0, 0.0. What I would like to do is move the center of the scene relative to the cameras position. How can I do that?

    Read the article

  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

    Read the article

  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

    Read the article

  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

    Read the article

  • Android: how do I switch between game scenes in a game? Any tutorials?

    - by Flavio
    I am trying to create a simple game using the Android SDK without using AndEngine (or any other game engine). I have plenty of experience designing games from the past, but I'm having lots of trouble trying to use the Android SDK to make my game. By far my biggest hurdle right now is switching between views. That is, for example, going from the menu to the first level, etc. I am using a traditional model I learned (I think it's called a scene stack or something?) in which you push the current scene onto a stack and the game's main loop runs the top item of the stack. This model seems non-trivial to implement in the Android SDK, mostly because Android seems to be picky about which thread instantiates which view. My issue is that I want the first level to show up when you press a button on the main menu, but when I instantiate the first level (the level class extends SurfaceView and implements SurfaceHolder.Callback) I get a runtime error complaining that the thread that runs the main menu can't instantiate this class. Something about calling Looper.prepare(). I figured at this point I was probably doing things wrong. I'm not sure how to specifically phrase my issue into a question, so maybe I should leave it as either 1) Does anybody know a good way (or the 'proper' way) to switch between scenes in an Android game? or 2) Are there any tutorials out there which show how to create a game that doesn't take place entirely in one scene? (I have googled for a while to no avail... maybe someone else knows of one?) Thanks!

    Read the article

  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

    Read the article

  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

    Read the article

  • ?JavaOne 2011??Java/Java EE????????!?????????????????!!|WebLogic Channel|??????

    - by ???02
    WebLogic Server??????????????????1??????Java/Java EE??????????????????????????????????Java????JavaOne???2011?10?2?~6?????????????????????JavaOne 2011????????????Java/Java EE?????????????????????????Java???????????????????JavaOne 2011??????????????(???)???????????????"Moving Java Forward" ――???Java?????????????????JavaOne????????? ???JavaOne????????Moving Java Forward????? ??????????Java?????????????????????????????Java?????????????????????????????JavaOne 2011???Java SE?Java EE??????????????????????????????????????????·??????BoF(Birds of a Feather)??????·??????????????????????400????????????????????·???????????????????Java????/??????????????????????????3??????????????? ????????????????????·??????2?????????·??????4?????????·??????3???????????????????·????????Java????????????·?????????????·??????????????Java SE??????????????Java??????????????????????????·????????Fusion Middleware??????·????????????????"Java??"????????·?????????????????·???????????????·?????????????????????????Java???????????????Java?3??????????????????·?????????·????????????·??????? ????????JavaOne?????????????????·?????????????????YouTube??????????????????????????????????????????????????????JavaOne???????????--?JavaFX??????????????!――JavaOne 2011???????????????? ???"??"????????Java SE ? JavaFX?????????????? ???Java SE??????Mac OS X??JDK 7?Developer Preview(????????)??????????????????????????????????????? ???JavaFX??????Windows????JavaFX 2.0???????????????Mac??JavaFX 2.0?Developer Preview???JavaFX 2.0?????????NetBeans IDE 7.1?Developer Preview???????????? ????JavaFX 2.0 Scene Builder??Early Access??????????????????????????????GUI???(?????)????????????&?????????????????????????????·???????(UI)????????????JavaFX????????·??????·?????????????????????????????????????UI????????????????????????JavaFX 2.0 Scene Builder????????????????????/????????????????????????JavaFX 2.0 Scene Builder????? ????Java SE??????????????????????????????Java SE 8????2012?????????????????????????????????????????????????????2013??????????????????Java SE 8???????????JavaFX???Java SE 8???JavaFX 3.0??????????????????Java???????????????GUI??????????????????JavaFX?Java???????????????????JSR?????JavaFX?????????????OpenJDK????????????????????????????????? ?????JavaOne 2011??Java SE 9????????????????????????????????Java SE 9????????????????????????????????????????????????????5????????????????????Java EE 7???????????????――????????????????Java?????Java EE?????????????????????? ??????????????????Java EE 6??????Java EE 7??????????????????????????????????????PaaS(Platform as a Service)??????????????????????·?????????QoS(Quality of Service)/???(Elasticity)?????????/?????????????????????????·??????????????????????????????????????????????????????JAX-RS Client API?Caching API?State Management API?JSON API?????????????? ???????????????????????????????????????Java EE????????????????????????????????CPU?????????????????????????????????????????????????????????????Java EE 7???????????(Elasticity)????????? ???Java EE 7??????????????????????JPA(Java Persistence API) 2.1??????????O/R??????????????????????·????????·????????·??????????????????????????????ID???????????????????????????????????????????????????????????·????????????????????ID????????????????????????????????????????????????????????????????????????1??????????????????――Java EE?????????????????????????????????????JavaOne?Java???????????????????????? ?????1????????·?????????????????????????JavaOne 2011?????????????????????????????????????????????????????????Java????????????????????????????????????????????? ???JavaOne 2011???????Duke's Choice Awards??????????????????/??????????????Java????????????????????????????????????????????????????????????????????????????????????????????????????? ???????????????????????????????2012?4?4?~5??????????????49F ?????????????JavaOne 2012 Tokyo???????! ??2????????????Java???????!! ??????JavaOne 2012 Tokyo?????????!!!

    Read the article

  • ANTS CLR and Memory Profiler In Depth Review (Part 1 of 2 &ndash; CLR Profiler)

    - by ToStringTheory
    One of the things that people might not know about me, is my obsession to make my code as efficient as possible.  Many people might not realize how much of a task or undertaking that this might be, but it is surely a task as monumental as climbing Mount Everest, except this time it is a challenge for the mind…  In trying to make code efficient, there are many different factors that play a part – size of project or solution, tiers, language used, experience and training of the programmer, technologies used, maintainability of the code – the list can go on for quite some time. I spend quite a bit of time when developing trying to determine what is the best way to implement a feature to accomplish the efficiency that I look to achieve.  One program that I have recently come to learn about – Red Gate ANTS Performance (CLR) and Memory profiler gives me tools to accomplish that job more efficiently as well.  In this review, I am going to cover some of the features of the ANTS profiler set by compiling some hideous example code to test against. Notice As a member of the Geeks With Blogs Influencers program, one of the perks is the ability to review products, in exchange for a free license to the program.  I have not let this affect my opinions of the product in any way, and Red Gate nor Geeks With Blogs has tried to influence my opinion regarding this product in any way. Introduction The ANTS Profiler pack provided by Red Gate was something that I had not heard of before receiving an email regarding an offer to review it for a license.  Since I look to make my code efficient, it was a no brainer for me to try it out!  One thing that I have to say took me by surprise is that upon downloading the program and installing it you fill out a form for your usual contact information.  Sure enough within 2 hours, I received an email from a sales representative at Red Gate asking if she could help me to achieve the most out of my trial time so it wouldn’t go to waste.  After replying to her and explaining that I was looking to review its feature set, she put me in contact with someone that setup a demo session to give me a quick rundown of its features via an online meeting.  After having dealt with a massive ordeal with one of my utility companies and their complete lack of customer service, Red Gates friendly and helpful representatives were a breath of fresh air, and something I was thankful for. ANTS CLR Profiler The ANTS CLR profiler is the thing I want to focus on the most in this post, so I am going to dive right in now. Install was simple and took no time at all.  It installed both the profiler for the CLR and Memory, but also visual studio extensions to facilitate the usage of the profilers (click any images for full size images): The Visual Studio menu options (under ANTS menu) Starting the CLR Performance Profiler from the start menu yields this window If you follow the instructions after launching the program from the start menu (Click File > New Profiling Session to start a new project), you are given a dialog with plenty of options for profiling: The New Session dialog.  Lots of options.  One thing I noticed is that the buttons in the lower right were half-covered by the panel of the application.  If I had to guess, I would imagine that this is caused by my DPI settings being set to 125%.  This is a problem I have seen in other applications as well that don’t scale well to different dpi scales. The profiler options give you the ability to profile: .NET Executable ASP.NET web application (hosted in IIS) ASP.NET web application (hosted in IIS express) ASP.NET web application (hosted in Cassini Web Development Server) SharePoint web application (hosted in IIS) Silverlight 4+ application Windows Service COM+ server XBAP (local XAML browser application) Attach to an already running .NET 4 process Choosing each option provides a varying set of other variables/options that one can set including options such as application arguments, operating path, record I/O performance performance counters to record (43 counters in all!), etc…  All in all, they give you the ability to profile many different .Net project types, and make it simple to do so.  In most cases of my using this application, I would be using the built in Visual Studio extensions, as they automatically start a new profiling project in ANTS with the options setup, and start your program, however RedGate has made it easy enough to profile outside of Visual Studio as well. On the flip side of this, as someone who lives most of their work life in Visual Studio, one thing I do wish is that instead of opening an entirely separate application/gui to perform profiling after launching, that instead they would provide a Visual Studio panel with the information, and integrate more of the profiling project information into Visual Studio.  So, now that we have an idea of what options that the profiler gives us, its time to test its abilities and features. Horrendous Example Code – Prime Number Generator One of my interests besides development, is Physics and Math – what I went to college for.  I have especially always been interested in prime numbers, as they are something of a mystery…  So, I decided that I would go ahead and to test the abilities of the profiler, I would write a small program, website, and library to generate prime numbers in the quantity that you ask for.  I am going to start off with some terrible code, and show how I would see the profiler being used as a development tool. First off, the IPrimes interface (all code is downloadable at the end of the post): interface IPrimes { IEnumerable<int> GetPrimes(int retrieve); } Simple enough, right?  Anything that implements the interface will (hopefully) provide an IEnumerable of int, with the quantity specified in the parameter argument.  Next, I am going to implement this interface in the most basic way: public class DumbPrimes : IPrimes { public IEnumerable<int> GetPrimes(int retrieve) { //store a list of primes already found var _foundPrimes = new List<int>() { 2, 3 }; //if i ask for 1 or two primes, return what asked for if (retrieve <= _foundPrimes.Count()) return _foundPrimes.Take(retrieve); //the next number to look at int _analyzing = 4; //since I already determined I don't have enough //execute at least once, and until quantity is sufficed do { //assume prime until otherwise determined bool isPrime = true; //start dividing at 2 //divide until number is reached, or determined not prime for (int i = 2; i < _analyzing && isPrime; i++) { //if (i) goes into _analyzing without a remainder, //_analyzing is NOT prime if (_analyzing % i == 0) isPrime = false; } //if it is prime, add to found list if (isPrime) _foundPrimes.Add(_analyzing); //increment number to analyze next _analyzing++; } while (_foundPrimes.Count() < retrieve); return _foundPrimes; } } This is the simplest way to get primes in my opinion.  Checking each number by the straight definition of a prime – is it divisible by anything besides 1 and itself. I have included this code in a base class library for my solution, as I am going to use it to demonstrate a couple of features of ANTS.  This class library is consumed by a simple non-MVVM WPF application, and a simple MVC4 website.  I will not post the WPF code here inline, as it is simply an ObservableCollection<int>, a label, two textbox’s, and a button. Starting a new Profiling Session So, in Visual Studio, I have just completed my first stint developing the GUI and DumbPrimes IPrimes class, so now I want to check my codes efficiency by profiling it.  All I have to do is build the solution (surprised initiating a profiling session doesn’t do this, but I suppose I can understand it), and then click the ANTS menu, followed by Profile Performance.  I am then greeted by the profiler starting up and already monitoring my program live: You are provided with a realtime graph at the top, and a pane at the bottom giving you information on how to proceed.  I am going to start by asking my program to show me the first 15000 primes: After the program finally began responding again (I did all the work on the main UI thread – how bad!), I stopped the profiler, which did kill the process of my program too.  One important thing to note, is that the profiler by default wants to give you a lot of detail about the operation – line hit counts, time per line, percent time per line, etc…  The important thing to remember is that this itself takes a lot of time.  When running my program without the profiler attached, it can generate the 15000 primes in 5.18 seconds, compared to 74.5 seconds – almost a 1500 percent increase.  While this may seem like a lot, remember that there is a trade off.  It may be WAY more inefficient, however, I am able to drill down and make improvements to specific problem areas, and then decrease execution time all around. Analyzing the Profiling Session After clicking ‘Stop Profiling’, the process running my application stopped, and the entire execution time was automatically selected by ANTS, and the results shown below: Now there are a number of interesting things going on here, I am going to cover each in a section of its own: Real Time Performance Counter Bar (top of screen) At the top of the screen, is the real time performance bar.  As your application is running, this will constantly update with the currently selected performance counters status.  A couple of cool things to note are the fact that you can drag a selection around specific time periods to drill down the detail views in the lower 2 panels to information pertaining to only that period. After selecting a time period, you can bookmark a section and name it, so that it is easy to find later, or after reloaded at a later time.  You can also zoom in, out, or fit the graph to the space provided – useful for drilling down. It may be hard to see, but at the top of the processor time graph below the time ticks, but above the red usage graph, there is a green bar. This bar shows at what times a method that is selected in the ‘Call tree’ panel is called. Very cool to be able to click on a method and see at what times it made an impact. As I said before, ANTS provides 43 different performance counters you can hook into.  Click the arrow next to the Performance tab at the top will allow you to change between different counters if you have them selected: Method Call Tree, ADO.Net Database Calls, File IO – Detail Panel Red Gate really hit the mark here I think. When you select a section of the run with the graph, the call tree populates to fill a hierarchical tree of method calls, with information regarding each of the methods.   By default, methods are hidden where the source is not provided (framework type code), however, Red Gate has integrated Reflector into ANTS, so even if you don’t have source for something, you can select a method and get the source if you want.  Methods are also hidden where the impact is seen as insignificant – methods that are only executed for 1% of the time of the overall calling methods time; in other words, working on making them better is not where your efforts should be focused. – Smart! Source Panel – Detail Panel The source panel is where you can see line level information on your code, showing the code for the currently selected method from the Method Call Tree.  If the code is not available, Reflector takes care of it and shows the code anyways! As you can notice, there does seem to be a problem with how ANTS determines what line is the actual line that a call is completed on.  I have suspicions that this may be due to some of the inline code optimizations that the CLR applies upon compilation of the assembly.  In a method with comments, the problem is much more severe: As you can see here, apparently the most offending code in my base library was a comment – *gasp*!  Removing the comments does help quite a bit, however I hope that Red Gate works on their counter algorithm soon to improve the logic on positioning for statistics: I did a small test just to demonstrate the lines are correct without comments. For me, it isn’t a deal breaker, as I can usually determine the correct placements by looking at the application code in the region and determining what makes sense, but it is something that would probably build up some irritation with time. Feature – Suggest Method for Optimization A neat feature to really help those in need of a pointer, is the menu option under tools to automatically suggest methods to optimize/improve: Nice feature – clicking it filters the call tree and stars methods that it thinks are good candidates for optimization.  I do wish that they would have made it more visible for those of use who aren’t great on sight: Process Integration I do think that this could have a place in my process.  After experimenting with the profiler, I do think it would be a great benefit to do some development, testing, and then after all the bugs are worked out, use the profiler to check on things to make sure nothing seems like it is hogging more than its fair share.  For example, with this program, I would have developed it, ran it, tested it – it works, but slowly. After looking at the profiler, and seeing the massive amount of time spent in 1 method, I might go ahead and try to re-implement IPrimes (I actually would probably rewrite the offending code, but so that I can distribute both sets of code easily, I’m just going to make another implementation of IPrimes).  Using two pieces of knowledge about prime numbers can make this method MUCH more efficient – prime numbers fall into two buckets 6k+/-1 , and a number is prime if it is not divisible by any other primes before it: public class SmartPrimes : IPrimes { public IEnumerable<int> GetPrimes(int retrieve) { //store a list of primes already found var _foundPrimes = new List<int>() { 2, 3 }; //if i ask for 1 or two primes, return what asked for if (retrieve <= _foundPrimes.Count()) return _foundPrimes.Take(retrieve); //the next number to look at int _k = 1; //since I already determined I don't have enough //execute at least once, and until quantity is sufficed do { //assume prime until otherwise determined bool isPrime = true; int potentialPrime; //analyze 6k-1 //assign the value to potential potentialPrime = 6 * _k - 1; //if there are any primes that divise this, it is NOT a prime number //using PLINQ for quick boost isPrime = !_foundPrimes.AsParallel() .Any(prime => potentialPrime % prime == 0); //if it is prime, add to found list if (isPrime) _foundPrimes.Add(potentialPrime); if (_foundPrimes.Count() == retrieve) break; //analyze 6k+1 //assign the value to potential potentialPrime = 6 * _k + 1; //if there are any primes that divise this, it is NOT a prime number //using PLINQ for quick boost isPrime = !_foundPrimes.AsParallel() .Any(prime => potentialPrime % prime == 0); //if it is prime, add to found list if (isPrime) _foundPrimes.Add(potentialPrime); //increment k to analyze next _k++; } while (_foundPrimes.Count() < retrieve); return _foundPrimes; } } Now there are definitely more things I can do to help make this more efficient, but for the scope of this example, I think this is fine (but still hideous)! Profiling this now yields a happy surprise 27 seconds to generate the 15000 primes with the profiler attached, and only 1.43 seconds without.  One important thing I wanted to call out though was the performance graph now: Notice anything odd?  The %Processor time is above 100%.  This is because there is now more than 1 core in the operation.  A better label for the chart in my mind would have been %Core time, but to each their own. Another odd thing I noticed was that the profiler seemed to be spot on this time in my DumbPrimes class with line details in source, even with comments..  Odd. Profiling Web Applications The last thing that I wanted to cover, that means a lot to me as a web developer, is the great amount of work that Red Gate put into the profiler when profiling web applications.  In my solution, I have a simple MVC4 application setup with 1 page, a single input form, that will output prime values as my WPF app did.  Launching the profiler from Visual Studio as before, nothing is really different in the profiler window, however I did receive a UAC prompt for a Red Gate helper app to integrate with the web server without notification. After requesting 500, 1000, 2000, and 5000 primes, and looking at the profiler session, things are slightly different from before: As you can see, there are 4 spikes of activity in the processor time graph, but there is also something new in the call tree: That’s right – ANTS will actually group method calls by get/post operations, so it is easier to find out what action/page is giving the largest problems…  Pretty cool in my mind! Overview Overall, I think that Red Gate ANTS CLR Profiler has a lot to offer, however I think it also has a long ways to go.  3 Biggest Pros: Ability to easily drill down from time graph, to method calls, to source code Wide variety of counters to choose from when profiling your application Excellent integration/grouping of methods being called from web applications by request – BRILLIANT! 3 Biggest Cons: Issue regarding line details in source view Nit pick – Processor time vs. Core time Nit pick – Lack of full integration with Visual Studio Ratings Ease of Use (7/10) – I marked down here because of the problems with the line level details and the extra work that that entails, and the lack of better integration with Visual Studio. Effectiveness (10/10) – I believe that the profiler does EXACTLY what it purports to do.  Especially with its large variety of performance counters, a definite plus! Features (9/10) – Besides the real time performance monitoring, and the drill downs that I’ve shown here, ANTS also has great integration with ADO.Net, with the ability to show database queries run by your application in the profiler.  This, with the line level details, the web request grouping, reflector integration, and various options to customize your profiling session I think create a great set of features! Customer Service (10/10) – My entire experience with Red Gate personnel has been nothing but good.  their people are friendly, helpful, and happy! UI / UX (8/10) – The interface is very easy to get around, and all of the options are easy to find.  With a little bit of poking around, you’ll be optimizing Hello World in no time flat! Overall (8/10) – Overall, I am happy with the Performance Profiler and its features, as well as with the service I received when working with the Red Gate personnel.  I WOULD recommend you trying the application and seeing if it would fit into your process, BUT, remember there are still some kinks in it to hopefully be worked out. My next post will definitely be shorter (hopefully), but thank you for reading up to here, or skipping ahead!  Please, if you do try the product, drop me a message and let me know what you think!  I would love to hear any opinions you may have on the product. Code Feel free to download the code I used above – download via DropBox

    Read the article

  • Data structures in functional programming

    - by pwny
    I'm currently playing with LISP (particularly Scheme and Clojure) and I'm wondering how typical data structures are dealt with in functional programming languages. For example, let's say I would like to solve a problem using a graph pathfinding algorithm. How would one typically go about representing that graph in a functional programming language (primarily interested in pure functional style that can be applied to LISP)? Would I just forget about graphs altogether and solve the problem some other way?

    Read the article

  • Winter4Net

    - by csharp-source.net
    Winter.NET is a lightweight Spring-like inversion of control (IoC) container for .NET platform. Its main features: - XML-based objects graph configuration - compact: implements conceptually full and minimum-required features of Spring-compatible XML configuration (assembly size is less than 50kb). - fast: optimized for huge component graph configurations and small memory consumption - .NET integration: supports System.ComponentModel interfaces

    Read the article

  • Storing data on server [closed]

    - by Maciekp
    1.How am I supposed to store data on server, using not only: databases,text files and images? And how someone could implement storing data in fb's graph api http://developers.facebook.com/docs/reference/api/ , so when I go to: https://graph.facebook.com/19292868552 it shows me such data(how it can be stored? I guess it's not Mysql database) PS. Link to article: http://jayant7k.blogspot.com/2009/05/how-facebook-stores-billions-of-photos.html <- How can concurrent users writing requests be solved(while storing data in text file).

    Read the article

  • Why am I getting ClassNotFoundExpection when I have properly imported said class and am looking at it in its directory?

    - by Strider
    This is my Javac compiling statement: javac -cp "C:\java\code\j3D\j3dcore.jar;C:\java\code\j3D\j3dutils.jar;C:\java\code\j3D\vecmath.jar" Simple.java compiles with no problems. The three jar files (j3dcore, j3dutils, and vecmath) are the essential jar's for my program (or at least I am led to believe according to this official tutorial on J3D For the record I ripped this code almost line from line from this pdf file. jar files are correctly located in referenced locations When I run my Simple program, (java Simple) I am greeted with Exception in thread "main" java.lang.NoClassDefFoundError: javax/media/j3d/Cavas3d Caused by: java.lang.ClassNotFoundExpection: javax.media.j3d.Canvas3D Currently I am staring directly at this Canvas3D.class that is located within j3dcore.jar\javax\media\j3d\ wtfisthis.jpg Here is the source code: //First java3D Program import java.applet.Applet; import java.awt.BorderLayout; import java.awt.Frame; import java.awt.event.*; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.universe.*; import com.sun.j3d.utils.geometry.ColorCube; import javax.media.j3d.*; import javax.vecmath.*; import java.awt.GraphicsConfiguration; public class Simple extends Applet { public Simple() { setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D canvas3D = new Canvas3D(config); add("Center", canvas3D); BranchGroup scene = createSceneGraph(); scene.compile(); // SimpleUniverse is a Convenience Utility class SimpleUniverse simpleU = new SimpleUniverse(canvas3D); // This moves the ViewPlatform back a bit so the // objects in the scene can be viewed. simpleU.getViewingPlatform().setNominalViewingTransform(); simpleU.addBranchGraph(scene); } // end of HelloJava3Da (constructor) public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a simple shape leaf node, add it to the scene graph. // ColorCube is a Convenience Utility class objRoot.addChild(new ColorCube(0.4)); return objRoot; } public static void main(String args[]){ Simple world = new Simple(); } }` Did I import correctly? Did I incorrectly reference my jar files in my Javac statement? If I clearly see Canvas3D within its correct directory why cant java find it? The first folder in both j3dcore.jar and vecmath.jar is "javax". Is the compiler getting confused? If the compiler is getting confused how do I specify where to find that exact class when referencing it within my source code?

    Read the article

  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

    Read the article

  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

    Read the article

  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

    Read the article

  • Resource Monitor (resmon) in Windows Server 2008 R2

    - by Clever Human
    In Windows Server 2008 R2's Resource Monitor, is there a way to set the scale of the various graphs to be constant values instead of variable based on data? It seems to me that the utility of a graph is to get a quick overview glance at the values those graphs are showing. So if I look at the CPU graph and the line is up near the top, I can know immediately that something is using all my CPU and go investigate what. I don't really care if the CPU is jumping between .01% and 2%. Or if the network usage monitor is up near the top, I will know that all my bandwidth is being used up, and go figure out what. But the way things are now, the graphs are meaningless because the scales constantly shift. If you look at the network usage graph in one second it might have a scale out of 100kbps, and the next second have a scale based on 1mbps! So... is there a registry key or something that will peg the scale of these graphs to logical maximums? (the graph on the right hand side of the screenshot below):

    Read the article

  • QT: trouble with qobject_cast

    - by weevilo
    I have derived QGraphicsItem and QGraphicsScene classes. I want the items to be able to call scene() and get a derviedGraphicsItem * instead of a QGraphicsItem *, so I reimplemented QGraphicsScene::itemAt to return a derived pointer. DerivedItem* DerivedScene::itemAt( const QPointF &position, const QTransform &dt ) const { return qobject_cast< DerivedItem * >( QGraphicsScene::itemAt(position, dt) ); } I get the following error (Qt 4.6, GCC 4.4.3 on Ubuntut 10.4) scene.cpp: In member function ‘DerivedItem* DerivedScene::itemAt(qreal, qreal, const QTransform&) const’: scene.cpp:28: error: no matching function for call to ‘qobject_cast(QGraphicsItem*)’ I then noticed QGraphicsItem doesn't inherit QObject, so I made my derived QGraphicsItem class have multiple inheritance from QObject and QGraphicsItem, and after adding the Q_OBJECT macro and rebuilding the project I get the same error. Am I going about this the wrong way? I know it's supposed to be bad design to try to cast a parent class as a child, but in this case it seems like what I want, since my derived item class has new functionality and its objects need a way to call that new functionality on items around themselves, and asking the items scene object with itemAt() seems like the best way - but I need itemAt() to return a pointer of the right type. I can get around this by having the derived items cast the QGraphicsItem * returned by QGraphicsScene::itemAt() using dynamic_cast, but I don't really understand why that works and not qobject_cast, or the benefits or disadvantages to using dynamic_cast vs. qobject_cast.

    Read the article

  • RubyQT QGraphicsview scale images to fit window

    - by shadowskill
    I'm trying to make an image scale inside of a QGraphicsView and having zero success. I did find this C++ question with what seemed to be the same problem:http://stackoverflow.com/questions/2489754/qgraphicsview-scrolling-and-image-scaling-cropping I borrowed the approach of overriding the drawback/foreground. However when I run the script I'm greeted with a method_missing error: method_missing: undefined method drawPixmap for #<Qt::Painter:0x7ff11eb9b088> QPaintDevice: Cannot destroy paint device that is being painted What should I be doing to get the QGraphicsView to behave the way I want? class Imageview < Qt::GraphicsView attr_reader :pixmap def initialize(parent=nil) # @parent=parent super() @pixmap=pixmap Qt::MetaObject.connectSlotsByName(self) end def loadimage(pixmap) @pixmap=pixmap end def drawForeground(painter, rect) #size=event.size() #item= self.items()[0] #Qt::GraphicsPixmapItem.new #pixmap=@pixmap #painter=Qt::Painter.new [email protected](Qt::Size.new(rect.width,rect.height),Qt::KeepAspectRatio, Qt::SmoothTransformation) # painter.begin(self) painter.drawPixmap(rect,sized,Qt::Rect.new(0.0, 0.0, sized.width,sized.height)) #painter.end() # item.setPixmap(sized) #painter.end self.centerOn(1.0,1.0) #item.scale() # item.setTransformationMode(Qt::FastTransformation) # self.fitInView(item) end def updateSceneRect painter=Qt::Painter.new() drawForeground(painter,self.sceneRect) end end app=Qt::Application.new(ARGV) #grview=Imageview.new pic=Qt::Pixmap.new('pic') grview=Imageview.new() grview.loadimage(pic) scene=Qt::GraphicsScene.new #scene.addPixmap(pic) grview.setScene(scene) #grview.fitInView(scene) grview.renderHint=Qt::Painter::Antialiasing | Qt::Painter::SmoothPixmapTransform grview.backgroundBrush = Qt::Brush.new(Qt::Color.new(230, 200, 167)) grview.show app.exec

    Read the article

  • Python class variables not defined with called from outside module

    - by Jimmy
    I am having some issues with calling a function outside of a module. The scenario is I have a small class library that is using turtle to do some drawing, the function within the module calls the classes also within the module and draws things, etc. This all works fine and dandy when I call the function from within the same file, but if I have another file and call myLib.scene() I get variable undefined errors. Code examples: a class class Rectangle(object): def __init__(self, pen, height=100, width=100, fillcolor=''): self.pen = pen self.height = height self.width = width self.fillcolor = fillcolor def draw(self, x, y): '''draws the rectangle at coordinates x and y''' self.pen.goto(x, y) if self.fillcolor: self.pen.fillcolor(self.fillcolor) self.pen.fill(True) self.pen.down() for i in range(0,4): self.pen.forward(self.height if i%2 else self.width) self.pen.left(90) and the calling function is this def scene(pen): rect = Rectangle(pen) rect.draw(100,100) when I put the line scene(turtle.Turtle()) into the same file I have no issues, the rectangle is drawn and everyone goes home happy. However, if I try to call it from a separate python file like so: myLib.scene(turtle.Turtle()) I get an error: NameError: global name 'pen' is not defined, in the for loop of my draw method. Even if the line above is in the same file it still bombs out. What is going on?

    Read the article

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