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  • Unexpected behaviour of Order by clause

    - by Newbie
    I have a table which looks like Col1 col2 col3 col4 col5 1 5 1 4 6 1 4 0 3 7 0 1 5 6 3 1 8 2 1 5 4 3 2 1 4 The script is declare @t table(col1 int, col2 int, col3 int,col4 int,col5 int) insert into @t select 1,5,1,4,6 union all select 1,4,0,3,7 union all select 0,1,5,6,3 union all select 1,8,2,1,5 union all select 4,3,2,1,4 If I do a sorting (ascending), the output is Col1 col2 col3 col4 col5 0 1 5 6 3 1 4 0 3 7 1 5 1 4 6 1 8 2 1 5 4 3 2 1 4 The query is Select * from @t order by col1,col2,col3,col4,col5 But as can be seen that the sorting output is wrong (col2 to col5). I want the output to be every column being sorted in ascending order i.e. Col1 col2 col3 col4 col5 0 1 0 1 3 1 3 1 1 4 1 4 2 3 5 1 5 2 4 6 4 8 5 6 7 Why so and how to overcome this? Thanks in advance

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  • How to get the records using order by and so on

    - by paulrajj
    I have a table categories containing categories id having the records of 1 to 20. when i am doing the search query by using the IN function in mysql i got the results. but i am struggling to get the results using order by. The limit may be vary for every search as this is one of the input value. For example I have tried this query to find out the search results, select * from categories where category in (20,16,12,8) order by rand(), id limit 0,6 this query is executed and the results are in random category_id. the results will be, 8 12 16 20 and following this, another two records must be 8 12 If category_id contains only one record for 8 then, it should follow from 12,16. How can i achieve this ? thanks in advance.

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  • MySQL ORDER BY returns things in (apparently) random order !?

    - by Luke H
    The following query: SELECT DISTINCT ClassName FROM SiteTree ORDER BY ClassName is returning things in no apparent order! I get the same result whether I quote column/table names, or use DISTINCT or not, or add ASC or DESC. I assumed the indexes might be broken, or something like this, so tried dropping and recreating. Also tried REPAIR TABLE and CHECK TABLE. The table collation is set to latin1_swedish_ci. All the textual columns are set to use UTF-8 and collation is set to utf8_general_ci What could be causing this?

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  • Linq To SQL: Retain list order when using .Contains

    - by rockinthesixstring
    I'm using Lucene.net to build a MyListOfIds As List(Of Integer) which I then pass on to my Linq service. I then search the database as follows Return _EventRepository.Read().Where(Function(e) MyListOfIds.Contains(e.ID)).ToList Now I know that Lucene is already ordering MyListOfIds based on the weight it gave each term. What sucks is that Linq is losing that order in it's SQL search. My Question: How can I retain that sort order when building my Lambda expression? I tried using LINQPad to see how the query is being built, but because I had to declare a variable LINQPad didn't show me the resultant SQL :-( Here's what I tried in LINQPad Dim i As New List(Of Integer) i.Add(1) i.Add(100) i.Add(15) i.Add(3) i.Add(123) Dim r = (From e In Events Where i.Contains(e.ID) Select e) note: my example is in VB.NET, but I don't mind if responses are in C#

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  • SQL Server 2008 Delete Records from Self-Referencing Table in correct order

    - by KTrace
    I need to delete a sub set of records from a self-referencing table in SQL Server 2008. I am trying to do the following but it is does not like the order by. WITH SelfReferencingTable (ID, depth) AS ( SELECT id, 0 as [depth] FROM dbo.Table WHERE parentItemID IS NULL AND [t].ColumnA = '123' UNION ALL SELECT [t].ID, [srt].[depth] + 1 FROM dbo.Table t INNER JOIN SelfReferencingTable srt ON [t].parentItemID = [srt].id WHERE [t].ColumnA = '123' ) DELETE y FROM dbo.Table y JOIN SelfReferencingTable x on x.ID = y.id ORDER BY x.depth DESC Any ideas why this isn't working?

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • Paypal (sandbox) buy now link redirects to paypal (sandbox) login page instead of order summary

    - by Nicolas
    Hi, Before going live I try to test the paypal process against the paypal sandbox mode, but after the summary of what the user is going to pay on my website(buy now button), the link does not redirect to a paypal summary of the prder but ask the user to connect to paypal. Even after logging into the buyer sandbox account there's no summary of the order. It just disappears. Here's is the code I use on the checkout page: <form action="https://www.sandbox.paypal.com/cgi-bin/webscr" method="post"> <input type="hidden" name="cmd" value="_s-xclick"> <input type="hidden" name="hosted_button_id" value="XXXXXXXXXXXXXXXX"> <input type="hidden" name="notify_url" value="http://www.website.com/paypal/"> <div class="suggestion"> <input type="image" src="https://www.sandbox.paypal.com/en_GB/i/btn/btn_paynowCC_LG.gif" border="0" name="submit" alt="PayPal - The safer, easier way to pay online!"> <img alt="" border="0" src="https://www.sandbox.paypal.com/en_GB/i/scr/pixel.gif" width="1" height="1"> </div> </form> Any idea why it redirects to the payapl login page instead of the order one? Btw I'm using the Website Basic Payment (not PRO then). Cheers, Nicolas.

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  • mySQL ORDER BY ASC works, DESC does not...

    - by Ben
    I've "integrated" SMF into Wordpress by querying the forum for a list of the most recent videos from a specific forum board and displaying them on the Wordpress homepage. However when I add the ORDER BY clause, the query (which I tested on other parts of the same page successfully), breaks. To add to the mix, I am using the Auto Embed plugin to allow the videos to be played on the homepage, as well as using a jCarousel feature to rotate them. People were kind enough to help me here last time with the regexp to filter the video urls, I'm hoping for the same luck this time! Here is the entire function (remove the DESC and it works...): function SMF_getRecentVids($limit=10){ global $smf_settingsphp_d; if(file_exists($smf_settingsphp_d)) include($smf_settingsphp_d); include "AutoEmbed-1.4/AutoEmbed.class.php"; $AE = new AutoEmbed(); $connect = new wpdb($db_user,$db_passwd,$db_name,$db_server); $connect->query("SET NAMES 'UTF8'"); $sql = SELECT m.subject, m.ID_MSG, m.body, m.ID_TOPIC, m.ID_BOARD, t.ID_FIRST_MSG FROM {$db_prefix}messages AS m LEFT JOIN {$db_prefix}topics AS t ON (m.ID_TOPIC = t.ID_TOPIC) WHERE (m.ID_BOARD = 8) ORDER BY t.ID_FIRST_MSG DESC"; $vids = $connect->get_results($sql); $c = 0; $content = "imageCarousel_itemList = ["; foreach ($vids as $vid) { if ($c > $limit) continue; //extract video code from body $input = $vid->body; $regexp = "/\b(?:(?:https?|ftp):\/\/|www\.)[-a-z0-9+&@#\/%?=~_|!:,.;]*[-a-z0-9+&@#\/%=~_|]/i"; if(preg_match_all($regexp, $input, $matches)) { $AE->parseUrl($matches[0][0]); $imageURL = $AE->getImageURL(); $AE->setWidth(290); $AE->setHeight(240); $content .= "{url: '".$AE->getEmbedCode()."', title: '".$vid->subject."', caption: '', description: ''},"; } $c++; } $content .= "]"; echo $content; $wpdb = new wpdb(DB_USER, DB_PASSWORD, DB_NAME, DB_HOST); }

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  • Mysql slow query: INNER JOIN + ORDER BY causes filesort

    - by Alexander
    Hello! I'm trying to optimize this query: SELECT `posts`.* FROM `posts` INNER JOIN `posts_tags` ON `posts`.id = `posts_tags`.post_id WHERE (((`posts_tags`.tag_id = 1))) ORDER BY posts.created_at DESC; The size of tables is 38k rows, and 31k and mysql uses "filesort" so it gets pretty slow. I tried to use different indexes, no luck. CREATE TABLE `posts` ( `id` int(11) NOT NULL auto_increment, `created_at` datetime default NULL, PRIMARY KEY (`id`), KEY `index_posts_on_created_at` (`created_at`), KEY `for_tags` (`trashed`,`published`,`clan_private`,`created_at`) ) ENGINE=InnoDB AUTO_INCREMENT=44390 DEFAULT CHARSET=utf8 COLLATE=utf8_unicode_ci CREATE TABLE `posts_tags` ( `id` int(11) NOT NULL auto_increment, `post_id` int(11) default NULL, `tag_id` int(11) default NULL, `created_at` datetime default NULL, `updated_at` datetime default NULL, PRIMARY KEY (`id`), KEY `index_posts_tags_on_post_id_and_tag_id` (`post_id`,`tag_id`) ) ENGINE=InnoDB AUTO_INCREMENT=63175 DEFAULT CHARSET=utf8 +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ | 1 | SIMPLE | posts_tags | index | index_post_id_and_tag_id | index_post_id_and_tag_id | 10 | NULL | 24159 | Using where; Using index; Using temporary; Using filesort | | 1 | SIMPLE | posts | eq_ref | PRIMARY | PRIMARY | 4 | .posts_tags.post_id | 1 | | +----+-------------+------------+--------+--------------------------+--------------------------+---------+---------------------+-------+-----------------------------------------------------------+ 2 rows in set (0.00 sec) What kind of index I need to define to avoid mysql using filesort? Is it possible when order field is not in where clause?

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  • C++: Construction and initialization order guarantees

    - by Helltone
    Hi, I have some doubts about construction and initialization order guarantees in C++. For instance, the following code has four classes X, Y, Z and W. The main function instantiates an object of class X. X contains an object of class Y, and derives from class Z, so both constructors will be called. Additionally, the const char* parameter passed to X's constructor will be implicitly converted to W, so W's constructor must also be called. What are the guarantees the C++ standard gives on the order of the calls to the copy constructors? Or, equivalently, this program is allowed to print? #include <iostream> class Z { public: Z() { std::cout << "Z" << std::endl; } }; class Y { public: Y() { std::cout << "Y" << std::endl; } }; class W { public: W(const char*) { std::cout << "W" << std::endl; } }; class X : public Z { public: X(const W&) { std::cout << "X" << std::endl; } private: Y y; }; int main(int, char*[]) { X x("x"); return 0; }

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  • Ideas to automate customer order processing? [on hold]

    - by user2753657
    i am looking for a way to automate the order processing in my webshop. Normally, a user buys a product in my webshop, then, i receive an order confirmation email with order details, address etc. After receiving the order email, I login to my suppliers website and input the order details manually. My supplier then ships the item to the address specified by me. I am looking for ideas how to automate this process, especially in the case if i receive for example 4-5 order emails at one time (and not one by one with several hours between)... I was looking at the program Winautomation, but i am not sure if this fits my needs. Any ideas are appreciated. thanks!

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  • XNA 4.0 SpriteBatch.Draw Out Of Memory Exception Thrown

    - by RustyGearGames
    Well, first of all, my guess is that I'm calling the spritebatch.draw() method to many times, but I need to (Or, it's the only way I can figure out how to) Draw my in-game windows. I'll just go ahead and dump my code; using System; using System.Text; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace System.Window { class Window { #region Variables public Texture2D importedTexture; public Texture2D WindowSkin; public RenderTarget2D currentWindow; public RenderTarget2D windowTexture; public Vector2 pos; public int prevWindowWidth; public int prevWindowHeight; public int windowWidth; public int windowHeight; public bool visible; public bool active; public bool drawNew; #region Rectangles public Rectangle clickRect; public Rectangle topLeftRect; public Rectangle topRightRect; public Rectangle buttonRect; public Rectangle botLeftRect; public Rectangle botRightRect; #endregion #endregion public Window() { } public void Initialize(GraphicsDevice g, Texture2D ws, Texture2D it, int w, int h, bool v, bool a) { WindowSkin = ws; importedTexture = it; windowWidth = w; prevWindowWidth = w; windowHeight = h; prevWindowHeight = h; windowTexture = new RenderTarget2D(g, windowWidth, windowHeight); currentWindow = windowTexture; visible = v; active = a; drawNew = true; topLeftRect = new Rectangle(0, 0, 32, 32); topRightRect = new Rectangle(32, 0, 32, 32); buttonRect = new Rectangle(64, 0, 32, 32); botLeftRect = new Rectangle(0, 64, 32, 32); botRightRect = new Rectangle(64, 64, 32, 32); } public void Update(GraphicsDevice g, Vector2 p, int width, int height) { prevWindowWidth = windowWidth; prevWindowHeight = windowHeight; pos = p; windowWidth = width; windowHeight = height; windowTexture = new RenderTarget2D(g, windowWidth+2, windowHeight+2); } public void Draw(SpriteBatch s, GraphicsDevice g) { s.Draw(currentWindow, pos, new Rectangle(0, 0, windowWidth, windowHeight), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } public void DrawNewWindow(SpriteBatch s, GraphicsDevice g) { g.SetRenderTarget(windowTexture); g.Clear(Color.Transparent); s.Begin(); #region Draw Background for (int w = 3; w < (windowWidth); w += 32) { for (int h = 32; h < (windowHeight); h += 32) { s.Draw(WindowSkin, new Vector2(w, h), new Rectangle(32, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } } #endregion s.Draw(importedTexture, new Vector2(3, 32), new Rectangle(0, 0, importedTexture.Width, importedTexture.Height), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #region Draw resizables for (int i = 32; i < (windowWidth - 64); i += 32) { s.Draw(WindowSkin, new Vector2(i, 0), new Rectangle(16, 0, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 32; i < (windowWidth - 32); i += 32) { s.Draw(WindowSkin, new Vector2(i, windowHeight - 32), new Rectangle(32, 64, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(0, i), new Rectangle(0, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(windowWidth - 32, i), new Rectangle(64, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } #endregion #region Draw Corners s.Draw(WindowSkin, new Vector2(0, 0), topLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, 32), new Rectangle(0, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 64, 0), topRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 32), new Rectangle(64, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 0), buttonRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, windowHeight - 32), botLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, windowHeight - 32), botRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #endregion s.End(); currentWindow = windowTexture; } } } It's all nice and configured for my little windowskin texture, and such. the only problem is that it will get a little laggy, and then completely crash on me about a minute into running it. It throws an Out Of Memory Exception, but I don't know and can't find any other topic or post on this relating to spritebatch. Does anybody have any suggestions on how I can get this working and not take up much memory? I would think this as an easy, cost effective way of drawing a window. I'm just not sure how cut down on my draw calls, or get any of that memory back.

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • SQL - Order against two columns at the same time (intersecting)

    - by Alex
    I have a table with the fields CommonName and FirstName. Only either field has data, never both. Is there a way to order rows in an intersecting manner on SQL Server? Example: CommonName FirstName Bern Wade Ashley Boris Ayana I want records ordered like this: CommonName FirstName Ashley Ayana Bern Boris Wade Is this possible, and if so, how?

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  • Inserting Records in Ascending Order function- C homework assignment

    - by Aaron McRuer
    Good day, Stack Overflow. I have a homework assignment that I'm working on this weekend that I'm having a bit of a problem with. We have a struct "Record" (which contains information about cars for a dealership) that gets placed in a particular spot in a linked list according to 1) its make and 2) according to its model year. This is done when initially building the list, when a "int insertRecordInAscendingOrder" function is called in Main. In "insertRecordInAscendingOrder", a third function, "createRecord" is called, where the linked list is created. The function then goes to the function "compareCars" to determine what elements get put where. Depending on the value returned by this function, insertRecordInAscendingOrder then places the record where it belongs. The list is then printed out. There's more to the assignment, but I'll cross that bridge when I come to it. Ideally, and for the assignment to be considered correct, the linked list must be ordered as: Chevrolet 2012 25 Chevrolet 2013 10 Ford 2010 5 Ford 2011 3 Ford 2012 15 Honda 2011 9 Honda 2012 3 Honda 2013 12 Toyota 2009 2 Toyota 2011 7 Toyota 2013 20 from the a text file that has the data ordered the following way: Ford 2012 15 Ford 2011 3 Ford 2010 5 Toyota 2011 7 Toyota 2012 20 Toyota 2009 2 Honda 2011 9 Honda 2012 3 Honda 2013 12 Chevrolet 2013 10 Chevrolet 2012 25 Notice that the alphabetical order of the "make" field takes precedence, then, the model year is arranged from oldest to newest. However, the program produces this as the final list: Chevrolet 2012 25 Chevrolet 2013 10 Honda 2011 9 Honda 2012 3 Honda 2013 12 Toyota 2009 2 Toyota 2011 7 Toyota 2012 20 Ford 2010 5 Ford 2011 3 Ford 2012 15 I sat down with a grad student and tried to work out all of this yesterday, but we just couldn't figure out why it was kicking the Ford nodes down to the end of the list. Here's the code. As you'll notice, I included a printList call at each instance of the insertion of a node. This way, you can see just what is happening when the nodes are being put in "order". It is in ANSI C99. All function calls must be made as they are specified, so unfortunately, there's no real way of getting around this problem by creating a more efficient algorithm. #include <stdio.h> #include <stdlib.h> #include <string.h> #define MAX_LINE 50 #define MAX_MAKE 20 typedef struct record { char *make; int year; int stock; struct record *next; } Record; int compareCars(Record *car1, Record *car2); void printList(Record *head); Record* createRecord(char *make, int year, int stock); int insertRecordInAscendingOrder(Record **head, char *make, int year, int stock); int main(int argc, char **argv) { FILE *inFile = NULL; char line[MAX_LINE + 1]; char *make, *yearStr, *stockStr; int year, stock, len; Record* headRecord = NULL; /*Input and file diagnostics*/ if (argc!=2) { printf ("Filename not provided.\n"); return 1; } if((inFile=fopen(argv[1], "r"))==NULL) { printf("Can't open the file\n"); return 2; } /*obtain values for linked list*/ while (fgets(line, MAX_LINE, inFile)) { make = strtok(line, " "); yearStr = strtok(NULL, " "); stockStr = strtok(NULL, " "); year = atoi(yearStr); stock = atoi(stockStr); insertRecordInAscendingOrder(&headRecord,make, year, stock); } printf("The original list in ascending order: \n"); printList(headRecord); } /*use strcmp to compare two makes*/ int compareCars(Record *car1, Record *car2) { int compStrResult; compStrResult = strcmp(car1->make, car2->make); int compYearResult = 0; if(car1->year > car2->year) { compYearResult = 1; } else if(car1->year == car2->year) { compYearResult = 0; } else { compYearResult = -1; } if(compStrResult == 0 ) { if(compYearResult == 1) { return 1; } else if(compYearResult == -1) { return -1; } else { return compStrResult; } } else if(compStrResult == 1) { return 1; } else { return -1; } } int insertRecordInAscendingOrder(Record **head, char *make, int year, int stock) { Record *previous = *head; Record *newRecord = createRecord(make, year, stock); Record *current = *head; int compResult; if(*head == NULL) { *head = newRecord; printf("Head is null, list was empty\n"); printList(*head); return 1; } else if ( compareCars(newRecord, *head)==-1) { *head = newRecord; (*head)->next = current; printf("New record was less than the head, replacing\n"); printList(*head); return 1; } else { printf("standard case, searching and inserting\n"); previous = *head; while ( current != NULL &&(compareCars(newRecord, current)==1)) { printList(*head); previous = current; current = current->next; } printList(*head); previous->next = newRecord; previous->next->next = current; } return 1; } /*creates records from info passed in from main via insertRecordInAscendingOrder.*/ Record* createRecord(char *make, int year, int stock) { printf("CreateRecord\n"); Record *theRecord; int len; if(!make) { return NULL; } theRecord = malloc(sizeof(Record)); if(!theRecord) { printf("Unable to allocate memory for the structure.\n"); return NULL; } theRecord->year = year; theRecord->stock = stock; len = strlen(make); theRecord->make = malloc(len + 1); strncpy(theRecord->make, make, len); theRecord->make[len] = '\0'; theRecord->next=NULL; return theRecord; } /*prints list. lists print.*/ void printList(Record *head) { int i; int j = 50; Record *aRecord; aRecord = head; for(i = 0; i < j; i++) { printf("-"); } printf("\n"); printf("%20s%20s%10s\n", "Make", "Year", "Stock"); for(i = 0; i < j; i++) { printf("-"); } printf("\n"); while(aRecord != NULL) { printf("%20s%20d%10d\n", aRecord->make, aRecord->year, aRecord->stock); aRecord = aRecord->next; } printf("\n"); } The text file you'll need for a command line argument can be saved under any name you like; here are the contents you'll need: Ford 2012 15 Ford 2011 3 Ford 2010 5 Toyota 2011 7 Toyota 2012 20 Toyota 2009 2 Honda 2011 9 Honda 2012 3 Honda 2013 12 Chevrolet 2013 10 Chevrolet 2012 25 Thanks in advance for your help. I shall continue to plow away at it myself.

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  • Order by Domain Extension Name using CodeIgniter Active Record Class

    - by allan
    $extension = “SUBSTRING_INDEX(domain_name, ‘.’, -1)”; $this->db->order_by($extension, “asc”); It says: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ‘asc LIMIT 50’ at line 44 But its working when I didn’t used the $this-db-order_by Active Record Class such as this one: $this-db-query(“SELECT * FROM domain ORDER BY SUBSTRING_INDEX(domain_name, ‘.’, -1)”); Anyone please help me. Thanks.

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  • MySQL specifying exact order with WHERE `id` IN (...)

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    Is there an easy way to order MySQL results respectively by WHERE id IN (...) clause? Example: SELECT * FROM articles WHERE articles.id IN (4, 2, 5, 9, 3) to return Article with id = 4 Article with id = 2 Article with id = 5 Article with id = 9 Article with id = 3 and also SELECT * FROM articles WHERE articles.id IN (4, 2, 5, 9, 3) LIMIT 2,2 to return Article with id = 5 Article with id = 9

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    - by mouthpiec
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  • Perl, foreach order

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    Does Perl's foreach loop operator require that the list items be presented in order? For example my @a=(1,2,3); foreach my $item (@a) { print $item; } will always print 1 2 3? I suspect so, but I can't find it documented.

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