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  • client-side validation in custom validation attribute - asp.net mvc 4

    - by Giorgos Manoltzas
    I have followed some articles and tutorials over the internet in order to create a custom validation attribute that also supports client-side validation in an asp.net mvc 4 website. This is what i have until now: RequiredIfAttribute.cs [AttributeUsage(AttributeTargets.Property, AllowMultiple = true)] //Added public class RequiredIfAttribute : ValidationAttribute, IClientValidatable { private readonly string condition; private string propertyName; //Added public RequiredIfAttribute(string condition) { this.condition = condition; this.propertyName = propertyName; //Added } protected override ValidationResult IsValid(object value, ValidationContext validationContext) { PropertyInfo propertyInfo = validationContext.ObjectType.GetProperty(this.propertyName); //Added Delegate conditionFunction = CreateExpression(validationContext.ObjectType, _condition); bool conditionMet = (bool)conditionFunction.DynamicInvoke(validationContext.ObjectInstance); if (conditionMet) { if (value == null) { return new ValidationResult(FormatErrorMessage(null)); } } return ValidationResult.Success; } private Delegate CreateExpression(Type objectType, string expression) { LambdaExpression lambdaExpression = System.Linq.Dynamic.DynamicExpression.ParseLambda(objectType, typeof(bool), expression); //Added Delegate function = lambdaExpression.Compile(); return function; } public IEnumerable<ModelClientValidationRule> GetClientValidationRules(ModelMetadata metadata, ControllerContext context) { var modelClientValidationRule = new ModelClientValidationRule { ValidationType = "requiredif", ErrorMessage = ErrorMessage //Added }; modelClientValidationRule.ValidationParameters.Add("param", this.propertyName); //Added return new List<ModelClientValidationRule> { modelClientValidationRule }; } } Then i applied this attribute in a property of a class like this [RequiredIf("InAppPurchase == true", "InAppPurchase", ErrorMessage = "Please enter an in app purchase promotional price")] //Added "InAppPurchase" public string InAppPurchasePromotionalPrice { get; set; } public bool InAppPurchase { get; set; } So what i want to do is display an error message that field InAppPurchasePromotionalPrice is required when InAppPurchase field is true (that means checked in the form). The following is the relevant code form the view: <div class="control-group"> <label class="control-label" for="InAppPurchase">Does your app include In App Purchase?</label> <div class="controls"> @Html.CheckBoxFor(o => o.InAppPurchase) @Html.LabelFor(o => o.InAppPurchase, "Yes") </div> </div> <div class="control-group" id="InAppPurchasePromotionalPriceDiv" @(Model.InAppPurchase == true ? Html.Raw("style='display: block;'") : Html.Raw("style='display: none;'"))> <label class="control-label" for="InAppPurchasePromotionalPrice">App Friday Promotional Price for In App Purchase: </label> <div class="controls"> @Html.TextBoxFor(o => o.InAppPurchasePromotionalPrice, new { title = "This should be at the lowest price tier of free or $.99, just for your App Friday date." }) <span class="help-inline"> @Html.ValidationMessageFor(o => o.InAppPurchasePromotionalPrice) </span> </div> </div> This code works perfectly but when i submit the form a full post is requested on the server in order to display the message. So i created JavaScript code to enable client-side validation: requiredif.js (function ($) { $.validator.addMethod('requiredif', function (value, element, params) { /*var inAppPurchase = $('#InAppPurchase').is(':checked'); if (inAppPurchase) { return true; } return false;*/ var isChecked = $(param).is(':checked'); if (isChecked) { return false; } return true; }, ''); $.validator.unobtrusive.adapters.add('requiredif', ['param'], function (options) { options.rules["requiredif"] = '#' + options.params.param; options.messages['requiredif'] = options.message; }); })(jQuery); This is the proposed way in msdn and tutorials i have found Of course i have also inserted the needed scripts in the form: jquery.unobtrusive-ajax.min.js jquery.validate.min.js jquery.validate.unobtrusive.min.js requiredif.js BUT...client side validation still does not work. So could you please help me find what am i missing? Thanks in advance.

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  • paintComponent on JPanel, image flashes and then disappears

    - by mark
    I have a JApplet (MainClass extends JApplet), a JPanel (ChartWindow extends JPanel) and a Grafico class. The problem is that the Grafico class instance has 2 JPanel that should show 2 images (1 for each panel) but the images are shown and after a little while they disappears: instead of them i get a gray background (like an empty JPanel). This happens for every repaint() call (that are made in the ChartWindow class) the MainClass init() contains chartwindow=new ChartWindow(); add(chartwindow) chartwindow has a Grafico instance. it's the ChartWindow's paintComponent (override) paintComponent(Graphics g) { super.paintComponent(g); Image immagineGrafico=createImage(grafico.pannelloGrafico.getWidth() ,grafico.pannelloGrafico.getHeight()); Image immagineVolumi=createImage(grafico.pannelloVolumi.getWidth() ,grafico.pannelloVolumi.getHeight()); Graphics2D imgGrafico=(Graphics2D)immagineGrafico.getGraphics(); Graphics2D imgVolumi=(Graphics2D)immagineVolumi.getGraphics(); grafico.draw(imgGrafico,imgVolumi,mouseX,mouseY); ((Graphics2D)grafico.pannelloGrafico.getGraphics()).drawImage(immagineGrafico,0,0,this); ((Graphics2D)grafico.pannelloVolumi.getGraphics()).drawImage(immagineVolumi,0,0,this); } grafico's JPanels are added this way in the ChartWindow's constructor grafico=new Grafico() ................ add(grafico.pannelloGrafico); add(grafico.pannelloVolumi); Tell me if you need more information, thank you very much :-)

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  • How do I detect proximity of the mouse pointer to a line in Flex?

    - by Hanno Fietz
    I'm working on a charting UI in Flex. One of the features I want to implement is "snapping" of the mousepointer to the data points in the diagram. I. e., if the user hovers the mouse pointer over a line diagram and gets close to the data point, I want the pointer to move to the exact coordinates and show a marker, like this: Currently, the lines are drawn on a Shape, using the Graphics API. The Shape is a child DisplayObject of a custom UIComponent subclass with the exact same dimensions. This means, I already get mouseOver events on the parent of the diagram's canvas. Now I need a way to detect if the pointer is close to one of the data points. I. e. I need an answer to the question "Which data points lie within a radius of x pixels from my current position and which of them is closest?" upon each move of the mouse. I can think of the following possibilities: draw the lines not as simple lines in the graphics API, but as more advanced objects that can have their own mouseOver events. However, I want the snapping to trigger before the mouse is actually over the line. check the original data for possible candidates upon each mouse movement. Using binary search, I might be able to reduce the number of items I have to compare sufficently. prepare some kind of new data structure from the raw data that makes the above search more efficient. I don't know how that would look like. I'm guessing this is a pretty standard problem for a number of applications, but probably the actual code usually is inside of some framework. Is there anything I can read about this topic?

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  • C# / Silverlight / WPF / Fast rendering lots of circles

    - by Walt W
    I want to render a lot of circles or small graphics within either silverlight or wpf (around 1000-10000) as fast and as frequently as possible. If I have to go to DX or OGL, that's fine, but I'm wondering about doing this within either of those two frameworks first (read: it's OK if an answer is WPF-only or Silverlight-only). Also, if there is a way to access DX through WPF and render on a surface that way, I would be interested in that as well. So, what's the fastest way to draw a load of circles? They can be as plain as necessary, but they do need to have a radius. Currently I'm using DrawingVisual and a DrawingContext.DrawEllipse() command for each circle, then rendering the visual to a RenderTargetBItmap, but it becomes very slow as the number of circles rises. By the way, these circles move every frame, so caching isn't really an option unless you're going to suggest caching the individual circles . . . But their sizes are dynamic, so I'm not sure that's a great approach.

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  • How to maintain long-lived python projects w.r.t. dependencies and python versions ?

    - by Gyom
    short version: how can I get rid of the multiple-versions-of-python nightmare ? long version: over the years, I've used several versions of python, and what is worse, several extensions to python (e.g. pygame, pylab, wxPython...). Each time it was on a different setup, with different OSes, sometimes different architectures (like my old PowerPC mac). Nowadays I'm using a mac (OSX 10.6 on x86-64) and it's a dependency nightmare each time I want to revive script older than a few months. Python itself already comes in three different flavours in /usr/bin (2.5, 2.6, 3.1), but I had to install 2.4 from macports for pygame, something else (cannot remember what) forced me to install all three others from macports as well, so at the end of the day I'm the happy owner of seven (!) instances of python on my system. But that's not the problem, the problem is, none of them has the right (i.e. same set of) libraries installed, some of them are 32bits, some 64bits, and now I'm pretty much lost. For example right now I'm trying to run a three-year-old script (not written by me) which used to use matplotlib/numpy to draw a real-time plot within a rectangle of a wxwidgets window. But I'm failing miserably: py26-wxpython from macports won't install, stock python has wxwidgets included but also has some conflict between 32 bits and 64 bits, and it doesn't have numpy... what a mess ! Obviously, I'm doing things the wrong way. How do you usally cope with all that chaos ?

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  • Inline function and global variable issue in Javascript

    - by Natim
    I have some code here : http://bitbucket.org/natim/lo53_tp1/src/tip/part3/camions/medias/js/tracking.js That I use to draw some information about trucks direction. The problem come from a function defined in a for loop like this one : ... for(i = 0; i < nb_trucks; i++) { ... contentString = '<div id="content">'+ trucks[i]['name'] + '</div>'; current_window = new google.maps.InfoWindow({ content: contentString }); infosWindow.push(current_window); current_marker = new google.maps.Marker({ map: map, position: new google.maps.LatLng(trucks[i]['end']['lat'], trucks[i]['end']['lon']), draggable: false, title: trucks[i]['name'] }); markers.push(current_marker); google.maps.event.addListener(current_marker, 'click', function() { current_window.open(map, current_marker); }); } In this code, you can see the last block google.maps.event.addListener(current_marker, 'click', function() { current_window.open(map, current_marker); }); And my problem is that current_marker in the addListener parameters is different from the one inside the function. The current_window and the current_marker inside the function is overide at each loop turn. How can I get it right ? Thanks

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  • null pointer exception comparing two strings in java.

    - by David
    I got this error message and I'm not quite sure whats wrong: Exception in thread "main" java.lang.NullPointerException at Risk.runTeams(Risk.java:384) at Risk.blobRunner(Risk.java:220) at Risk.genRunner(Risk.java:207) at Risk.main(Risk.java:176) Here is the relevant bits of code (i will draw attention to the line numbers within the error message via comments in the code as well as inputs i put into the program while its running where relevant) public class Risk { ... public static void main (String[]arg) { String CPUcolor = CPUcolor () ; genRunner (CPUcolor) ; //line 176 ... } ... public static void genRunner (String CPUcolor) // when this method runs i select 0 and run blob since its my only option. Theres nothing wrong with this method so long as i know, this is only significant because it takes me to blob runner and because another one of our relelvent line numbers apears. { String[] strats = new String[1] ; strats[0] = "0 - Blob" ; int s = chooseStrat (strats) ; if (s == 0) blobRunner (CPUcolor) ; // this is line 207 } ... public static void blobRunner (String CPUcolor) { System.out.println ("blob Runner") ; int turn = 0 ; boolean gameOver = false ; Dice other = new Dice ("other") ; Dice a1 = new Dice ("a1") ; Dice a2 = new Dice ("a2") ; Dice a3 = new Dice ("a3") ; Dice d1 = new Dice ("d1") ; Dice d2 = new Dice ("d2") ; space (5) ; Territory[] board = makeBoard() ; IdiceRoll (other) ; String[] colors = runTeams(CPUcolor) ; //this is line 220 Card[] deck = Card.createDeck () ; System.out.println (StratUtil.canTurnIn (deck)) ; while (gameOver == false) { idler (deck) ; board = assignTerri (board, colors) ; checkBoard (board, colors) ; } } ... public static String[] runTeams (String CPUcolor) { boolean z = false ; String[] a = new String[6] ; while (z == false) { a = assignTeams () ; printOrder (a) ; boolean CPU = false ; for (int i = 0; i<a.length; i++) { if (a[i].equals(CPUcolor)) CPU = true ; //this is line 384 } if (CPU==false) { System.out.println ("ERROR YOU NEED TO INCLUDE THE COLOR OF THE CPU IN THE TURN ORDER") ; runTeams (CPUcolor) ; } System.out.println ("is this turn order correct? (Y/N)") ; String s = getIns () ; while (!((s.equals ("y")) || (s.equals ("Y")) || (s.equals ("n")) || (s.equals ("N")))) { System.out.println ("try again") ; s = getIns () ; } if (s.equals ("y") || s.equals ("Y") ) z = true ; } return a ; } ... } // This } closes the class The reason i don't think i should be getting a Null:pointerException is because in this line: a[i].equals(CPUcolor) a at index i holds a string and CPUcolor is a string. Both at this point definatly have a value neither is null. Can anyone please tell me whats going wrong?

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  • Unable to execute native sql query

    - by Renjith
    I am developing an application with Spring and hibernate. In the DAO class, I was trying to execute a native sql as follows: SELECT * FROM product ORDER BY unitprice ASC LIMIT 6 OFFSET 0 But the system throws an exception. org.hibernate.HibernateException: No Hibernate Session bound to thread, and configuration does not allow creation of non-transactional one here org.springframework.orm.hibernate3.SpringSessionContext.currentSession(SpringSessionContext.java:63) org.hibernate.impl.SessionFactoryImpl.getCurrentSession(SessionFactoryImpl.java:544) com.dao.ProductDAO.listProducts(ProductDAO.java:15) com.dataobjects.impl.ProductDoImpl.listProducts(ProductDoImpl.java:26) com.action.ProductAction.showProducts(ProductAction.java:53) sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) application-context.xml is show below <bean id="propertyConfigurer" class="org.springframework.beans.factory.config.PropertyPlaceholderConfigurer" p:location="/WEB-INF/jdbc.properties" /> <bean id="dataSource" class="org.springframework.jdbc.datasource.DriverManagerDataSource" p:driverClassName="${jdbc.driverClassName}" p:url="${jdbc.url}" p:username="${jdbc.username}" p:password="${jdbc.password}" /> <!-- Hibernate SessionFactory --> <!-- class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"--> <bean id="sessionFactory" class="org.springframework.orm.hibernate3.LocalSessionFactoryBean"> <property name="dataSource"> <ref local="dataSource"/> </property> <property name="configLocation"> <value>WEB-INF/classes/hibernate.cfg.xml</value> </property> <property name="configurationClass"> <value>org.hibernate.cfg.AnnotationConfiguration</value> </property> <!-- <property name="annotatedClasses"> <list> <value>com.pojo.Product</value> <value>com.pojo.User</value> <value>com.pojo.UserLogin</value> </list> </property> --> <property name="hibernateProperties"> <props> <prop key="hibernate.dialect">${hibernate.dialect}</prop> <prop key="hibernate.show_sql">true</prop> </props> </property> </bean> <!-- User Bean definitions --> <bean name="/logincheck" class="com.action.LoginAction"> <property name="userDo" ref="userDo" /> </bean> <bean id="userDo" class="com.dataobjects.impl.UserDoImpl" > <property name="userDAO" ref="userDAO" /> </bean> <bean id="userDAO" class="com.dao.UserDAO" > <property name="sessionFactory" ref="sessionFactory" /> </bean> <bean name="/listproducts" class="com.action.ProductAction"> <property name="productDo" ref="productDo" /> </bean> <bean id="productDo" class="com.dataobjects.impl.ProductDoImpl" > <property name="productDAO" ref="productDAO" /> </bean> <bean id="productDAO" class="com.dao.ProductDAO" > <property name="sessionFactory" ref="sessionFactory" /> </bean> And DAO class is public class ProductDAO extends HibernateDaoSupport{ public List listProducts(int startIndex, int incrementor) { org.hibernate.Session session = getHibernateTemplate().getSessionFactory().getCurrentSession(); String queryString = "SELECT * FROM product ORDER BY unitprice ASC LIMIT 6 OFFSET 0"; List list = null; try{ session.beginTransaction(); org.hibernate.Query query = session.createQuery(queryString); list = query.list(); session.getTransaction().commit(); } catch(Exception e) { e.printStackTrace(); } finally { session.close(); } return list; } public List getProductCount() { String queryString = "SELECT COUNT(*) FROM Product"; return getHibernateTemplate().find(queryString); } } Any thoughts to fix it up?

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  • Invert the 1bbp color under a rectangle.

    - by Scott Chamberlain
    I am working with GDI+, the image I am working with is a 1bbp image. What i would like to do is draw a rectangle on the image and everything under that rectangle will be inverted (white pixels will become black and black pixels become white). All of the sample code I have seen is for 8 bit RGB color scale images, and I don't think the techniques they use will work for me. Here is the code I have so far. This is the parent control, one of the Epl2.IDrawableCommand's will be the command that does the inverting. protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (Label != null) { using (Bitmap drawnLabel = new Bitmap((int)((float)Label.LabelHeight * _ImageScaleFactor), (int)((float)Label.LableLength *(int) _ImageScaleFactor), System.Drawing.Imaging.PixelFormat.Format1bppIndexed)) { using (Graphics drawBuffer = Graphics.FromImage(drawnLabel)) { drawBuffer.ScaleTransform(_ImageScaleFactor, _ImageScaleFactor); foreach (Epl2.IDrawableCommand cmd in Label.Collection) { cmd.Paint(drawBuffer); } drawBuffer.ResetTransform(); } drawnLabel.RotateFlip(Rotation); pbLabelDrawArea.Size = drawnLabel.Size; using (Graphics drawArea = pbLabelDrawArea.CreateGraphics()) { drawArea.Clear(Color.White); drawArea.DrawImage(drawnLabel, new Point(0, 0)); } } } } What should I put in the Paint(Graphic g) for this command?

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  • Flex/Actionscript image display problem.

    - by IanH
    I'm trying to extend the Image class but hit a problem that I can't get past. I have a private image (img) that loads an image and a function that takes that image and copies it onto the parent. The debug function "copyit2" displays the image fine (so I know it's loaded OK). But the function "copyit" doesn't work - it just displays a white rectangle. I can't see how to make copyit work so that the original image is copied to the BitmapData and then subsequenty copied onto the parent? (The idea is to do some processing on the Bitmap data before it is displayed, although this isn't shown here to keep the example simple.) I suspect it is something to do with the security of loading images, but I'm loading it from the same server as the application is run from - so this shouldn't be a problem? Thanks for any help anyone can provide. Ian package zoomapackage { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.Sprite; import flash.events.MouseEvent; import flash.geom.Matrix; import flash.geom.Point; import flash.geom.Rectangle; import flash.net.*; import mx.controls.Image; import mx.events.FlexEvent; public dynamic class Zooma extends Image { private var img:Image; public function copyit():void { var imgObj:BitmapData = new BitmapData(img.content.width, img.content.height, false); imgObj.draw(img); var matrix:Matrix = new Matrix(); this.graphics.beginBitmapFill(imgObj, matrix, false,true); this.graphics.drawRect(0, 0, this.width , this.height); this.graphics.endFill(); } public function copyit2():void { this.source = img.source; } public function Zooma() { super(); img = new Image(); img.load("http://localhost/Koala.jpg"); } } }

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  • ncurses - resizing glitch

    - by ryyst
    I'm writing an ncurses program and am trying to make it respond correctly to terminal resizing. While I can read the terminal dimensions correctly in my program, ncurses doesn't seem to deal with new dimensions correctly. Here's a (somewhat lengthy) sample program: #include <ncurses.h> #include <string.h> #include <signal.h> #include <sys/ioctl.h> void handle_winch(int sig){ struct winsize w; ioctl(0, TIOCGWINSZ, &w); COLS = w.ws_col; LINES = w.ws_row; wresize(stdscr, LINES, COLS); clear(); mvprintw(0, 0, "COLS = %d, LINES = %d", COLS, LINES); for (int i = 0; i < COLS; i++) mvaddch(1, i, '*'); refresh(); } int main(int argc, char *argv[]){ initscr(); struct sigaction sa; memset(&sa, 0, sizeof(struct sigaction)); sa.sa_handler = handle_winch; sigaction(SIGWINCH, &sa, NULL); while(getch() != 27) {} endwin(); return 0; } If you run it, you can see that the terminal dimensions are correctly retrieved. But the second line, which is supposed to draw *-characters across the screen, doesn't work. Try resizing the window horizontally to make it larger, the line of *s will not get larger. What's the problem here? I'm aware that one can temporarily leave curses mode, but I'd prefer a cleaner solution. Thanks!

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  • Convert long/lat to pixel x/y on a given picure.

    - by Kalinin
    I have a city "map" (for example - Moscow). She in accuracy repeats the contours the given city in google maps (that is it is copied from google maps and it is a little processed, but the sense remained the same). Also I have object co-ordinates in a city (in co-ordinates of google). Problem: how to convert google co-ordinates to the co-ordinates of my picture (that is in pixels on OX and OY on a picture). That is I receive google-co-ordinates and it is necessary for me to draw this point on my picture. The most desired variant of the answer - is based on javascript, but it is possible and on php. I know that on small scales (for example on city scales) it to make simply enough (it is necessary to learn what google-co-ordinates has one of picture corners, then to learn "price" of one pixel in google-co-ordinates on a picture on axes OX and OY separately). But on the big scales (country scale) "price" of one pixel will be not a constant, and will vary strongly enough and the method described above cannot be applied. How to solve a problem on country scales?

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  • context.Scale() with non-aspect ratio preserving parameters screws effective lineWith

    - by rrenaud
    I am trying to apply some natural transformations whereby the x axis is remapped to some very small domain, like from 0 to 1, whereas y is remapped to some small, but substantially larger domain, like 0 to 30. This way, drawing code can be nice and clean and only care about the model space. However, if I apply a scale, then lines are also scaled, which means that horizontal lines become extremely fat relative to vertical ones. Here is some sample code. When natural_height is much less than natural_height, the picture doesn't look as intended. I want the picture to look like this, which is what happens with a scale that preserves aspect ratio. rftgstats.c om/canvas_good.png However, with a non-aspect ratio preserving scale, the results look like this. rftgstats.c om/canvas_bad.png <html><head><title>Busted example</title></head> <body> <canvas id=example height=300 width=300> <script> var canvas = document.getElementById('example'); var ctx = canvas.getContext('2d'); var natural_width = 10; var natural_height = 50; ctx.scale(canvas.width / natural_width, canvas.height / natural_height); var numLines = 20; ctx.beginPath(); for (var i = 0; i < numLines; ++i) { ctx.moveTo(natural_width / 2, natural_height / 2); var angle = 2 * Math.PI * i / numLines; // yay for screen size independent draw calls. ctx.lineTo(natural_width / 2 + natural_width * Math.cos(angle), natural_height / 2 + natural_height * Math.sin(angle)); } ctx.stroke(); ctx.closePath(); </script> </body> </html>

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  • undefined method `key?' for nil:NilClass when using MongoMapper

    - by Radek Slupik
    I set up a new Rails application by following these instructions. I generated a new controller and added resources :tickets to the routes file. Hexapoda::Application.routes.draw do resources :tickets end This is the controller (`/app/controllers/tickets_controller.rb'). class TicketsController < ApplicationController def index @tickets = Ticket.all end end I then added a new model Ticket in /app/models/ticket.rb. class Ticket include MongoMapper::Document key :summary, String, :required => true end Here's the view (/app/views/index.html.erb): <h1>Tickets#index</h1> <p>Find me in app/views/tickets/index.html.erb</p> Now when I go to /tickets in my browser, I get an error message. NoMethodError in TicketsController#index undefined method `key?' for nil:NilClass I have no idea what's going on. What could be the problem? I'm using Rails 3.2.5 and MongoMapper 0.11.1.

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  • efficient android rendering

    - by llll
    I've read quite a few tutorials on game programming on android, and all of them provide basically the same solution as to drawing the game, that is having a dedicated thread spinning like this: public void run() { while(true) { if(!surfaceHolder.getSurface().isValid()) continue; Canvas canvas = surfaceHolder.lockCanvas(); drawGame(canvas); /* do actual drawing here */ surfaceHolder.unlockCanvasAndPost(canvas); } } now I'm wondering, isn't this wasteful? Suppose I've a game with very simple graphics, so that the actual time in drawGame is little; then I'm going to draw the same things on and on, stealing cpu from the other threads; a possibility could be skipping the drawing and sleeping a bit if the game state hasn't changed, which I could check by having the state update thread mantaining a suitable status flag. But maybe there are other options. For example, couldn'it be possible to synchronize with rendering, so that I don't post updates too often? Or am I missing something and that is precisely what lockCanvas does, that is it blocks and burns no cpu until proper time? Thanks in advance L.

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  • OpenGL circle rotation

    - by user350632
    I'm using following code to draw my circles: double theta = 2 * 3.1415926 / num_segments; double c = Math.Cos(theta);//precalculate the sine and cosine double s = Math.Sin(theta); double t; double x = r;//we start at angle = 0 double y = 0; GL.glBegin(GL.GL_LINE_LOOP); for(int ii = 0; ii < num_segments; ii++) { float first = (float)(x * scaleX + cx) / xyFactor; float second = (float)(y * scaleY + cy) / xyFactor; GL.glVertex2f(first, second); // output Vertex //apply the rotation matrix t = x; x = c * x - s * y; y = s * t + c * y; } GL.glEnd(); The problem is that when scaleX is different from scaleY then circles are transformed in the right way except for the rotation. In my code sequence looks like this: circle.Scale(tmp_p.scaleX, tmp_p.scaleY); circle.Rotate(tmp_p.rotateAngle); My question is what other calculations should i perform for circle to rotate properly when scaleX and scaleY are not equal?

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  • Modelling in Agile Development

    - by bertzzie
    I'm writing a bachelor dissertation report where I'm developing a system with Agile methodology. Given that the development is an one man show, of course the "Agile" I did was not really agile at all (from my understanding at least). So I want some perspective from SO crowds, who is of course a professional, real world, developer with tons of experience. I think real world experience is better than the theory and experiments that I did. My question is: Do we model during development time when using Agile? UML? DFD? Or a Functional Specification is enough1? If modelling is not really necessary, what do we use to communicate to the user, as the user almost always won't understand UML or DFD? For my system, I use UI & UX Design with heavy prototyping, but then I don't have time to draw UML any more. Which one is better? 1 http://www.joelonsoftware.com/articles/fog0000000036.html I hope the question's not "subjective and argumentative" as I know this question exist because of my lack of understanding in the agile development. If it is, could someone just give me a pointer or reference about that? Possible duplicate: Do you use UML in Agile development practices?

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  • How to get a unique WindowRef in a dockable Qt application on Mac

    - by Robin
    How do I get a unique WindowRef from a Qt application that includes docked windows on the Mac? My code boils down to: int main(int argc, char* argv[]) { QApplication* qtApp = new QApplication(argc, argv); MyQMainWindow mainwin; mainwin.show(); } class MyQMainWindow : public QMainWindow { //... QDockWidget* mDock; MyQWidget* mDrawArea; QStackedWidget* mCentralStack; }; MyQMainWindow::MyQMainWindow() { mDock = new QDockWidget(tr("Docked Widget"), this); mDock->setMaximumWidth(180); //... addDockWidget(Qt::RightDockWidgetArea, mDock); mDrawArea = new MyQWidget(this); mCentralStack = new QStackedWidget(); mCentralStack->addWidget(mDrawArea); // Other widgets added to stack in production code. setCentralWidget(mCentralStack); //... } (Apologies if the above isn't syntactically correct, it's just easier to illustrate than to describe.) I added the following temporary code at the end of the above constructor: HIViewRef view1 = (HIViewRef) mDrawArea->winId(); HIViewRef view2 = (HIViewRef) mDock->winId(); WindowRef win1 = HIViewGetWindow(view1); WindowRef win2 = HIViewGetWindow(view2); My problem is that view1 and view2 are different, but win1 and win2 are the same! I tried the following equivalent on Windows: HWND win1 = (HWND)(mCentralDrawArea->winId()); HWND win2 = (HWND)(mDock1->winId()); This time win1 and win2 are different. I need the window handle to pass on to a 3rd party SDK so that it can draw into the central area only. BTW, I appreciate that the winId() method comes with lots of portability warnings, but a substantial refactor is out of the question for me. The same goes for using Carbon instead of Cocoa. Thanks.

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  • Weird stuttering issues not related to GC.

    - by Smills
    I am getting some odd stuttering issues with my game even though my FPS never seems to drop below 30. About every 5 seconds my game stutters. I was originally getting stuttering every 1-2 seconds due to my garbage collection issues, but I have sorted those and will often go 15-20 seconds without a garbage collection. Despite this, my game still stutters periodically even when there is no GC listed in logcat anywhere near the stutter. Even when I take out most of my code and simply make my "physics" code the below code I get this weird slowdown issue. I feel that I am missing something or overlooking something. Shouldn't that "elapsed" code that I put in stop any variance in the speed of the main character related to changes in FPS? Any input/theories would be awesome. Physics: private void updatePhysics() { //get current time long now = System.currentTimeMillis(); //added this to see if I could speed it up, it made no difference Thread myThread = Thread.currentThread(); myThread.setPriority(Thread.MAX_PRIORITY); //work out elapsed time since last frame in seconds double elapsed = (now - mLastTime2) / 1000.0; mLastTime2 = now; //measures FPS and displays in logcat once every 30 frames fps+=1/elapsed; fpscount+=1; if (fpscount==30) { fps=fps/fpscount; Log.i("myActivity","FPS: "+fps+" Touch: "+touch); fpscount=0; } //this should make the main character (theoretically) move upwards at a steady pace mY-=100*elapsed; //increase amount I translate the draw to = main characters Y //location if the main character goes upwards if (mY<=viewY) { viewY=mY; } }

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  • Google Charts - Adding Tooltip to Colorized Column Chart

    - by David K
    I created a column chart with google charts that has a different color assigned to each column using the following posting: Assign different color to each bar in a google chart But now I'm trying to figure out how to customize the tooltips for each column to also include the number of users in addition to the percent, so "raw_data[i][1]" I would like it to look like "70% (80 Users)" I understand that there is "data.addColumn({type:'number',role:'tooltip'});" but I'm having trouble understanding how to implement it for this use-case. function drawAccountsChart() { var data = new google.visualization.DataTable(); var raw_data = [ ['Parents', 80, 160], ['Students', 94, 128], ['Teachers', 78, 90], ['Admins', 68, 120], ['Staff', 97, 111] ]; data.addColumn('string', 'Columns'); for (var i = 0; i < raw_data.length; ++i) { data.addColumn('number', raw_data[i][0]); } data.addRows(1); for (var i = 0; i < raw_data.length; ++i) { data.setValue(0, i+1, raw_data[i][1]/raw_data[i][2]*100); } var options = { height:220, chartArea: { left:30, width: "70%", height: "70%" }, backgroundColor: { fill:"transparent" }, tooltop:{ textStyle: {fontSize: "12px",}}, vAxis: {minValue: 0} }; var formatter = new google.visualization.NumberFormat({ suffix: '%', fractionDigits: 1 }); formatter.format(data, 1); formatter.format(data, 2); formatter.format(data, 3); formatter.format(data, 4); formatter.format(data, 5); var chart = new google.visualization.ColumnChart(document.getElementById('emailAccountsChart')); chart.draw(data, options); }

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  • Pass a Message From Thread to Update UI

    - by Jay Dee
    Ive created a new thread for a file browser. The thread reads the contents of a directory. What I want to do is update the UI thread to draw a graphical representation of the files and folders. I know I can't update the UI from within a new thread so what I want to do is: whilst the file scanning thread iterates through a directories files and folders pass a file path string back to the UI thread. The handler in the UI thread then draws the graphical representation of the file passed back. public class New_Project extends Activity implements Runnable { private Handler handler = new Handler() { @Override public void handleMessage(Message msg) { Log.d("New Thread","Proccess Complete."); Intent intent = new Intent(); setResult(RESULT_OK, intent); finish(); } }; public void getFiles(){ //if (!XMLEFunctions.canReadExternal(this)) return; pd = ProgressDialog.show(this, "Reading Directory.", "Please Wait...", true, false); Log.d("New Thread","Called"); Thread thread = new Thread(this); thread.start(); } public void run() { Log.d("New Thread","Reading Files"); getFiles(); handler.sendEmptyMessage(0); } public void getFiles() { for (int i=0;i<=allFiles.length-1;i++){ //I WANT TO PASS THE FILE PATH BACK TU A HANDLER IN THE UI //SO IT CAN BE DRAWN. **passFilePathBackToBeDrawn(allFiles[i].toString());** } } }

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  • Problems applying texture to a triangle strip using glTexCoordPointer

    - by Alexey
    Hi, I'm writing a pretty simple piece of code which should draw a plane. The plane must have two different textures on its sides, like if it was a book page. I'm trying to achieve this by doing this: glFrontFace(GL_CCW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); glFrontFace(GL_CW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideRight]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); textures[] array contains 2 GLuint textures which specify appropriate textures. vertexCoordinates and textureCoordinates contain vertexes and texture coordinates respectively ((2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount) equals 15 and that's exactly how many elements I have in the arrays I set up opengl like this: glEnable(GL_DEPTH_TEST); glClearDepthf(1.0f); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 1.0, 1.0, 1.0); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); What happens is when I run it front side of the plane looks Ok, but it appears like if texture coordinates weren't applied to the back side. It appears like texture on the back side is just tiled and not connected to vertexes by any means. Any idea what am I doing wrong? Or any idea about what can I do to debug this problem? Thanks.

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  • How to determine loading status of images not attached to the DOM

    - by Rookwood
    I am working on a bit of javascript to plot data on a <canvas. The data points are marked by one of several different (small) image files. I am attempting to have the plot method wait until all the images are loaded. My best attempt thus far is such: var icon = { left : { air : new Image(), bone : new Image(), }, right : { air: new Image(), bone : new Image(), }, }; icon.left.air.src = option.imgPath + 'left.air.png'; icon.right.air.src = option.imgPath + 'right.air.png'; icon.left.bone.src = option.imgPath + 'left.bone.png'; icon.right.bone.src = option.imgPath + 'right.bone.png'; function main() { Canvas.draw(); // Make sure our image icons are loaded before we try to plot $(icon.left.air).load(function() { $(icon.right.air).load(function() { $(icon.left.bone).load(function() { $(icon.right.bone).load(function() { Data.plot(); }); }); }); }); } This works as expected most of the time. On occasion, it will fail and no data will be plotted. Inserting several console.log() statements shows that the script will silently stop working through the series of .load() statements, though code that comes after will be executed. My questions are as follows: Am I approaching this the right way? Is there a way to attach an event to my icon object that will fire once all of the images inside are loaded? This is a jquery plugin, so obviously jquery-based solutions are just as acceptable as vanilla javascript.

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  • Developing a 2D Game for Windows Phone 8

    - by Vaccano
    I would like to develop a 2D game for Windows Phone 8. I am a professional Application Developer by day and this seems like a fun hobby. But I have been disapointed trying to get going. It seems that 2D games (far and away the majority of games) do not have any real support. It seems the Windows Phone makers did not include support for Direct2D. So unless you are planning to make a fully 3D app, you are out of luck. So, if you just wanted to make a nice 2D app, these are your choices: Write your game using Xaml and C# (Performance Issues?) Write your game using Direct3D and but only draw on one plane. Use the DirectX Took Kit found on codeplex. It allows you to use the dying XNA framework's API for development. Number 3 seems the best for my game. But I hate to waste my time learning the XNA api when Microsoft has clearly stated that it is not going to be supported going forward. Number 2 would work, but 3D development is really hard. I would rather not have to do all that to get the 2D effect. (Assuming Direct2D is easier. I have yet to look into that.) Number 1 seems the easiest, but I worry that my app will not run well if it is based off of xaml rendering rather than DirectX. What is the suggested method from Microsoft? And who decided that 2D games were going to get shortchanged?

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  • Hundreds of custom UserControls create thousands of USER Objects

    - by Andy Blackman
    I'm creating a dashboard application that shows hundreds of "items" on a FlowLayoutPanel. Each "item" is a UserControl that is made up of 12 or labels. My app queries a database and then creates an "item" instance for each record, populating ethe labels and textboxes with data before adding it to the FlowLayoutPanel. After adding about 560 items to the panel, I noticed that the USER Objects count in my Task Manager had gone up to about 7300, which was much much larger than any other app on my machine. I did a quick spot of mental arithmetic (OK, I might have used calc.exe) and figured that 560 * 13 (12 labels plus the UserControl itself) is 7280. So that suddenly gave away where all the objects were coming from... Knowing that there is a 10,000 USER object limit before windows throws in the towel, I'm trying to figure better ways of drawing these items onto the FlowLayoutPanel. My ideas so far are as follows: 1) User-draw the "item", using graphics.DrawText and DrawImage in place of many of the labels. I'm hoping that this will mean 1 item = 1 USER Object, not 13. 2) Have 1 instance of the "item", then for each record, populate the instance and use the Control.DrawToBitmap() method to grab an image and then use that in the FlowLayoutPanel (or similar) So... Does anyone have any other suggestions ??? P.S. It's a zoomable interface, so I have already ruled out "Paging" as there is a requirement to see all items at once :( Thanks everyone.

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