Search Results

Search found 8232 results on 330 pages for 'position'.

Page 52/330 | < Previous Page | 48 49 50 51 52 53 54 55 56 57 58 59  | Next Page >

  • how to adjust sliding of scroll according to the value calculated by me?

    - by cng
    I am working on scroll. I have made a program wherein if the scroll box is in particular range of the panel then it automatically moves to a particular position in the slider. For eg, I have a panel of size 500. the scroll has height of 100. Now the total intervals are 5. Now if i slide the scroll box at a position 225 then i want that it automatically slides to the start of that interval that is at position 200. or if i slide to position 450 then instead of staying there it goes to position 400. Is it possible?

    Read the article

  • Help moving multiple images at once with touches

    - by daveMac
    Here is my problem: I am trying to move a puzzle piece around the screen and then connect to the other piece if they are in close proximity. I have achieved this, though it is perhaps a little odd the way I did. My problem though is that once they have connected, I can't figure out how to move them as one image, instead of two separate entities. I would really appreciate any help or suggestions. Here is a sample of what I have been doing: (void)touchesMovedNSSet *)touches withEventUIEvent *)event{ UITouch *touch = [touches anyObject]; [self dispatchTouchEvent:[touch view] toPosition:[touch locationInView:self.view]]; } -(void)dispatchTouchEventUIView *)theView toPositionCGPoint)position{ if ((CGRectContainsPoint([picture frame], position))) { picture.center = position; } if (CGRectContainsPoint([picture2 frame], position)) { picture2.center = position; } }

    Read the article

  • How to get data from dynamically created EditText views and insert it into an array?

    - by Snwspeckle
    So basically what I need my program to do at this point is that when I click the submit button, I need to loop through each dynamic row of the ListView and grab the value in the EditText view and then insert that into an array which I will do further calculations after. Here is my code right now. package com.hello_world; import java.util.ArrayList; import com.hello_world.ByteInputActivity.MyAdapter.ViewHolder; import android.app.Activity; import android.content.Context; import android.os.Bundle; import android.util.Log; import android.view.KeyEvent; import android.view.LayoutInflater; import android.view.View; import android.view.View.OnFocusChangeListener; import android.view.View.OnKeyListener; import android.view.ViewGroup; import android.widget.BaseAdapter; import android.widget.Button; import android.widget.EditText; import android.widget.ListView; import android.widget.TextView; public class ByteInputActivity extends Activity { private ListView myList; private MyAdapter myAdapter; private Integer resQuestions; private Integer indexVal = 0; private View caption; ViewHolder holder; ArrayList<Integer> intArrayList = new ArrayList<Integer>(); @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.fieldlist); //Gets number of questions from MainActivity Bundle extras = getIntent().getExtras(); if(extras !=null) { resQuestions = extras.getInt("index"); } myList = (ListView) findViewById(R.id.FieldList); myList.setItemsCanFocus(true); myAdapter = new MyAdapter(); myList.setAdapter(myAdapter); Button submit = (Button) findViewById(R.id.btn_New); submit.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { for (int i = 0; i < myList.getCount() ; i++) { View vListSortOrder; vListSortOrder = myList.getChildAt(i); String temp = holder.caption.getText().toString(); Log.e("VALUES", "" +temp); } } }); } public class MyAdapter extends BaseAdapter { private LayoutInflater mInflater; public ArrayList myItems = new ArrayList(); public MyAdapter() { mInflater = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); for (int i = 0; i < resQuestions; i++) { ListItem listItem = new ListItem(); listItem.caption = "Index " + i; listItem.indexText = "Index " + i; myItems.add(listItem); indexVal += 1; } notifyDataSetChanged(); } public int getCount() { return myItems.size(); } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { if (convertView == null) { holder = new ViewHolder(); convertView = mInflater.inflate(R.layout.item, null); holder.indexText = (TextView) convertView .findViewById(R.id.textView1); holder.caption = (EditText) convertView .findViewById(R.id.ItemCaption); convertView.setTag(holder); } else { holder = (ViewHolder) convertView.getTag(); } //Fill EditText with the value you have in data source holder.caption.setText(""); holder.caption.setId(position); holder.indexText.setText("Index " + position); holder.indexText.setId(position); //we need to update adapter once we finish with editing holder.caption.setOnFocusChangeListener(new OnFocusChangeListener() { public void onFocusChange(View v, boolean hasFocus) { if (!hasFocus){ final int position = v.getId(); final EditText Caption = (EditText) v; myItems.set(position, Caption.getText().toString()); } } }); return convertView; } class ViewHolder { EditText caption; TextView indexText; } class ListItem { String caption; String indexText; } } }

    Read the article

  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

    Read the article

  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

    Read the article

  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

    Read the article

  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

    Read the article

  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

    Read the article

  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

    Read the article

  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

    Read the article

  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

    Read the article

  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • I get java.lang.NullPointerException when trying to get the contents of the database in Android

    - by ncountr
    I am using 8 EditText boxes from the NewCard.xml from which i am taking the values and when the save button is pressed i am storing the values into a database, in the same process of saving i am trying to get the values and present them into 8 different TextView boxes on the main.xml file and when i press the button i get an FC from the emulator and the resulting error is java.lang.NullPointerException. If Some 1 could help me that would be great, since i have never used databases and this is my first application for android and this is the only thing keepeng me to complete the whole thing and publish it on the market like a free app. Here's the full code from NewCard.java. public class NewCard extends Activity { private static String[] FROM = { _ID, FIRST_NAME, LAST_NAME, POSITION, POSTAL_ADDRESS, PHONE_NUMBER, FAX_NUMBER, MAIL_ADDRESS, WEB_ADDRESS}; private static String ORDER_BY = FIRST_NAME; private CardsData cards; EditText First_Name; EditText Last_Name; EditText Position; EditText Postal_Address; EditText Phone_Number; EditText Fax_Number; EditText Mail_Address; EditText Web_Address; Button New_Cancel; Button New_Save; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.newcard); cards = new CardsData(this); //Define the Cancel Button in NewCard Activity New_Cancel = (Button) this.findViewById(R.id.new_cancel_button); //Define the Cancel Button Activity/s New_Cancel.setOnClickListener ( new OnClickListener() { public void onClick(View arg0) { NewCancelDialog(); } } );//End of the Cancel Button Activity/s //Define the Save Button in NewCard Activity New_Save = (Button) this.findViewById(R.id.new_save_button); //Define the EditText Fields to Get Their Values Into the Database First_Name = (EditText) this.findViewById(R.id.new_first_name); Last_Name = (EditText) this.findViewById(R.id.new_last_name); Position = (EditText) this.findViewById(R.id.new_position); Postal_Address = (EditText) this.findViewById(R.id.new_postal_address); Phone_Number = (EditText) this.findViewById(R.id.new_phone_number); Fax_Number = (EditText) this.findViewById(R.id.new_fax_number); Mail_Address = (EditText) this.findViewById(R.id.new_mail_address); Web_Address = (EditText) this.findViewById(R.id.new_web_address); //Define the Save Button Activity/s New_Save.setOnClickListener ( new OnClickListener() { public void onClick(View arg0) { //Add Code For Saving The Attributes Into The Database try { addCard(First_Name.getText().toString(), Last_Name.getText().toString(), Position.getText().toString(), Postal_Address.getText().toString(), Integer.parseInt(Phone_Number.getText().toString()), Integer.parseInt(Fax_Number.getText().toString()), Mail_Address.getText().toString(), Web_Address.getText().toString()); Cursor cursor = getCard(); showCard(cursor); } finally { cards.close(); NewCard.this.finish(); } } } );//End of the Save Button Activity/s } //======================================================================================// //DATABASE FUNCTIONS private void addCard(String firstname, String lastname, String position, String postaladdress, int phonenumber, int faxnumber, String mailaddress, String webaddress) { // Insert a new record into the Events data source. // You would do something similar for delete and update. SQLiteDatabase db = cards.getWritableDatabase(); ContentValues values = new ContentValues(); values.put(FIRST_NAME, firstname); values.put(LAST_NAME, lastname); values.put(POSITION, position); values.put(POSTAL_ADDRESS, postaladdress); values.put(PHONE_NUMBER, phonenumber); values.put(FAX_NUMBER, phonenumber); values.put(MAIL_ADDRESS, mailaddress); values.put(WEB_ADDRESS, webaddress); db.insertOrThrow(TABLE_NAME, null, values); } private Cursor getCard() { // Perform a managed query. The Activity will handle closing // and re-querying the cursor when needed. SQLiteDatabase db = cards.getReadableDatabase(); Cursor cursor = db.query(TABLE_NAME, FROM, null, null, null, null, ORDER_BY); startManagingCursor(cursor); return cursor; } private void showCard(Cursor cursor) { // Stuff them all into a big string long id = 0; String firstname = null; String lastname = null; String position = null; String postaladdress = null; long phonenumber = 0; long faxnumber = 0; String mailaddress = null; String webaddress = null; while (cursor.moveToNext()) { // Could use getColumnIndexOrThrow() to get indexes id = cursor.getLong(0); firstname = cursor.getString(1); lastname = cursor.getString(2); position = cursor.getString(3); postaladdress = cursor.getString(4); phonenumber = cursor.getLong(5); faxnumber = cursor.getLong(6); mailaddress = cursor.getString(7); webaddress = cursor.getString(8); } // Display on the screen add for each textView TextView ids = (TextView) findViewById(R.id.id); TextView fn = (TextView) findViewById(R.id.firstname); TextView ln = (TextView) findViewById(R.id.lastname); TextView pos = (TextView) findViewById(R.id.position); TextView pa = (TextView) findViewById(R.id.postaladdress); TextView pn = (TextView) findViewById(R.id.phonenumber); TextView fxn = (TextView) findViewById(R.id.faxnumber); TextView ma = (TextView) findViewById(R.id.mailaddress); TextView wa = (TextView) findViewById(R.id.webaddress); ids.setText(String.valueOf(id)); fn.setText(String.valueOf(firstname)); ln.setText(String.valueOf(lastname)); pos.setText(String.valueOf(position)); pa.setText(String.valueOf(postaladdress)); pn.setText(String.valueOf(phonenumber)); fxn.setText(String.valueOf(faxnumber)); ma.setText(String.valueOf(mailaddress)); wa.setText(String.valueOf(webaddress)); } //======================================================================================// //Define the Dialog that alerts you when you press the Cancel button private void NewCancelDialog() { new AlertDialog.Builder(this) .setMessage("Are you sure you want to cancel?") .setTitle("Cancel") .setCancelable(false) .setPositiveButton("Yes", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { NewCard.this.finish(); } }) .setNegativeButton("No", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }) .show(); }//End of the Cancel Dialog }

    Read the article

  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • Unknown Space between 2 Container Divs

    - by Paul
    Im trying to determine why there would be space between 2 Containing Divs as shown, and I would appreciate any insight as to why this is occurring: The unknown space occurs between the mid-feature div (olive) and bottom-wrap div (orange) I have no heights set anywhere. I would like to see the orange div up against the olive div just above it. I can post all of the CSS, or you can FireBug this: www.davincispainting.com Here is all of the CSS: *{ margin:0; padding:0 } body { /*background: url("/images/blueback5.jpg") repeat-x scroll 0 0 transparent;*/ background-color: #9EB0C8; font-family: Arial,Helvetica,sans-serif; font-size: 62.5%; } #top-wrap { height: 126px; width: 940px; /*background-color: Yellow;*/ margin: 5px 0 0 0; } #head-logo { background: url("/images/logo3.png") no-repeat scroll 0 0 transparent; /*background-color: Green;*/ height: 126px; width: 214px; margin: 0px 0 0 58px; position: absolute; z-index: 100; } #submenu1 { border: 0 solid #000000; color: #FFFFFF; /*background-color:Green;*/ font-family: Arial,Impact,Impact5,Charcoal6,sans-serif; font-size: 1.6em; height: 35px; width: 155px; /*padding: 10px 0 0;*/ margin: 7px 0 0 774px; position: absolute; } #submenu2 { /*border: 0 solid #000000;*/ color: #FFFFFF; /*background-color:Blue;*/ font-family: Arial,Impact,Impact5,Charcoal6,sans-serif; font-size: 1.8em; text-align: right; height: 20px; width: 114px; margin: 30px 0 0 818px; /*padding: 5px 0 0;*/ } a.contact { background-image: url("/images/RapidButton2.png"); /*border: 1px solid #CCCCCC;*/ /*clear: both;*/ /*color: #FFFFFF;*/ display: block; font-size: 11px; /*margin-bottom: 1px;*/ /*padding: 3px 5px;*/ text-align: center; width: 165px; height: 27px; } a.contact:hover { background-image: url("/images/RapidButtonHov2.png"); } #navigation-primary { margin: 12px 0 0 276px; position: absolute; } #global-wrap { margin: 0 auto; text-align: left; width: 880px; overflow: hidden; } #global-inner { background: url("/images/main_bg.gif") repeat-y scroll 0 0 #E4EAEF; font-family: Arial; font-size: 1.2em; margin: 15px 0 55px 0; overflow: hidden; text-align: left; width: 880px; } #global-inner .topleft { background: url("/images/main_left_top_corner2.jpg") no-repeat scroll left top transparent; float: left; height: 9px; width: 9px; } #global-inner .topright { background: url("/images/main_right_top_corner2.jpg") no-repeat scroll right top transparent; float: right; height: 9px; width: 9px; } #global-inner .bottomleft { background: url("/images/main_left_bottom_corner.jpg") no-repeat scroll left bottom transparent; float: left; height: 9px; margin-top: -8px; /*margin: 776px 0 0 0;*/ width: 9px; } #global-inner .bottomright { background: url("/images/main_right_bottom_corner.jpg") no-repeat scroll right bottom transparent; float: right; height: 9px; margin-top: -8px; /*margin: 776px 0 0 0;*/ width: 9px; } #top-feature { height:330px; width: 848px; margin: 12px 0 0 16px; background: #E4EAEF; /*background: orange;*/ /*padding: 10px 0 0 10px;*/ position: absolute; text-align: left; } .slideshow { height: 330px; width: 848px; margin: 0 0 0 0; /*background: blue;*/ position: absolute; } #mid-feature { margin:350px 0 0 16px; width:848px; height:318px; background-color:Olive; position:relative; overflow:hidden; } #mid-featureleft { height:318px; width:552px; /*background-color:Purple;*/ float:left; position:relative; } #mid-featureright { height:318px; width:296px; background-color:#B9C1CC; /*background-color: red;*/ float:left; position: relative; } #mid-featureleft h1 { color: #FF0000; font-family: Arial,Helvetica,sans-serif; font-size: 2.1em; } #mid-featureleft .contentbox { padding:7px 7px 7px 7px; } #mid-featureleft p { color: #0C2A55; margin:0px 0 11px 0px; /*font-style:normal;*/ /*width: 97%;*/ /*font-size: .5em;*/ font-size: 12px; } #bottom-wrap { height:60px; width: 868px; margin: auto 0 0 6px; background:orange; position: relative; } #copyright { float: left; /*background-color:Teal;*/ width: 260px; height: 60px; text-align: left; position: absolute; margin:0 0 0 6px; } #bottom-logos { height:60px; width:596px; margin:0 0 0 267px; background: url("/images/logos2.png") no-repeat scroll 0 0 transparent; /*background-color:red;*/ position:absolute; }

    Read the article

  • Javascript or CSS hover not working in Safari and Chrome

    - by PAZtech
    I have a problem with a script for a image gallery. The problem seems to only occur on Safari and Chrome, but if I refresh the page I get it to work correctly - weird! Correct function: The gallery has a top bar, which if you hover over it, it will display a caption. Below sits the main image. At the bottom there is another bar that is a reversal of the top bar. When you hover over it, it will display thumbnails of the gallery. The problem: In Safari and Chrome, the thumbnail holder will not display. In fact, it doesn't even show it as an active item (or a rollover). But oddly enough, if you manually refresh the page it begins to work correctly for the rest of the time you view the page. Once you have left the page and return the same error occurs again and you have to go through the same process. Here's one of the pages to look at: link text Here's the CSS: #ThumbsGutter { background: url(../Images/1x1.gif); background: url(/Images/1x1.gif); height: 105px; left: 0px; position: absolute; top: 0px; width: 754px; z-index: 2; } #ThumbsHolder { display: none; } #ThumbsTable { left: 1px; } #Thumbs { background-color: #000; width: 703px; } #Thumbs ul { list-style: none; margin: 0; padding: 0; } #Thumbs ul li { display: inline; } .Thumbs ul li a { border-right: 1px solid #fff; border-top: 1px solid #fff; float: left; left: 1px; } .Thumbs ul li a img { filter: alpha(opacity=50); height: 104px; opacity: .5; width: 140px; } .Thumbs ul li a img.Hot { filter: alpha(opacity=100); opacity: 1; } Here is the javascript: //Variables var globalPath = ""; var imgMain; var gutter; var holder; var thumbs; var loadingImage; var holderState; var imgCount; var imgLoaded; var captionHolder; var captionState = 0; var captionHideTimer; var captionHideTime = 500; var thumbsHideTimer; var thumbsHideTime = 500; $(document).ready(function() { //Load Variables imgMain = $("#MainImage"); captionHolder = $("#CaptionHolder"); gutter = $("#ThumbsGutter"); holder = $("#ThumbsHolder"); thumbs = $("#Thumbs"); loadingImage = $("#LoadingImageHolder"); //Position Loading Image loadingImage.centerOnObject(imgMain); //Caption Tab Event Handlers $("#CaptionTab").mouseover(function() { clearCaptionHideTimer(); showCaption(); }).mouseout(function() { setCaptionHideTimer(); }); //Caption Holder Event Handlers captionHolder.mouseenter(function() { clearCaptionHideTimer(); }).mouseleave(function() { setCaptionHideTimer(); }); //Position Gutter if (jQuery.browser.safari) { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 89) + "px"); } else { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); } //gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); //gutter.css("left", imgMain.offset().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - gutter.height()) + "px"); //Thumb Tab Event Handlers $("#ThumbTab").mouseover(function() { clearThumbsHideTimer(); showThumbs(); }).mouseout(function() { setThumbsHideTimer(); }); //Gutter Event Handlers gutter.mouseenter(function() { //showThumbs(); clearThumbsHideTimer(); }).mouseleave(function() { //hideThumbs(); setThumbsHideTimer(); }); //Next/Prev Button Event Handlers $("#btnPrev").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButton.jpg"); }); $("#btnNext").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButton.jpg"); }); //Load Gallery //loadGallery(1); }); function loadGallery(galleryID) { //Hide Holder holderState = 0; holder.css("display", "none"); //Hide Empty Gallery Text $("#EmptyGalleryText").css("display", "none"); //Show Loading Message $("#LoadingGalleryOverlay").css("display", "inline").centerOnObject(imgMain); $("#LoadingGalleryText").css("display", "inline").centerOnObject(imgMain); //Load Thumbs thumbs.load(globalPath + "/GetGallery.aspx", { GID: galleryID }, function() { $("#TitleHolder").html($("#TitleContainer").html()); $("#DescriptionHolder").html($("#DescriptionContainer").html()); imgCount = $("#Thumbs img").length; imgLoaded = 0; if (imgCount == 0) { $("#LoadingGalleryText").css("display", "none"); $("#EmptyGalleryText").css("display", "inline").centerOnObject(imgMain); } else { $("#Thumbs img").load(function() { imgLoaded++; if (imgLoaded == imgCount) { holder.css("display", "inline"); //Carousel Thumbs thumbs.jCarouselLite({ btnNext: "#btnNext", btnPrev: "#btnPrev", mouseWheel: true, scroll: 1, visible: 5 }); //Small Image Event Handlers $("#Thumbs img").each(function(i) { $(this).mouseover(function() { $(this).addClass("Hot"); }).mouseout(function() { $(this).removeClass("Hot"); }).click(function() { //Load Big Image setImage($(this)); }); }); holder.css("display", "none"); //Load First Image var img = new Image(); img.onload = function() { imgMain.attr("src", img.src); setCaption($("#Image1").attr("alt")); //Hide Loading Message $("#LoadingGalleryText").css("display", "none"); $("#LoadingGalleryOverlay").css("display", "none"); } img.src = $("#Image1").attr("bigimg"); } }); } }); } function showCaption() { if (captionState == 0) { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTabHot.jpg"); captionHolder.css("display", "inline").css("left", imgMain.position().left + "px").css("top", imgMain.position().top + "px").css("width", imgMain.width() + "px").effect("slide", { "direction": "up" }, 500, function() { captionState = 1; }); } } function hideCaption() { if (captionState == 1) { captionHolder.toggle("slide", { "direction": "up" }, 500, function() { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTab.jpg"); captionState = 0; }); } } function setCaptionHideTimer() { captionHideTimer = window.setTimeout(hideCaption,captionHideTime); } function clearCaptionHideTimer() { if(captionHideTimer) { window.clearTimeout(captionHideTimer); captionHideTimer = null; } } function showThumbs() { if (holderState == 0) { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTabHot.jpg"); holder.effect("slide", { "direction": "down" }, 500, function() { holderState = 1; }); } } function hideThumbs() { if (holderState == 1) { if (jQuery.browser.safari) { holder.css("display", "none"); $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; } else { holder.toggle("slide", { "direction": "down" }, 500, function() { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; }); } } } function setThumbsHideTimer() { thumbsHideTimer = window.setTimeout(hideThumbs,thumbsHideTime); } function clearThumbsHideTimer() { if(thumbsHideTimer) { window.clearTimeout(thumbsHideTimer); thumbsHideTimer = null; } } function setImage(image) { //Show Loading Image loadingImage.css("display", "inline"); var img = new Image(); img.onload = function() { //imgMain.css("background","url(" + img.src + ")").css("display","none").fadeIn(250); imgMain.attr("src", img.src).css("display", "none").fadeIn(250); setCaption(image.attr("alt")); //Hide Loading Image loadingImage.css("display", "none"); }; img.src = image.attr("bigimg"); } function setCaption(caption) { $("#CaptionText").html(caption); //alert($("#CaptionText").html()); /* if (caption.length 0) { $("#CaptionText") .css("display", "inline") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px") .html(caption); $("#CaptionOverlay").css("display", "inline") .css("height", $("#CaptionText").height() + 36 + "px") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px"); } else { $("#CaptionText").css("display", "none"); $("#CaptionOverlay").css("display", "none"); } */ } Please if anyone could help, it would be greatly appreciated! Thanks in advance. Justin

    Read the article

  • Wrong item checked when filtering ListView in android

    - by aspartame
    I have a ListView with multiple choice entries where some are checked from the beginning using setItemChecked(position, true); I combine this with the filtering option setTextFilterEnabled(true) so it's easy to find a specific entry in the list. The problem is that when I filter the list the entries switch position in the list view. Take for example three entries: 'A', 'B' and 'C' where 'C' is checked beforehand (i.e. the entry at position 3 in the list). When I type a 'C' on the keyboard, only the 'C' entry is displayed (as intended). Now 'C' is not checked anymore, since the entry has moved from the checked position 3 to the unchecked position 1 in the list. This behavior leads to some not very welcome effects in the app. Is there a way to "move the selection with the filtering", i.e. bind the checked state to the entry and not to its initial position in the list? Or do I need to find a new approach? Thanks, Linus

    Read the article

  • How to change one Button background in a gridview? -- Android

    - by Tstop Studios
    I have a GridView with 16 ImageView buttons. My program makes a random number and when the user clicks a button in the gridview, i want it to take the random number (0-15) and set the background of the tile with the same position as the random number (0-15) to a different image. How can I just change one of the buttons background? Here's my code so far: public class ButtonHider extends Activity { Random random = new Random(); int pos; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.button_hider); pos = random.nextInt(15); GridView gridview = (GridView) findViewById(R.id.gvBH); gridview.setAdapter(new ImageAdapter(this)); gridview.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View v, int position, long id) { pos = random.nextInt(16); if (position == pos) { Toast.makeText(ButtonHider.this, "Found Me!", Toast.LENGTH_SHORT).show(); } else { Toast.makeText(ButtonHider.this, "Try Again!!", Toast.LENGTH_SHORT).show(); } } }); } public class ImageAdapter extends BaseAdapter { private Context mContext; public ImageAdapter(Context c) { mContext = c; } public int getCount() { return 16; } public Object getItem(int position) { return null; } public long getItemId(int position) { return 0; } // create a new ImageView for each item referenced by the Adapter public View getView(int position, View convertView, ViewGroup parent) { ImageView imageView; if (convertView == null) { // if it's not recycled, initialize some // attributes imageView = new ImageView(mContext); imageView.setLayoutParams(new GridView.LayoutParams(100, 100)); imageView.setScaleType(ImageView.ScaleType.CENTER_CROP); imageView.setPadding(15, 15, 15, 15); } else { imageView = (ImageView) convertView; } imageView.setImageResource(R.drawable.bh_b); return imageView; } } }

    Read the article

  • making my player sprite land on top of my platform sprite

    - by Stone
    Hi, in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform. My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite. My player sprites jump method is here private void Jump() { if (mCurrentState != State.Jumping) { mCurrentState = State.Jumping; mStartingPosition = Position; mDirection.Y = MOVE_UP; mSpeed = new Vector2(jumpSpeed, jumpSpeed); } } mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method. i think it should be something like this //platformSprite.CollisonBox would be the rectangle around the platform, but im not //sure how to check to see if player.Position is touching any point //on platformSprite.CollisionBox if(player.Position == platformSprite.CollisionBox) { player.mDirection = 0; } Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D Thanks

    Read the article

  • TranslateTransform for drag and drop in Silverlight

    - by fuzzyman
    We're trying to implement drag and drop in Silverlight (3). We want users to be able to drag elements from a treeview onto another part of a UI. The parent element is a Grid, and we've been trying to use a TranslateTransform along with the MouseLeftButtonDown, MouseMove (etc) events, as recommended by various online examples. For example: http://www.85turns.com/2008/08/13/drag-and-drop-silverlight-example/ We're doing this in IronPython, but that should be more or less irrelevant. The drag start is correctly initiated, but the item we are dragging appears in the 'wrong' location (offset a few hundred pixels to the right and down from the cursor) and I can't for the life of me work out why. Basic xaml: <Grid x:Name="layout_root"> <Grid.RowDefinitions> <RowDefinition/> <RowDefinition Height="120"/> </Grid.RowDefinitions> <Border x:Name="drag" Background="LightGray" Width="40" Height="15" Visibility="Collapsed" Canvas.ZIndex="10"> <Border.RenderTransform> <TranslateTransform x:Name="transform" X="0" Y="0" /> </Border.RenderTransform> <TextBlock x:Name="dragText" TextAlignment="Center" Foreground="Gray" Text="foo" /> </Border> ... </Grid> The startDrag method is triggered by the MouseLeftButtonDown event (on a TextBlock in a TreeViewItem.Header). onDrag is triggered by MouseMove. In the following code self.root is Application.Current.RootVisual (top level UI element from app.xaml): def startDrag(self, sender, event): self.root.drag.Visibility = Visibility.Visible self.root.dragText.Text = sender.Text position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y self.root.CaptureMouse() self._captured = True def onDrag(self, sender, event): if self._captured: position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y The dragged item follows the mouse move, but is offset considerably. Any idea what I am doing wrong and how to correct it?

    Read the article

  • Using generics to make an algorithm work on lists of "something" instead of only String's

    - by Binary255
    Hi, I have a small algorithm which replaces the position of characters in a String: class Program { static void Main(string[] args) { String pairSwitchedStr = pairSwitch("some short sentence"); Console.WriteLine(pairSwitchedStr); Console.ReadKey(); } private static String pairSwitch(String str) { StringBuilder pairSwitchedStringBuilder = new StringBuilder(); for (int position = 0; position + 1 < str.Length; position += 2) { pairSwitchedStringBuilder.Append((char)str[position + 1]); pairSwitchedStringBuilder.Append((char)str[position]); } return pairSwitchedStringBuilder.ToString(); } } I would like to make it as generic as possible, possibly using Generics. What I'd like to have is something which works with: Anything that is built up using a list of instances. Including strings, arrays, linked lists I suspect that the solution must use generics as the algorithm is working on a list of instances of T (there T is ... something). Version of C# isn't of interest, I guess the solution will be nicer if features from C# version 2.0 is used.

    Read the article

  • Divide a path into N sections using Java or PostgreSQL/PostGIS

    - by Guido
    Imagine a GPS tracking system that is following the position of several objects. The points are stored in a database (PostgreSQL + PostGIS). Each path is composed by a different number of points. That is the reason why, in order to compare a pair of paths, I need to divide every path in a set of 100 points. Do you know any PostGIS function that already implement this algorithm? I've not been able to find it. If not, I'd like to solve it using Java. In this case I'd like to know an efficient and easy to implement algorithm to divide a path into N points. The most simple example could be to divide this path into three points: position 1 : x=1, y=2 position 2 : x=1, y=3 And the result should be: position 1 : x=1, y=2 (starting point) position 2 : x=5, y=2.5 position 3 : x=9, y=3 (end point) Edit: By 'compare a pair of paths' I mean to calculate the distance between two paths. I plan to divide each path in 100 points, and sum the euclidean distance between each one of these points as the distance between the two paths.

    Read the article

  • Phonegap/Cordova geolocation not working on Android

    - by Kreeki
    I'm having a trouble to get Geolocation working on Android in both emulator (even when I geo fix over telnet) and on device. Works on iOS, WP8 and in the browser. When I ask device for location using the following code, I always get an error (in my case custom Retrieving your position failed for unknown reason. with null both error code and error message). Related code: successHandler = (position) -> resolve App.Location.create lat: position.coords.latitude lng: position.coords.longitude errorHandler = (error) -> error = switch error.code when 1 App.LocationError.create message: 'You haven\'t shared your location.' when 2 App.LocationError.create message: 'Couldn\'t detect your current location.' when 3 App.LocationError.create message: 'Retrieving your position timeouted.' else App.LocationError.create message: 'Retrieving your position failed for unknown reason. Error code: ' + error.code + '. Error message: ' + error.message reject(error) options = maximumAge: Infinity # I also tried with 0 timeout: 60000 enableHighAccuracy: true navigator.geolocation.getCurrentPosition(successHandler, errorHandler, options) platforms/android/AndroidManifest.xml <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_LOCATION_EXTRA_COMMANDS" /> www/config.xml (just in case) <feature name="Geolocation"> <param name="android-package" value="org.apache.cordova.GeoBroker" /> </feature> Using Cordova 3.1.0. Testing on Android 4.2. Plugin installed. Cordova.js included in index.html (other plugins like InAppBrowser are working fine). $ cordova plugins ls [ 'org.apache.cordova.console', 'org.apache.cordova.device', 'org.apache.cordova.dialogs', 'org.apache.cordova.geolocation', 'org.apache.cordova.inappbrowser', 'org.apache.cordova.vibration' ] I'm clueless. Am I missing something?

    Read the article

  • DataGridView: how to make scrollbar in sync with current cell selection?

    - by David.Chu.ca
    I have a windows application with DataGridView as data presentation. Every 2 minutes, the grid will be refreshed with new data. In order to keep the scroll bar in sync with the new data added, I have to reset its ScrollBars: dbv.Rows.Clear(); // clear rows SCrollBars sc = dbv.ScrollBars; dbv.ScrollBars = ScrollBars.None; // continue to populate rows such as dbv.Rows.Add(obj); dbv.ScrollBars = sc; // restore the scroll bar setting back With above codes, the scroll bar reappears fine after data refresh. The problem is that the application requires to set certain cell as selected after the refresh: dbv.CurrentCell = dbv[0, selectedRowIndex]; With above code, the cell is selected; however, the scroll bar's position does not reflect the position of the selected cell's row position. When I try to move the scroll bar after the refresh, the grid will jump to the first row. It seems that the scroll bar position is set back to 0 after the reset. The code to set grid's CurrentCell does not cause the scroll bar to reposition to the correct place. There is no property or method to get or set scroll bar's value in DataGriadView, as far as I know. I also tried to set the selected row to the top: dbv.CurrentCell = dbv[0, selectedRowIndex]; dbv.FirstDisplayedScrollingRowIndex = selectedRowIndex; The row will be set to the top, but the scroll bar's position is still out of sync. Not sure if there is any way to make scroll bar's position in sync with the selected row which is set in code?

    Read the article

  • Tal condition always evaluates to false

    - by Ander2
    I'm using plone and trying to display a form result in a page template. I'm trying to filter some database results using tal:condition with a python expression but it always evaluates to false. The code looks like this: <tr tal:repeat="result view/results"> <td> <span tal:condition="python:view.teams[0]==result.team_id" tal:replace="result/position">Position</span></td> <td> <span tal:condition="python:view.teams[1]==result.team_id" tal:replace="result/position">Position</span></td> </tr> I want the table cells to be filled with the team position when the team id is matched in the result, but the cells always are empty. If I remove the tal:condition from the span and replace the tal:replace="result/position" with tal:replace=python:view.teams[0]==result.team_id it prints True or False so I can check that the result is correct. Can anyone help me about this issue? Why does tal:condition allways evaluate false?

    Read the article

< Previous Page | 48 49 50 51 52 53 54 55 56 57 58 59  | Next Page >