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  • Java2D: Capturing an event on a Line object

    - by Algorist
    I have a JPanel which has a line, circle etc..Now when I click on the line, will the event get reported as a line event or a general jframe event. I need to be able to move the line, if the user clicks on the line and moves it. Is this possible in Java2d. Thank you.

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  • A simple algorithm for polygon intersection

    - by Elazar Leibovich
    I'm looking for a very simple algorithm for computing the polygon intersection/clipping. That is, given polygons P, Q, I wish to find polygon T which is contained in P and in Q, and I wish T to be maximal among all possible polygons. I don't mind the run time (I have a few very small polygons), I can also afford getting an approximation of the polygons' intersection (that is, a polygon with less points, but which is still contained in the polygons' intersection). But it is really important for me that the algorithm will be simple (cheaper testing) and preferably short (less code). edit: please note, I wish to obtain a polygon which represent the intersection. I don't need only a boolean answer to the question of whether the two polygons intersect.

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  • 2d parabolic projectile

    - by ndg
    I'm looking to create a basic Javascript implementation of a projectile that follows a parabolic arc (or something close to one) to arrive at a specific point. I'm not particularly well versed when it comes to complex mathematics and have spent days reading material on the problem. Unfortunately, seeing mathematical solutions is fairly useless to me. I'm ideally looking for pseudo code (or even existing example code) to try to get my head around it. Everything I find seems to only offer partial solutions to the problem. In practical terms, I'm looking to simulate the flight of an arrow from one location (the location of the bow) to another. It strikes me there are two distinct problems here: determining the position of interception between the projectile and a (moving) target, and then calculating the trajectory of the projectile. Any help would be greatly appreciated.

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  • XNA Track rotated pixel positions

    - by jonny adams
    Hi, Im making a game in xna where a tank has to move over a landscape. I need to be able find the bottom of the tank when it is rotated so I can make it move up and down as the player goes over the landscape. for example if i have a sprite at with its top left corner at 400,300 and i rotate it around its center by 45 degrees around its center, how do i find the new locations of the bottom track. Thanks

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  • Measuring time spent in application / thread

    - by Adamski
    I am writing a simulation in Java whereby objects act under Newtonian physics. An object may have a force applied to it and the resulting velocity causes it to move across the screen. The nature of the simulation means that objects move in discrete steps depending on the time ellapsed between the current and previous iteration of the animation loop; e.g public void animationLoop() { long prev = System.currentTimeMillis(); long now; while(true) { long now = System.currentTimeMillis(); long deltaMillis = now - prev; prev = now; if (deltaMillis > 0) { // Some time has passed for (Mass m : masses) { m.updatePosition(deltaMillis); } // Do all repaints. } } } A problem arises if the animation thread is delayed in some way causing a large amount of time to ellapse (the classic case being under Windows whereby clicking and holding on minimise / maximise prevents a repaint), which causes objects to move at an alarming rate. My question: Is there a way to determine the time spent in the animation thread rather than the wallclock time, or can anyone suggest a workaround to avoid this problem? My only thought so far is to contstrain deltaMillis by some upper bound.

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  • python conditional list creation from 2D lists

    - by dls
    Say I've got a list of lists. Say the inner list of three elements in size and looks like this: ['apple', 'fruit', 1.23] The outer list looks like this data = [['apple', 'fruit', 1.23], ['pear', 'fruit', 2.34], ['lettuce', 'vegetable', 3.45]] I want to iterate through the outer list and cull data for a temporary list only in the case that element 1 matches some keyword (aka: 'fruit'). So, if I'm matching fruit, I would end up with this: tempList = [('apple', 1.23), ('pear', 2.34)] This is one way to accomplish this: tempList = [] for i in data: if i[1] == 'fruit': tempList.append(i[0], i[2]) is there some 'Pythonic' way to do this in fewer lines?

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  • O'Reilly book clarification on 2d linear system

    - by Eric
    The Oreilly book "Learning openCV" states at page 356 : Quote Before we get totally lost, let’s consider a particular realistic situation of taking measurements on a car driving in a parking lot. We might imagine that the state of the car could be summarized by two position variables, x and y, and two velocities, vx and vy. These four variables would be the elements of the state vector xk. Th is suggests that the correct form for F is: x = [ x; y; vx; vy; ]k F = [ 1, 0, dt, 0; 0, 1, 0, dt; 0, 0, 1, 0; 0, 0, 0, 1; ] It seems natural to put 'dt' just there in the F matrix but I just don't get why. What if I have a n states system, how would I spray some "dt" in the F matrix?

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  • Drawing an image in Java, slow as hell on a netbook.

    - by Norswap
    In follow-up to my previous questions (especially this one : http://stackoverflow.com/questions/2684123/java-volatileimage-slower-than-bufferedimage), i have noticed that simply drawing an Image (it doesn't matter if it's buffered or volatile, since the computer has no accelerated memory*, and tests shows it's doesn't change anything), tends to be very long. (*) System.out.println(GraphicsEnvironment.getLocalGraphicsEnvironment() .getDefaultScreenDevice().getAvailableAcceleratedMemory()); --> 0 How long ? For a 500x400 image, about 0.04 seconds. This is only drawing the image on the backbuffer (obtained via buffer strategy). Now considering that world of warcraft runs on that netbook (tough it is quite laggy) and that online java games seems to have no problem whatsoever, this is quite thought provoking. I'm quite certain I didn't miss something obvious, I've searched extensively the web, but nothing will do. So do any of you java whiz have an idea of what obscure problem might be causing this (or maybe it is normal, tough I doubt it) ? PS : As I'm writing this I realized this might be cause by my Linux installation (archlinux) tough I have the correct Intel driver. But my computer normally has "Integrated Intel Graphics Media Accelerator 950", which would mean it should have accelerated video memory somehow. Any ideas about this side of things ?

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  • C# Drawing 2D objects with events

    - by Keeper
    I need to draw several simple objects (polygons composed by lines and arcs, eventually placed on different layers) inside a form (or any other container) and then handle events like: right click on object zoom pan Is there a library/framework that can handle my need or do I need to create my own?

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  • routine to generate a 2d array from two 1d arrays and a function

    - by intuited
    I'm guessing that there's a word for this concept, and that it's available in at least some popular languages, but my perfunctory search was fruitless. A pseudocode example of what I'd like to do: function foo(a, b) { return a * b // EG } a = [ 1, 2, 3 ] b = [ 4, 5, 6 ] matrix = the_function_for_which_I_search(foo, [a, b] ) print matrix => [ [ 4, 8, 12], [5, 10, 15], [6, 12, 18] ] // or function concatenate(a,b) return a.b } print the_function_for_which_I_search( concatenate, [ a, b ]) => [ [ '14', '24', '34'], ['15', '25', '35'], [16', '26', '36'] ] In other words, function_for_which_I_search will apply the function given as its first argument to each combination of the elements of the two arrays passed as its second argument, and return the results as a two-dimensional array. I would like to know if such a routine has a common name, and if it's available in a python module, cpan package, ruby gem, pear package, etc. I'm also wondering if this is a core function in other languages, maybe haskell or R?

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  • Combine Lists with Same Heads in a 2D List (OCaml)

    - by Atticus
    Hi guys, I'm working with a list of lists in OCaml, and I'm trying to write a function that combines all of the lists that share the same head. This is what I have so far, and I make use of the List.hd built-in function, but not surprisingly, I'm getting the failure "hd" error: let rec combineSameHead list nlist = match list with | [] -> []@nlist | h::t -> if List.hd h = List.hd (List.hd t) then combineSameHead t nlist@uniq(h@(List.hd t)) else combineSameHead t nlist@h;; So for example, if I have this list: [[Sentence; Quiet]; [Sentence; Grunt]; [Sentence; Shout]] I want to combine it into: [[Sentence; Quiet; Grunt; Shout]] The function uniq I wrote just removes all duplicates within a list. Please let me know how I would go about completing this. Thanks in advance!

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  • All possible combinations of length 8 in a 2d array

    - by CodeJunki
    Hi, I've been trying to solve a problem in combinations. I have a matrix 6X6 i'm trying to find all combinations of length 8 in the matrix. I have to move from neighbor to neighbor form each row,column position and i wrote a recursive program which generates the combination but the problem is it generates a lot of duplicates as well and hence is inefficient. I would like to know how could i eliminate calculating duplicates and save time. int a={{1,2,3,4,5,6}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, {2,3,4,5,6,7}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, } void genSeq(int row,int col,int length,int combi) { if(length==8) { printf("%d\n",combi); return; } combi = (combi * 10) + a[row][col]; if((row-1)>=0) genSeq(row-1,col,length+1,combi); if((col-1)>=0) genSeq(row,col-1,length+1,combi); if((row+1)<6) genSeq(row+1,col,length+1,combi); if((col+1)<6) genSeq(row,col+1,length+1,combi); if((row+1)<6&&(col+1)<6) genSeq(row+1,col+1,length+1,combi); if((row-1)>=0&&(col+1)<6) genSeq(row-1,col+1,length+1,combi); if((row+1)<6&&(row-1)>=0) genSeq(row+1,col-1,length+1,combi); if((row-1)>=0&&(col-1)>=0) genSeq(row-1,col-1,length+1,combi); } I was also thinking of writing a dynamic program basically recursion with memorization. Is it a better choice?? if yes than I'm not clear how to implement it in recursion. Have i really hit a dead end with approach??? Thankyou Edit Eg result 12121212,12121218,12121219,12121211,12121213. the restrictions are that you have to move to your neighbor from any point, you have to start for each position in the matrix i.e each row,col. you can move one step at a time, i.e right, left, up, down and the both diagonal positions. Check the if conditions. i.e if your in (0,0) you can move to either (1,0) or (1,1) or (0,1) i.e three neighbors. if your in (2,2) you can move to eight neighbors. so on...

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  • Automatically Generate a FlowChart in Python

    - by fayce
    Dear All, I would like to automatically generate a flowchart similar to this one ( http://en.wikipedia.org/wiki/File:%281%29_2008-04-07_Information_Management-_Help_Desk.jpg ) with Python. Do you have any advice regarding the library I should use to draw boxes, arrows (with the shortest path), text and some colors. Many thanks in advance !

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  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

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  • improving drawing pythagoras tree

    - by sasquatch90
    Hello. I have written program for drawing pythagoras tree fractal. Can anybody see any way of improving it ? Now it is 120 LOc. I was hoping to shorten it to ~100... import javax.swing.*; import java.util.Scanner; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import javax.swing.JComponent; public class Main extends JFrame {; public Main(int n) { setSize(900, 900); setTitle("Pythagoras tree"); Draw d = new Draw(n); add(d); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); } private int pow(int n){ int pow = 2; for(int i = 1; i < n; i++){ if(n==0){ pow = 1; } pow = pow*2; } return pow; } public static void main(String[] args) { Scanner sc = new Scanner(System.in); System.out.print("Give amount of steps: "); int steps = sc.nextInt(); new Main(steps); } } class Draw extends JComponent { private int height; private int width; private int steps; public Draw(int n) { height = 800; width = 800; steps = n; Dimension d = new Dimension(width, height); setMinimumSize(d); setPreferredSize(new Dimension(d)); setMaximumSize(d); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); g.setColor(Color.white); g.fillRect(0, 0, width, height); g.setColor(Color.black); int w = width; int h = height; int x1, x2, x3, x4, x5, y1, y2, y3, y4, y5; int base = w/7; x1 = (w/2)-(base/2); x2 = x1; x3 = (w/2)+(base/2); x4 = x3; x5 = w/2; y1 = (h-(h/15))-base; y2 = h-(h/15); y3 = y2; y4 = y1; y5 = (h-(h/15))-(base+(base/2)); //paint g.drawLine(x1, y1, x2, y2); g.drawLine(x2, y2, x3, y3); g.drawLine(x3, y3, x4, y4); g.drawLine(x1, y1, x4, y4); int n1 = steps; n1--; if(n1>0){ g.drawLine(x1, y1, x5, y5); g.drawLine(x4, y4, x5, y5); paintMore(n1, g, x1, x5, x4, y1, y5, y4); paintMore(n1, g, x4, x5, x1, y4, y5, y1); } } public void paintMore(int n1, Graphics g, double x1_1, double x2_1, double x3_1, double y1_1, double y2_1, double y3_1){ double x1, x2, x3, x4, x5, y1, y2, y3, y4, y5; //counting x1 = x1_1 + (x2_1-x3_1); x2 = x1_1; x3 = x2_1; x4 = x2_1 + (x2_1-x3_1); x5 = ((x2_1 + (x2_1-x3_1)) + ((x2_1-x3_1)/2)) + ((x1_1-x2_1)/2); y1 = y1_1 + (y2_1-y3_1); y2 = y1_1; y3 = y2_1; y4 = y2_1 + (y2_1-y3_1); y5 = ((y1_1 + (y2_1-y3_1)) + ((y2_1-y1_1)/2)) + ((y2_1-y3_1)/2); //paint g.setColor(Color.green); g.drawLine((int)x1, (int)y1, (int)x2, (int)y2); g.drawLine((int)x3, (int)y3, (int)x4, (int)y4); g.drawLine((int)x1, (int)y1, (int)x4, (int)y4); n1--; if(n1>0){ g.drawLine((int)x1, (int)y1, (int)x5, (int)y5); g.drawLine((int)x4, (int)y4, (int)x5, (int)y5); paintMore(n1, g, x1, x5, x4, y1, y5, y4); paintMore(n1, g, x4, x5, x1, y4, y5, y1); } } }

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  • Projection on a plane using a 2*3 matrix

    - by leipäjuusto
    Hello, I can easily draw the projection of a 3D set of points onto the plane with normal vector (1,1,1), by using the matrix (-sqrt(3)/2 sqrt(3)/2 0) (-1/2 -1/2 1). I want to do the same thing, but for a projection onto an arbitrary plane with normal vector (a,b,c) instead of (1,1,1). How to find the matrix? Thanks in advance!

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  • Stopping the animation after you let go of a key

    - by Michael Zeuner
    What I have right now is an animation that starts when I press space: if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; However when I stop clicking space my animation continues. until I move my player, how do I make it so it stops the animation right when you let go of space? A few lines Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; int[] duration = {200,200}; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingRightSwingingSword = new Animation(attackRight, duration, true); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; } Full Code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Play extends BasicGameState { Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; Image worldMap; boolean quit = false; int[] duration = {200,200}; float playerPositionX = 0; float playerPositionY = 0; float shiftX = playerPositionX + 320; float shiftY = playerPositionY + 160; public Play(int state) { } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { worldMap = new Image("res/world.png"); Image[] walkUp = {new Image("res/buckysBack.png"), new Image("res/buckysBack.png")}; Image[] walkDown = {new Image("res/buckysFront.png"), new Image("res/buckysFront.png")}; Image[] walkLeft = {new Image("res/buckysLeft.png"), new Image("res/buckysLeft.png")}; Image[] walkRight = {new Image("res/buckysRight.png"), new Image("res/buckysRight.png")}; Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingUp = new Animation(walkUp, duration, false); movingDown = new Animation(walkDown, duration, false); movingLeft = new Animation(walkLeft, duration, false); movingRight = new Animation(walkRight, duration, false); //doesnt work! vvv movingRightSwingingSword = new Animation(attackRight, duration, true); player = movingDown; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { worldMap.draw(playerPositionX, playerPositionY); player.draw(shiftX, shiftY); g.drawString("Player X: " + playerPositionX + "\nPlayer Y: " + playerPositionY, 400, 20); if (quit == true) { g.drawString("Resume (R)", 250, 100); g.drawString("MainMenu (M)", 250, 150); g.drawString("Quit Game (Q)", 250, 200); if (quit==false) { g.clear(); } } } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_UP)) { player = movingUp; playerPositionY += delta * .1f; if(playerPositionY>162) playerPositionY -= delta * .1f; } if(input.isKeyDown(Input.KEY_DOWN)) { player = movingDown; playerPositionY -= delta * .1f; if(playerPositionY<-600) playerPositionY += delta * .1f; } if(input.isKeyDown(Input.KEY_RIGHT)) { player = movingRight; playerPositionX -= delta * .1f; if(playerPositionX<-840) playerPositionX += delta * .1f; } if(input.isKeyDown(Input.KEY_LEFT)) { player = movingLeft; playerPositionX += delta * .1f; if(playerPositionX>318) playerPositionX -= delta * .1f; } if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; if(input.isKeyDown(Input.KEY_ESCAPE)) quit = true; if(input.isKeyDown(Input.KEY_R)) if (quit == true) quit = false; if(input.isKeyDown(Input.KEY_M)) if (quit == true) {sbg.enterState(0); quit = false;} if(input.isKeyDown(Input.KEY_Q)) if (quit == true) System.exit(0); } public int getID() { return 1; } }

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  • Cocos 2D v1.0.1 : Crash at changing CCMenuItemImage normal image

    - by Max
    I retrieve a crash log file, which, after XCode analysis on my archive show the problematic line of code : Date/Time: 2012-12-08 23:48:08.930 +0100 OS Version: iPhone OS 5.1.1 (9B206) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x31a4088f __exceptionPreprocess + 163 1 libobjc.A.dylib 0x3188b259 objc_exception_throw + 33 2 CoreFoundation 0x31a40789 +[NSException raise:format:] + 1 3 Foundation 0x374c73a3 -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:] + 91 4 Killer 0x0017ed35 -[CCSprite initWithFile:] (CCSprite.m:201) 5 Killer 0x0017e419 +[CCSprite spriteWithFile:] (CCSprite.m:93) 6 Killer 0x00123101 -[Player makeZombie] (Player.m:1363) 7 Killer 0x00105a51 -[PlayScene endOfKilling:] (PlayScene.m:1438) Which clearly indicates the second of the two following lines is crashing: NSLog(@"images %@ %@",self.zombieImage,self.zombieImageDown); [self.characterSprite setNormalImage:[CCSprite spriteWithFile:self.zombieImage]]; I know that the crash seem to happend when the user is touching the corresponding CCMeanuItemImage, is there a problem if the user is touching it, while we change the normal et selected images of it ? Is this the right manner to change its image (i do it several times during the game) ? Thanks for your ideas

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  • Passing 2D array with variable dimensions as function argument

    - by TheCrazyProgrammer
    I just saw the following code among the successful submissions at codechef. http://www.codechef.com/viewplaintext/1595846 I used to think that float max(int n,int arr[n][n]) {....} is not allowed in C++ (as 'n' is a variable). My CodeBlocks (on windows) with MinGW [gcc 4.4] gives compile time error. that "error: array bound is not an integer constant. Then how can be such a solution be accepted by CodeChef's judge. Is there any special flag that allows us to do that in C++??? EDIT: A link showing status as AC (accepted) : http://www.codechef.com/viewsolution/1595846

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  • Cone-Line Segment Intersection 2D

    - by nophnoph
    Hi everyone, I would like to know is there any way to determine if a cone is intersecting with a (finite)line segment. The cone actually a circle located at P(x,y) with theta degree field of view and radius r. The simple visualization can be found here (sorry i can't post the picture here) I'm trying to do it in C# but I don't have any idea how to that, so for now this is what I'm doing : Check if the line segment is intersecting with the circle If the line segment is intersecting with the circle then I check every single point in the line segment using a function I found here. But I don't think this is the best way to do it. Does anyone have an idea? For additional info, I need this function to make some kind of simple vision simulator. Thanks in advance :)

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