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  • Send Click Message to another application process

    - by Nazar Hussain
    I have a scenario, i need to send click events to an independent application. I started that application with the following code. private Process app; app = new Process(); app.StartInfo.FileName = app_path; app.StartInfo.WorkingDirectory = dir_path; app.Start(); Now i want to send Mouse click message to that applicaiton, I have specific coordinates in relative to application window. How can i do it using Windows Messaging or any other technique. I used [DllImport("user32.dll")] private static extern void mouse_event(UInt32 dwFlags, UInt32 dx, UInt32 dy, UInt32 dwData, IntPtr dwExtraInfo); It works well but cause the pointer to move as well. So not fit for my need. Then i use. [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = false)] static extern IntPtr SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam); It works well for minimize maximize, but do not work for mouse events. The codes for mousevents i am using are, WM_LBUTTONDOWN = 0x201, //Left mousebutton down WM_LBUTTONUP = 0x202, //Left mousebutton up WM_LBUTTONDBLCLK = 0x203, //Left mousebutton doubleclick WM_RBUTTONDOWN = 0x204, //Right mousebutton down WM_RBUTTONUP = 0x205, //Right mousebutton up WM_RBUTTONDBLCLK = 0x206, //Right mousebutton do Thanks for the help in advance, and waiting for feedback.

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  • Am I using the getch() function from the ncurses library incorrectly?

    - by user1692446
    I am writing a Pacman game in c++ using the ncurses library, but I am not able to move the Pacman properly. I have used getch() to move it it up, down, left and right, but it only moves right and does not move anywhere else when I press any other key. This is a code snippet for moving up. I have written similar code with some conditions altered accordingly for moving left, right and down. int ch = getch(); if (ch == KEY_RIGHT) { int i,row,column; //getting position of cursor by getyx function for (i=column; i<=last_column; i+=2) { //time interval of 1 sec mvprintw(row,b,"<"); //print < in given (b,row) coordinates //time interval of 1 sec mvprintw(row,(b+1),"O"); //print "O" next to "<" int h = getch(); //to give the option for pressing another key if (h != KEY_RIGHT) //break current loop if another key is pressed { break; } } } if (condition) { //code to move left } Am I using getch() wrong, or is there something else I have to do?

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  • How do I set streetView in my mapview

    - by John
    I an working on an android project whereby i need to set my map to zoom in and show a more detailed view of my map, like the streets of where i want my coordinates to triangulate. The problem is in Mapview class, setStreetView is deprecated, wat is the alternative? This is how setStreetView looks when i use it. package com.HelloMapView; import java.util.List; import com.google.android.maps.GeoPoint; import com.google.android.maps.MapActivity; import com.google.android.maps.MapController; import com.google.android.maps.MapView; import com.google.android.maps.Overlay; import com.google.android.maps.OverlayItem; import android.app.Activity; import android.graphics.drawable.Drawable; import android.os.Bundle; import android.widget.LinearLayout; public class HelloMapView extends MapActivity { MapView mapview; LinearLayout linearlayout; List<Overlay> mapOverlay; Drawable drawable; HelloItemizedOverlay itemizedOverlay; @SuppressWarnings("deprecation") @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mapview=(MapView)findViewById(R.id.mapview); mapview.setBuiltInZoomControls(true); mapview.setStreetView(true); mapOverlay=mapview.getOverlays(); drawable=this.getResources().getDrawable(R.drawable.androidmarker); itemizedOverlay=new HelloItemizedOverlay(drawable); GeoPoint geoPoint=new GeoPoint(19240000,-99120000); OverlayItem overlayitem=new OverlayItem(geoPoint,"",""); itemizedOverlay.addoverlay(overlayitem); mapOverlay.add(itemizedOverlay); } @Override protected boolean isRouteDisplayed() { // TODO Auto-generated method stub return false; } } this does not work it only shows square boxes with no map at all

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  • "java.lang.OutOfMemoryError: Java heap space" in image and array storage

    - by totalconscience
    I am currently working on an image processing demonstration in java (Applet). I am running into the problem where my arrays are too large and I am getting the "java.lang.OutOfMemoryError: Java heap space" error. The algorithm I run creates an NxD float array where: N is the number of pixel in the image and D is the coordinates of each pixel plus the colorspace components of each pixel (usually 1 for grayscale or 3 for RGB). For each iteration of the algorithm it creates one of these NxD float arrays and stores it for later use in a vector, so that the user of the applet may look at the individual steps. My client wants the program to be able to load a 500x500 RGB image and run as the upper bound. There are about 12 to 20 iterations per run so that means I need to be able to store a 12x500x500x5 float in some fashion. Is there a way to process all of this data and, if possible, how? Example of the issue: I am loading a 512 by 512 Grayscale image and even before the first iteration completes I run out of heap space. The line it points me to is: Y.add(new float[N][D]) where Y is a Vector and N and D are described as above. This is the second instance of the code using that line.

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • Wrong values reported by pyPDF for various box regions

    - by romor
    Using pyPdf, for most files I get matched results concerning various box's dimensions compared to what Acrobat reports. However for some files I get different values reported by pyPdf and Acrobat, like: pyPdf: artBox: 595.3 x 841.9 bleedBox: 595.3 x 841.9 cropBox: 595.3 x 841.9 trimBox: 517.3 x 754 Acrobat: artBox: 439.35 x 666.13 pt bleedBox: 439.35 x 666.13 pt cropBox: 439.35 x 666.13 pt trimBox: 439.35 x 666.13 pt I thought it's units issue, but then ratio between widths and heights doesn't match also, not mentioning trimBox mismatch Correct results are those reported by Acrobat of course. Does someone know why is this and is there a way I get correct dimensions by using pyPdf? Thanks couple of minutes later... After reading this question: Are PDF box coordinates relative or absolute? I figured I didn't considered uper left corner to be different then 0 (zero). It turned out that box starts at 77.95 x 87.87, so if we reduce reported values of trimBox by this values correct result is obtained. artBox: 0 x 0 bleedBox: 0 x 0 cropBox: 0 x 0 trimBox: 77.95 x 87.87 Other boxes seem with misleading values or I misinterpret them. Snippet: from pyPdf import PdfFileReader pdfread = PdfFileReader(file('my.pdf', 'rb')) page = 1 width = pdfread.getPage(page).trimBox[2]-pdfread.getPage(page).trimBox[0] height = pdfread.getPage(page).trimBox[3] - pdfread.getPage(page).trimBox[1] print width, height

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  • How can I programmatically position a view using relative points?

    - by Steve Madsen
    What is the best way to position a view relative to the size of its superview, when the bounds of the superview are not yet known? I am trying to avoid hard-coding coordinates if it is at all possible. Perhaps this is silly, and if so, that's a perfectly acceptable answer. I've run into this many times when working with custom UI. The most recent example is that I'm trying to replace the UINavigationItem plain-text title with a custom view. I want that view to fill the superview, but in addition, I want a UIActivityIndicatorView on the right side, inset about 2 pixels and centered vertically. Here's the code: - (void) viewDidLoad { [super viewDidLoad]; customTitleView = [[UIView alloc] initWithFrame:CGRectZero]; customTitleView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; titleLabel = [[UILabel alloc] initWithFrame:CGRectZero]; titleLabel.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; titleLabel.lineBreakMode = UILineBreakModeWordWrap; titleLabel.numberOfLines = 2; titleLabel.minimumFontSize = 11.0; titleLabel.font = [UIFont systemFontOfSize:17.0]; titleLabel.adjustsFontSizeToFitWidth = YES; [customTitleView addSubview:titleLabel]; spinnerView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhite]; spinnerView.center = CGPointMake(customTitleView.bounds.size.width - (spinnerView.bounds.size.width / 2) - 2, customTitleView.bounds.size.height / 2); spinnerView.hidesWhenStopped = YES; [customTitleView addSubview:spinnerView]; self.navigationItem.titleView = customTitleView; [customTitleView release]; } Here's my problem: at the time that this code runs, customTitleView.bounds is still zeroes. The auto-resizing mask hasn't had a chance to do its thing yet, but I very much want those values so that I can compute the relative positions of other sub-views (here, the activity indicator). Is this possible without being ugly?

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  • Is glDisableClientState required?

    - by Shawn
    Every example I've come across for rendering array data is similar to the following code, in which in your drawing loop you first call glEnableClientState for what you will be using and when you are done you call glDisableClientState: void drawScene(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, texturePointerA); glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA); glVertexPointer(3, GL_FLOAT, 0, verticesA); glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA); glBindTexture(GL_TEXTURE_2D, texturePointerB); glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB); glVertexPointer(3, GL_FLOAT, 0, verticesB); glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } In my program I am always using texture coordinates and vertex arrays, so I thought it was pointless to keep enabling and disabling them every frame. I moved the glEnableClientState outside of the loop like so: bool initGL(void) { //... glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } void drawScene(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texturePointerA); glTexCoordPointer(2, GL_FLOAT, 0,textureCoordA); glVertexPointer(3, GL_FLOAT, 0, verticesA); glDrawElements(GL_QUADS, numPointsDrawnA, GL_UNSIGNED_BYTE, drawIndicesA); glBindTexture(GL_TEXTURE_2D, texturePointerB); glTexCoordPointer(2, GL_FLOAT, 0,textureCoordB); glVertexPointer(3, GL_FLOAT, 0, verticesB); glDrawElements(GL_QUADS, numPointsDrawnB, GL_UNSIGNED_BYTE, drawIndicesB); } It seems to work fine. My question is: Do I need to call glDisableClientState somewhere; perhaps when the program is closed?. Also, is it ok to do it like this? Is there something I'm missing since everyone else enables and disables each frame?

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  • PHP class to C# class?

    - by LordSauron
    I work for a company that makes application's in C#. recently we got a customer asking us to look in to rebuilding an application written in PHP. This application receives GPS data from car mounted boxes and processes that into workable information. The manufacturer for the GPS device has a PHP class that parses the received information and extracts coordinates. We were looking in to rewriting the PHP class to a C# class so we can use it and adapt it. And here it comes, on the manufacturers website there is a singel line of text that got my skin krawling: "The encoding format and contents of the transmitted data are subject to constant changes. This is caused by implementations of additional features by new module firmware versions which makes it virtually impossible to document it and for you to properly decode it yourself." So i am now looking for a option to use the "constantly changing" PHP class and access it in C#. Some thing link a shell only exposing some function's i need. Except i have no idea how i can do this. Can any one help me find a solution for this.

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  • When using Direct3D, how much math is being done on the CPU?

    - by zirgen
    Context: I'm just starting out. I'm not even touching the Direct3D 11 API, and instead looking at understanding the pipeline, etc. From looking at documentation and information floating around the web, it seems like some calculations are being handled by the application. That, is, instead of simply presenting matrices to multiply to the GPU, the calculations are being done by a math library that operates on the CPU. I don't have any particular resources to point to, although I guess I can point to the XNA Math Library or the samples shipped in the February DX SDK. When you see code like mViewProj = mView * mProj;, that projection is being calculated on the CPU. Or am I wrong? If you were writing a program, where you can have 10 cubes on the screen, where you can move or rotate cubes, as well as viewpoint, what calculations would you do on the CPU? I think I would store the geometry for the a single cube, and then transform matrices representing the actual instances. And then it seems I would use the XNA math library, or another of my choosing, to transform each cube in model space. Then get the coordinates in world space. Then push the information to the GPU. That's quite a bit of calculation on the CPU. Am I wrong? Am I reaching conclusions based on too little information and understanding? What terms should I Google for, if the answer is STFW? Or if I am right, why aren't these calculations being pushed to the GPU as well?

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  • How do you convert bytes of bitmap into x, y location of pixels?

    - by Jon
    I have a win32 program that creates a bitmap screenshot. I am trying to figure out the x and y coordinates of the bmBits. Below is the code I have so far: UINT32 nScreenX = GetSystemMetrics(SM_CXSCREEN); UINT32 nScreenY = GetSystemMetrics(SM_CYSCREEN); HDC hdc = GetDC(NULL); HDC hdcScreen = CreateCompatibleDC(hdc); HBITMAP hbmpScreen = CreateDIBSection( hdcDesk, ( BITMAPINFO* )&bitmapInfo.bmiHeader,DIB_RGB_COLORS, &bitmapDataPtr, NULL, 0 ); SelectObject(hdcScreen, hbmpScreen); BitBlt(hdcScreen, 0, 0, nScreenX , nScreenY , hdc, 0, 0, SRCCOPY); ReleaseDC(NULL, hdc); BITMAP bmpScreen; GetObject(hbmpScreen, sizeof(bmpScreen), &bmpScreen); DWORD *pScreenPixels = (DWORD*)bmpScreen.bmBits, UINT32 x = 0; UINT32 y = 0; UINT32 nCntPixels = nScreenX * nScreenY; for(int n = 0; n < nCntPixels; n++) { x = n % nScreenX; y = n / nScreenX; //do stuff with the x and y vals } The code seem correct to me but, when I use this code the x and y values appear to be off. Where does the first pixel of bmBits start? When x and y are both 0. Is that the top left, bottom left, bottom right or top right? Thanks.

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  • Update on: How to model random non-overlapping spheres of non-uniform size in a cube using Matlab?

    - by user3838079
    I am trying to use MATLAB for generating random locations for non-uniform size spheres (non-overlapping) in a cube. The for loop in the code below never seems to end. I don't know what am missing in the code. I have ran the code for no. of spheres (n) = 10; dims = [ 10 10 10 ] function [ c r ] = randomSphere( dims ) % creating one sphere at random inside [0..dims(1)]x[0..dims(2)]x... % radius and center coordinates are sampled from a uniform distribution % over the relevant domain. % output: c - center of sphere (vector cx, cy,... ) % r - radius of sphere (scalar) r = rand(1); % you might want to scale this w.r.t dims or other consideration c = r + rand( size(dims) )./( dims - 2*r ); % make sure sphere does not exceed boundaries function ovlp = nonOverlapping( centers, rads ) % check if several spheres with centers and rads overlap or not ovlp = false; if numel( rads ) == 1 return; % nothing to check for a single sphere end dst = sqrt( sum( bsxfun( @minus, permute( centers, [1 3 2] ),... permute( centers, [3 1 2] ) ).^2, 3) ); ovlp = dst >= bsxfun( @plus, rads, rads.' ); %' all distances must be smaller than r1+r2 ovlp = any( ovlp(:) ); % all must not overlap function [centers rads] = sampleSpheres( dims, n ) % dims is assumed to be a row vector of size 1-by-ndim % preallocate ndim = numel(dims); centers = zeros( n, ndim ); rads = zeros( n, 1 ); ii = 1; while ii <= n [centers(ii,:), rads(ii) ] = randomSphere( dims ); if nonOverlapping( centers(1:ii,:), rads(1:ii) ) ii = ii + 1; % accept and move on end end

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  • Java side scrolling game on android

    - by hanesjw
    I'm trying to make an easy side scrolling game just to learn the ropes of game programming on android. I came up with a solution of how to make it but I don't really think it is the most elegant solution. I wanted to get some different ideas on how to implement my game, as I really have no other solution right now. Here is a quick explanation of how it works.. I basically have blocks or objects fall from the top of the screen. The blocks are defined from a pre-defined string I create using a custom 'map-editor'. I create all the blocks at compile time, position them on or off the screen and simply increment their coordinates with each iteration of the gameloop. It is actually done a little bit better then that, but that gives a short easy explanation on the basic idea. I heard from a few people that instead of incrementing each block position, have the blocks stay there and simply change the viewable area. That makes sense, but I have no idea how to do it. Can anyone share some ideas or links on how I can implement something like this? I know my current solution isn't the greatest. Thanks!

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  • How to define 2-bit numbers in C, if possible?

    - by Eddy
    For my university process I'm simulating a process called random sequential adsorption. One of the things I have to do involves randomly depositing squares (which cannot overlap) onto a lattice until there is no more room left, repeating the process several times in order to find the average 'jamming' coverage %. Basically I'm performing operations on a large array of integers, of which 3 possible values exist: 0, 1 and 2. The sites marked with '0' are empty, the sites marked with '1' are full. Initially the array is defined like this: int i, j; int n = 1000000000; int array[n][n]; for(j = 0; j < n; j++) { for(i = 0; i < n; i++) { array[i][j] = 0; } } Say I want to deposit 5*5 squares randomly on the array (that cannot overlap), so that the squares are represented by '1's. This would be done by choosing the x and y coordinates randomly and then creating a 5*5 square of '1's with the topleft point of the square starting at that point. I would then mark sites near the square as '2's. These represent the sites that are unavailable since depositing a square at those sites would cause it to overlap an existing square. This process would continue until there is no more room left to deposit squares on the array (basically, no more '0's left on the array) Anyway, to the point. I would like to make this process as efficient as possible, by using bitwise operations. This would be easy if I didn't have to mark sites near the squares. I was wondering whether creating a 2-bit number would be possible, so that I can account for the sites marked with '2'. Sorry if this sounds really complicated, I just wanted to explain why I want to do this.

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  • Interface Builder vs Cocos 2D - how choice the best for your app.

    - by baDa
    Hello everyone! I was a flash developer for 3 years, and in the last 5 months, i begin the iphone development, i do 2 applications with interface builder for clients, and now i really want to do a little game, is quite simple, one match 3! I made the engine in interface builder, and seens good to me! But after i read some posts, i really want to try it in the cocos2D! So, in 2 days i rewrite all my first engine for cocos2D, very annoying upsidedown coordinates but ok, i really do! But the performance side by side with interface builder version is really scare! Many Many slow downs at the cocos2d side! And the animation seens bugged to me! I really scare! I really don't know what is the best choice for a simple game. And i want some opinions: Using cocos2d when need some physics? When we have many objects at screen? What is the performance boost i have with cocos2D? I have how to share this 2 applications with you guys?! Without your UID?!

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  • What do you call a generalized (non-GUI-related) "Model-View-Controller" architecture?

    - by dcuccia
    I am currently refactoring code that coordinates multiple hardware components for data acquisition, and feeling a bit like I'm recreating the wheel. In particular, an MVC-like pattern seems to be emerging. Except, this has nothing to do with a GUI and I'm worried that I'm forcing this particular pattern where another might be more appropriate. Here's my scenario: Individual hardware "component" classes obey interface contracts for each hardware type. Previously, component instances were orchestrated by a single monolithic InstrumentController class, which relied heavily on configuration + branching logic for executing a specific acquisition sequence. After an iteration, I have a separate controller for each component, with these controllers all managed by a small InstrumentControllerBase (or its derivatives). The composite system will receive "input" either programmatically or via inter-hardware component triggering - in either case these interactions are routed to, and handled by, the appropriate controller. So, I have something that feels MVC-esque, but I don't know if that's because I'm forcing the point. With little direct MVC experience in application development, it's hard to know if I'm just trying to make my scenario fit MVC, where another pattern might be a good alternative or complimentary. My problem is, search results and wiki documentation of these family of patterns seems to immediately drop me into GUI-specific discussions. I understand "M means Model data and the V means View" - but do you call the superset pattern? Component-Commander-Controller? Whence can I exhume examples exemplary?

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  • Center text inside a circle on a canvas

    - by jax
    I have the coordinates of the center of a circle where I need to draw some text. The circle may be larger or smaller depending on the attributes I have specified. I have set the center horizontally using mTextBrush.setTextAlign(Align.CENTER);. The problem is that I can't figure out a way to center the text vertically. (See "Draw the counter" below) //Text Brush setup mTextBrush = new Paint(Paint.ANTI_ALIAS_FLAG); mTextBrush.setColor(Color.BLACK); mTextBrush.setTextSize(1/10*mMaxSize); mTextBrush.setTextAlign(Align.CENTER); mTextBrush.setStyle(Paint.Style.STROKE); private void drawSmallTimer(Canvas canvas) { //Variable cache int radiusLocalCache = this.mRadius; int cx = radiusLocalCache+(radiusLocalCache/2); int cy = radiusLocalCache-(radiusLocalCache/2); int radius = radiusLocalCache/3; //Draw the background circle canvas.drawCircle(cx, cy, radius, mBackgroundBrush); //Draw the outline stroke canvas.drawCircle(cx, cy, radius, mStrokeBrush); //Draw the counter String text = String.valueOf(mCounter); canvas.drawText(text, cx, cy, mTextBrush); }

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  • C++ OOP - Can you 'overload a cast' <- hard to explain in 1 sentence

    - by Brandon Miller
    Well, the WinAPI has a POINT struct, but I am trying to make an alternative class to this so you can set the values of x and y from a constructor. /** * X-Y coordinates */ class Point { public: int X, Y; Point(void) : X(0), Y(0) {} Point(int x, int y) : X(x), Y(y) {} Point(const POINT& pt) : X(pt.x), Y(pt.y) {} Point& operator= (const POINT& other) { X = other.x; Y = other.y; } }; // I have an assignment operator and copy constructor. Point myPtA(3,7); Point myPtB(8,5); POINT pt; pt.x = 9; pt.y = 2; // I can assign a 'POINT' to a 'Point' myPtA = pt; // But I also want to be able to assign a 'Point' to a 'POINT' pt = myPtB; Is it possible to overload operator= in a way so that I can assign a Point to a POINT? Or maybe some other method to achieve this? Thanks in advance.

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  • Java Graphics not displaying on successive function calls, why?

    - by primehunter326
    Hi, I'm making a visualization for a BST implementation (I posted another question about it the other day). I've created a GUI which displays the viewing area and buttons. I've added code to the BST implementation to recursively traverse the tree, the function takes in coordinates along with the Graphics object which are initially passed in by the main GUI class. My idea was that I'd just have this function re-draw the tree after every update (add, delete, etc...), drawing a rectangle over everything first to "refresh" the viewing area. This also means I could alter the BST implementation (i.e by adding a balance operation) and it wouldn't affect the visualization. The issue I'm having is that the draw function only works the first time it is called, after that it doesn't display anything. I guess I don't fully understand how the Graphics object works since it doesn't behave the way I'd expect it to when getting passed/called from different functions. I know the getGraphics function has something to do with it. Relevant code: private void draw(){ Graphics g = vPanel.getGraphics(); tree.drawTree(g,ORIGIN,ORIGIN); } vPanel is what I'm drawing on private void drawTree(Graphics g, BinaryNode<AnyType> n, int x, int y){ if( n != null ){ drawTree(g, n.left, x-10,y+10 ); if(n.selected){ g.setColor(Color.blue); } else{ g.setColor(Color.gray); } g.fillOval(x,y,20,20); g.setColor(Color.black); g.drawString(n.element.toString(),x,y); drawTree(g,n.right, x+10,y+10); } } It is passed the root node when it is called by the public function. Do I have to have: Graphics g = vPanel.getGraphics(); ...within the drawTree function? This doesn't make sense!! Thanks for your help.

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  • Optimized 2D Tile Scrolling in OpenGL

    - by silicus
    Hello, I'm developing a 2D sidescrolling game and I need to optimize my tiling code to get a better frame rate. As of right now I'm using a texture atlas and 16x16 tiles for 480x320 screen resolution. The level scrolls in both directions, and is significantly larger than 1 screen (thousands of pixels). I use glTranslate for the actual scrolling. So far I've tried: Drawing only the on-screen tiles using glTriangles, 2 per square tile (too much overhead) Drawing the entire map as a Display List (great on a small level, way to slow on a large one) Partitioning the map into Display Lists half the size of the screen, then culling display lists (still slows down for 2-directional scrolling, overdraw is not efficient) Any advice is appreciated, but in particular I'm wondering: I've seen Vertex Arrays/VBOs suggested for this because they're dynamic. What's the best way to take advantage of this? If I simply keep 1 screen of vertices plus a bit of overdraw, I'd have to recopy the array every few frames to account for the change in relative coordinates (shift everything over and add the new rows/columns). If I use more overdraw this doesn't seem like a big win; it's like the half-screen display list idea. Does glScissor give any gain if used on a bunch of small tiles like this, be it a display list or a vertex array/VBO Would it be better just to build the level out of large textures and then use glScissor? Would losing the memory saving of tiling be an issue for mobile development if I do this (just curious, I'm currently on a PC)? This approach was mentioned here Thanks :)

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  • How do I determine when two moving points become visible to each other?

    - by Devin Jeanpierre
    Suppose I have two points, Point1 and Point2. At any given time, these points may be at different positions-- they are not necessarily static. Point1 is located at some position at time t, and its position is defined by the continuous functions x1(t) and y1(t) giving the x and y coordinates at time t. These functions are not differentiable, they are constructed piecewise from line segments. Point2 is the same, with x2(t) and y2(t), each function having the same properties. The obstacles that might prevent visibility are simple (and immobile) polygons. How can I find the boundary points for visibility? i.e. there are two kinds of boundaries: where the points become visible, and become invisible. For a become-visible boundary i, there exists some ?0, such that for any real number a, a ? (i-?, i) , Point1 and Point2 are not visible (i.e. the line segment that connects (x1(a), y1(a)) to (x2(a), y2(x)) crosses some obstacles). For b ? (i, i+?) they are visible. And it is the other way around for becomes-invisible. But can I find such a precise boundary, and if so, how?

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • How to accommodate for the next iPhones totally different screen resolution?

    - by mystify
    This is a programming question! Read on before you vote to close! According to Gizmodo, the next iPhone will have a new screen resolution: The 3.5-inch screen has a resolution of 960?×?640 pixels This little detail affects our apps in a heavy way. Most of the demo apps on the net have one thing in common: They position views in the believe that the screen has a fixed size of 320 x 480 pixels. So what most -if not all- developers do is: They designed everything in such a way, that a touchable area is -for example- 50 x 50 pixels big. Just enough to tap it. Things have been positioned relative to the upper left, to reach a specific position on screen - let's say the center, or somewhere at the bottom. So the big question is: How will the developers compensate their layout and graphics? Are there already solutions which can be used to calculate coordinates and sizes in a normalized manner, which then appear to be exactly the same when viewing them on a screen of any resolution, assuming at least that the aspect ration won't change? This is community wiki. Just add anything that you think is relevant to this huge problem (constant screen res was one of the main reasons why I didn't go for Android!!).

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  • Hashing 11 byte unique ID to 32 bits or less

    - by MoJo
    I am looking for a way to reduce a 11 byte unique ID to 32 bits or fewer. I am using an Atmel AVR microcontroller that has the ID number burned in at the factory, but because it has to be transmitted very often in a very low power system I want to reduce the length down to 4 bytes or fewer. The ID is guaranteed unique for every microcontroller. It is made up of data from the manufacturing process, basically the coordinates of the silicone on the wafer and the production line that was used. They look like this: 304A34393334-16-11001000 314832383431-0F-09000C00 Obviously the main danger is that by reducing these IDs they become non-unique. Unfortunately I don't have a large enough sample size to test how unique these numbers are. Having said that because there will only be tens of thousands of devices in use and there is secondary information that can be used to help identify them (such as their approximate location, known at the time of communication) collisions might not be too much of an issue if they are few and far between. Is something like MD5 suitable for this? My concern is that the data being hashed is very short, just 11 bytes. Do hash functions work reliably on such short data?

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  • Event Dispatching, void pointer and alternatives

    - by PeeS
    i have my event dispatching / handling functionality working fine, but there is one issue that i need to resolve. Long story short, here are the details. // The event structure struct tEventMessage { // Type of the event int Type; // (void*) Allows those to be casted into per-Type objects void *pArgument1; void *pArgument2; }; I am sending events from different modules in my engine by using the above structure, which requires a pointer to an argument. All messages are queued, and then dispatched on the next ::Tick(). It works fine, untill i try to send something that doesn't exist in next ::Tick, for example: When a mouse click is being handled, it calculates the click coordinates in world space. This is being sent with a pointer to a vector representing that position, but after my program quits that method, this pointer gets invalid obviously, cause local CVector3 is destructed: CVector2 vScreenSpacePosition = vAt; CVector3 v3DPositionA = CVector3(0,0,0); CVector3 v3DPositionB = CVector3(0,0,0); // Screen space to World space calculation for depth zNear v3DPositionA = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), -1.0 ); // Screen space to World space calculation for depth zFar v3DPositionB = CMath::UnProject(vScreenSpacePosition, m_vScreenSize, m_Level.GetCurrentCamera()->getViewMatrix(), m_Level.GetCurrentCamera()->getProjectionMatrix(), 1.0); // Send zFar position and ScreenSpace position to the handlers // Obviously both vectors won't be valid after this method quits.. CEventDispatcher::Get()->SendEvent(CIEventHandler::EVENT_SYSTEM_FINGER_DOWN, static_cast<void*>(&v3DPositionB), static_cast<void*>(&vScreenSpacePosition)); What i want to ask is, if there is any chance i could make my tEventMessage more 'template', so i can handle sending objects like in the above situation + use what is already implemented? Can't figure it out at the moment.. What else can be done here to allow me to pass some locally available data ? Please can somebody shed a bit of light on this please?

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