Search Results

Search found 3423 results on 137 pages for 'glm math'.

Page 57/137 | < Previous Page | 53 54 55 56 57 58 59 60 61 62 63 64  | Next Page >

  • Display real time years, months, weeks and days between 2 days in JavaScript

    - by alex
    This is what I've coded it up, and it appears to work. window.onload = function() { var currentSpan = document.getElementById('current'); var minute = 60000, hour = minute * 60, day = hour * 24, week = day * 7, month = week * 4, year = day * 365; var start = new Date(2009, 6, 1); setInterval(function() { var now = new Date(); var difference = now - start; var years = Math.floor(difference / year), months = Math.floor((difference - (years * year)) / month), weeks = Math.floor((difference - (months * month + years * year)) / week), days = Math.floor((difference - (weeks * week + months * month + years * year)) / day); currentSpan.innerHTML = 'Since has passed: ' + years + ' years, ' + months + ' months, ' + weeks + ' weeks and ' + days + ' days'; }, 500); }; This seems to update my span fine, and all the numbers look correct. However, the code looks quite ugly. Do I really need to set up faux constants like that, and then do all that math to calculate what I want? It's been a while since I've worked with the Date object. Is this the best way to do this?

    Read the article

  • Multiple shapes on Android

    - by LucaB
    Hi Hi I'm trying to build a layout where some shapes will popup every 2 seconds. If the user will click one of these shapes, they have to disappear. What is the correct way of doing this? I thought about a thread, but i missed out. Here's my code at the moment (is not working): public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); l = new LinearLayout(this); setContentView(l); int counter = 1; View v = new CustomDrawableView(this,20,50); l.addView(v); Thread t = new Thread() { public void run() { while (true) { Log.i("THREAD","INSIDE"); View h = new CustomDrawableView(c, (int)Math.round(Math.random()*100), (int)Math.round(Math.random()*100)); SystemClock.sleep(2000); l.addView(h); } } }; t.start(); }

    Read the article

  • What is the the relation between programming and mathematics?

    - by Math Grad
    Programmers seem to think that their work is quite mathematical. I understand this when you try to optimize something in performance, find the most efficient alogithm, etc.. But it patently seems false when you look at a billing application for a shop, or a systems software riddled with I/O calls. So what is it exactly? Is computation and associated programming really mathematical? Here I have in mind particularly the words of the philosopher Schopenhauer in mind: That arithmetic is the basest of all mental activities is proved by the fact that it is the only one that can be accomplished by means of a machine. Take, for instance, the reckoning machines that are so commonly used in England at the present time, and solely for the sake of convenience. But all analysis finitorum et infinitorum is fundamentally based on calculation. Therefore we may gauge the “profound sense of the mathematician,” of whom Lichtenberg has made fun, in that he says: “These so-called professors of mathematics have taken advantage of the ingenuousness of other people, have attained the credit of possessing profound sense, which strongly resembles the theologians’ profound sense of their own holiness.” I lifted the above quote from here. It seems that programmers are doing precisely the sort of mechanized base mental activity the grand old man is contemptuous about. So what exactly is the deal? Is programming really the "good" kind of mathematics, or just the baser type, or altogether something else just meant for business not to be confused with a pure discipline?

    Read the article

  • Executing a .NET Managed Assembly from SQL Server 2008 - Pro's, Con's & Recommendations

    - by RPM1984
    Hi guys, looking for opinions/recommendations/links for the following scenario im currently facing. The Platform: .NET 4.0 Web Application SQL Server 2008 The Task: Overhaul a component of the system that performs (fairly) complex mathematical operations based on a specific user activity, and updates numerous tables in the database. A common user activity might be "Bob" decides to post a forum topic. This results in (the end-solution) needing to look at various factors (about the post he did), then after doing some math based on lookup values/ratios as well as other data in the database, inserting some other data as a result of these operations. The Options: Ok - so here's what im thinking. Although it would be much easier to do this in C# (LINQ-SQL) it doesnt make much sense as the majority of the computations are based on values in the db, and it will get difficult to control/optimize/debug the LINQ over time. Hence, im leaning towards created a managed assembly (C# Class Library) that contains the lookup values (constants) as well as leveraging the math classes in the existing .NET BCL. Basically i'd expose a few methods that can be called by the T-SQL Stored Procedures. This to me has the following advantages: Simplicity of math. Do complex math in .NET vs complex math in T-SQL. No brainer. =) Abstraction of computatations, configurable "lookup" values and business logic from raw T-SQL. T-SQL only needs to care about the data, simplifying the stored procedures and making it easier to maintain. When it needs to do math it delegates off to the managed assembly. So, having said that - ive never done this before (call .NET assmembly from T-SQL), and after some googling the best site i could come up with is here, which is useful but outdated. So - what am i asking? Well, firstly - i need some better references on how to actually do this. "This" being how to call a C# .NET 4 Assembly from within T-SQL Stored Procedures in SQL Server 2008. Secondly, who out there has done this, what problems (if any) did you face? Realize this may be difficult to provide a "correct answer", so ill try to give it to whoever gives me the answer with a combination of good links and a list of pro's/con's/problems with this implementation. Cheers!

    Read the article

  • Correct Time Display

    - by Matthew
    Guys, I''m looking to get this correct and i'm getting a bit fustrated with this. What I want to do is get hours and days and weeks correct. Example: if this post is < 60min old then have it read: Posted Less then 1 minute ago if this post is < 120min old then have it read: Posted 1 hour ago if this post is 120min old then have it read: Posted 1 hours ago if this post is < 1440min old then have it read: Posted 1 day ago if this post is 1440min old then have it read: Posted 2 days ago Is that right?? This is what I have so far: if (lapsedTime < 60) { return '< 1 mimute'; } else if (lapsedTime < (60*60)) { return Math.round(lapsedTime / 60) + 'minutes'; } else if (lapsedTime < (12*60*60)) { return Math.round(lapsedTime / 2400) + 'hr'; } else if (lapsedTime < (24*60*60)) { return Math.round(lapsedTime / 3600) + 'hrs'; } else if (lapsedTime < (7*24*60*60)) { return Math.round(lapsedTime / 86400) + 'days'; } else { return Math.round(lapsedTime / 604800) + 'weeks'; }

    Read the article

  • Can Java's random function be zero?

    - by ThirdD3gree
    Just out of curiosity, can Math.random() ever be zero? For example, if I were to have: while (true){ if (Math.random() == 0) return 1; } Would I ever actually get a return of one? There's also rounding error to consider because Math.random() returns a double. I ask because my CS professor stated that random() goes from 0 to 1 inclusive, and I always thought it was exclusive.

    Read the article

  • Filling an Area in visual studio C#

    - by lajoo
    I'm drawing a circle in C# and i have divided it into some parts,i want to fill different parts with different colors,is there anyway to do this? and how?i tried using fillpie() but i couldn't get the arguments to work. here is the code: int r = 150; g.DrawEllipse(Pens.Black, 300 - r, 250 - r, 2 * r, 2 * r); if (p != 0) g.DrawLine(Pens.Black, 300, 250, 300 + r, 250); double sum; sum = 0.0; for (int j = 0; j < p; j++) sum += data[j].value; double angle; angle = 0.0; for (int i = 0; i < p; i++) { angle += (double)(data[i].value / sum) * 2.0 * Math.PI; textBox1.Text += sum.ToString() + " : " + angle.ToString() + ":" + Math.Cos(angle).ToString() + "\r\n"; g.DrawLine(Pens.Black, 300, 250, 300 + (int)(Math.Cos(angle) * r), 250 - (int)(Math.Sin(angle) * r)); //g.FillPie(Brushes.Black, 300-r , 250 - r, r, r ,(float)(angle),(float)(angle+ (data[i].value / sum) * 2.0 * Math.PI)); } this actually divides the circle into different parts,i don't know how to fill them the commented line is where i

    Read the article

  • slowly rotate an object towards another object

    - by numerical25
    I have an object that points in the direction of another object (i.e. it rotates to the direction that the second objects x and y coordinates are at) below is the code I use. var distx = target.x - x; var disty = target.y - y; var angle:Number = Math.atan2(disty, distx); var vx:Number = Math.cos(angle) * cspeed; var vy:Number = Math.sin(angle) * cspeed; rotation = angle * 180/Math.PI; x += vx; y += vy; as you can see. Not only does it rotate towards the target object, but it also moves towards it too. When I play the movie, the object instantly points to the targeted object and moves towards it. I would like for it to slowly turn towards the object instead of instantly turning towards it. anyone know how to do this.

    Read the article

  • Using Sandy 3D AS3, fill the viewport (exact fit) with multiple 3D objects.

    - by Andrew Mullins
    I'm stitching together an image using multiple instances of the sandy.primitive.Box. Each box is 96x91 while the viewport is 960x273 which should make for an exact fit if I layout the boxes in a perfect grid of 10x3. However, I can't seem to get the exact camera fieldOfView. I've tried a couple formulas (one for adjusting the "focal length" and one for adjusting the fov, directly). Both of these formulas produce a fov angle that is too narrow. // focal length (stage.stageHeight/2) / Math.tan(cam.fov / 2 * Math.PI / 180) // field of view 2 * Math.atan2( (stage.stageHeight/2), -cam.z ) * (180 / Math.PI) Another question about the same project: I need to adjust the perspective of each cube so that the image appears to be in 2D space (flat)... Any ideas on the best method for calculating such a "correction"?

    Read the article

  • Javscript filter vs map problem

    - by graham.reeds
    As a continuation of my min/max across an array of objects I was wondering about the performance comparisons of filter vs map. So I put together a test on the values in my code as was going to look at the results in FireBug. This is the code: var _vec = this.vec; min_x = Math.min.apply(Math, _vec.filter(function(el){ return el["x"]; })); min_y = Math.min.apply(Math, _vec.map(function(el){ return el["x"]; })); The mapped version returns the correct result. However the filtered version returns NaN. Breaking it out, stepping through and finally inspecting the results, it would appear that the inner function returns the x property of _vec but the actual array returned from filter is the unfiltered _vec. I believe my usage of filter is correct - can anyone else see my problem?

    Read the article

  • Can anyone explain this snippet of Javascript?

    - by karthick6891
    Can anyone explain the following code? Forget the sine and cosine parts. Is it trying to build a space for the object? objectsInScene = new Array(); for (var i=space; i<180; i+=space) { for (var angle=0; angle<360; angle+=space) { var object = {}; var x = Math.sin(radian*i)*radius; object.x = Math.cos(angle*radian)*x; object.y = Math.cos(radian*i)*radius; object.z = Math.sin(angle*radian)*x; objectsInScene.push(object); } }

    Read the article

  • Can anyone explain this pience of snippet?

    - by karthick6891
    Can anyone explain the following code,forget the sin and cosine parts..Is it trying to build a space for the object objectsInScene = new Array(); for (var i=space; i<180; i+=space) { for (var angle=0; angle<360; angle+=space) { var object = {}; var x = Math.sin(radian*i)*radius; object.x = Math.cos(angle*radian)*x; object.y = Math.cos(radian*i)*radius; object.z = Math.sin(angle*radian)*x; objectsInScene.push(object); } }

    Read the article

  • JavaScript array to PHP array then process in PHP and return

    - by Constructor
    Example: javascript: var mycourses=new Array(); mycourses[0]="History"; mycourses[1]="Math"; mycourses[1][0]="Introduction to math"; mycourses[1][1]="Math 2"; mycourses[1][2]="Math 3"; PHP will then run these values through functions (please note values are mostly not strings as in the example above but rather numbers), the functions will return some text which will than be displayed in a form How should I go about doing this? p.s.: I found some similar stuff, but nothing quite like this... as far as I see I will have to use JSON (is there a way to code it from JS automatically - saw this for strings) and AJAX

    Read the article

  • Jquery draggable with zoom problem

    - by Manuel
    I am working on a page in witch all its contents are scaled by using zoom. The problem is that when I drag something in the page the dragging item gets a bad position that seems relative to the zoom amount. To solve this I tried to do some math on the position of the draggable component, but seems that even tho visually its corrected, the "true" position its not recalculated. here is some code to explain better: var zoom = Math.round((parseFloat($("body").css("zoom")) / 100)*10)/10; var x = $(this).data('draggable').position; $(this).data('draggable').position.left = Math.round(x.left/zoom); $(this).data('draggable').position.top = Math.round(x.top/zoom); Any help would be greatly appreciated

    Read the article

  • JavaScript: Rounding to two decimal places. Not less than two

    - by Abs
    Hello all, I have this line of code which rounds my numbers to 2 decimal places. But the thing is I get numbers like this. 10.8, 2.4 etc. These are not my idea of 2 decimal places so how I can improve this: Math.round(price*Math.pow(10,2))/Math.pow(10,2); I want numbers like 10.80, 2.40 etc. Use of JQuery is fine with me. Thanks for any help.

    Read the article

  • Is there any way to add a MouseListener to a Graphic object ?

    - by Fahad
    Hi, Is there any way to add a MouseListener to a Graphic object. I have this simple GUI that draw an oval. What I want is handling the event when the user clicks on the oval import java.awt.*; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; public class Gui2 extends JFrame { JFrame frame = new JFrame(); MyDrawPanel drawpanel = new MyDrawPanel(); public static void main(String[] args) { Gui2 gui = new Gui2(); gui.go(); } public void go() { frame.getContentPane().add(drawpanel); // frame.addMouseListener(this); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(300, 300); frame.setVisible(true); } } class MyDrawPanel extends JComponent implements MouseListener { public void paintComponent(Graphics g) { int red = (int) (Math.random() * 255); int green = (int) (Math.random() * 255); int blue = (int) (Math.random() * 255); Color startrandomColor = new Color(red, green, blue); red = (int) (Math.random() * 255); green = (int) (Math.random() * 255); blue = (int) (Math.random() * 255); Color endrandomColor = new Color(red, green, blue); Graphics2D g2d = (Graphics2D) g; this.addMouseListener(this); GradientPaint gradient = new GradientPaint(70, 70, startrandomColor, 150, 150, endrandomColor); g2d.setPaint(gradient); g2d.fillOval(70, 70, 100, 100); } @Override public void mouseClicked(MouseEvent e) { if ((e.getButton() == 1) && (e.getX() >= 70 && e.getX() <= 170 && e.getY() >= 70 && e .getY() <= 170)) { this.repaint(); // JOptionPane.showMessageDialog(null,e.getX()+ "\n" + e.getY()); } } @Override public void mouseEntered(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent e) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent e) { // TODO Auto-generated method stub } } This Works Except it fires when the click is within a virtual box around the oval. Could anyone help me to have it fire when the click is EXACTLY on the oval. Thanks in advance.

    Read the article

  • Lua: Random: Percentage

    - by jargl
    I'm creating a game and currently have to deal with some math.randomness. As I'm not that strong in Lua, how do you think Can you make an algorithm that uses math.random with a given percentage? I mean a function like this: function randomChance( chance ) -- Magic happens here -- Return either 0 or 1 based on the results of math.random end randomChance( 50 ) -- Like a 50-50 chance of "winning", should result in something like math.random( 1, 2 ) == 1 (?) randomChance(20) -- 20% chance to result in a 1 randomChance(0) -- Result always is 0 However I have no clue how to go on, and I completely suck at algorithms I hope you understood my bad explanation of what I'm trying to accomplish

    Read the article

  • Why is sqrt() not a method on Float?

    - by KaptajnKold
    In Ruby everything is an object. That's why I don't understand why we have the Math module. It seems to me that most (all?) of the functions in the Math module should have been methods on the numeric types like Integer, Float and so on. E.g. instead of Math.sqrt(5) it would make more sense to have 5.sqrt The same goes for sin, cos, tan, log10 and so on. Does anyone know why all these functions ended up in the Math module?

    Read the article

  • Python win32api not moving mouse cursor in VirtualBox

    - by wes
    I'm trying to use this Python code: import math for i in xrange(500): x = 500 + math.sin(math.pi * i / 100) * 500 y = 500 + math.cos(i) * 100 x, y = int(x), int(y) win32api.SetCursorPos((x, y)) time.sleep(.01) taken from here to move the mouse cursor in an XP VirtualBox. The mouse icon will flicker to the appropriate graphic (when it hits the edge of a window it turns into the <- resize image, for instance), but it doesn't actually move the visible cursor. I can move the mouse around while the code is running. Same result using the ctypes example in the above link. It works fine in the Win7 host. I have Guest Additions installed, if that matters.

    Read the article

  • Possible loss of precision / [type] cannot be dereferenced

    - by Samuel
    I have been looking around a lot but i simply can't find a nice solution to this... Point mouse = MouseInfo.getPointerInfo().getLocation(); int dx = (BULLET_SPEED*Math.abs(x - mouse.getX()))/ (Math.abs(y - mouse.getY()) + Math.abs(x - mouse.getX()))* (x - mouse.getX())/Math.abs(x - mouse.getX()); In this constellation i get: Possible loss of precision, when i change e.g (x - mouse.getX()) to (x - mouse.getX()).doubleValue() it says double cannot be dereferenced, when i add intValue() somewhere it says int cannot be dereferenced. What's my mistake? [x, y are integers | BULLET_SPEED is a static final int] Thanks!

    Read the article

  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

    Read the article

  • Attaching a function to the parent window from an iframe and getting proper scope

    - by Ronald
    I working on adding file uploading to my web application. I'm using an iframe to post my upload. When my php script processes the upload it writes some JavaScript to the iframe. This JavaScript is attempting to attach a function to the parent, this works, but when this function actually gets called it doesn't have the correct scope. Here is the code I'm attaching to the parent window: parent.window.showPreview = function(coords) { if (parseInt(coords.w) > 0) { var rx = 200 / coords.w; var ry = 250 / coords.h; $('#preview').css({ width: Math.round(rx * 400) + 'px', height: Math.round(ry * 533) + 'px', marginLeft: '-' + Math.round(rx * coords.x) + 'px', marginTop: '-' + Math.round(ry * coords.y) + 'px' }); } } When this function gets executed I get an error that says $ is not defined. I've tried adding changing the JQuery call to parent.$('#preview').css..., but then it says that parent is undefined. Any ideas?

    Read the article

  • Illegal Start of Expression

    - by Kraivyne
    Hello there, I have just started to learn the very basics of Java programming. Using a book entitled "Programming Video Games for the Evil Genius". I have had an Illegal Start of Expression error that I can't for the life of me get rid of. I have checked the sample code from the book and mine is identical. The error is coming from the for(int i = difficulty; i = 0; i- - ) line. Thanks for helping a newbie out. import javax.swing.*; public class S1P4 {public static void main(String[] args) throws Exception { int difficulty; difficulty = Integer.parseInt(JOptionPane.showInputDialog("How good are you?\n"+ "1 = Great\n"+"10 = Terrible")); boolean cont = false; do { cont = false; double num1 = (int)(Math.round(Math.random()*10)); double num2; do { num2 = (int)(Math.round(Math.random()*10)); } while(num2==0.0); int sign = (int)(Math.round(Math.random()*3)); double answer; System.out.println("\n\n*****"); if(sign==0) { System.out.println(num1+" times "+num2); answer = num1*num2; } else if(sign==1) { System.out.println(num1+" divided by"+num2); answer = num1/num2; } else if(sign==1) { System.out.println(num1+" plus "+num2); answer = num1+num2; } else if(sign==1) { System.out.println(num1+" minus "+num2); answer = num1-num2; } else { System.out.println(num1+" % "+num2); answer = num1%num2; } System.out.println("*****\n"); for(int i = difficulty; i >= 0; i- - ) { System.out.println(i+"..."); Thread.sleep(500); } System.out.println("ANSWER: "+answer); String again; again = JOptionPane.showInputDialog("Play again?"); if(again.equals("yes")) cont = true; } while(cont); } }

    Read the article

  • How to quickly parse a list of strings

    - by math
    If I want to split a list of words separated by a delimiter character, I can use >>> 'abc,foo,bar'.split(',') ['abc', 'foo', 'bar'] But how to easily and quickly do the same thing if I also want to handle quoted-strings which can contain the delimiter character ? In: 'abc,"a string, with a comma","another, one"' Out: ['abc', 'a string, with a comma', 'another, one'] Related question: How can i parse a comma delimited string into a list (caveat)?

    Read the article

  • Thread too slow. Better way to execute code (Android AndEngine)?

    - by rphello101
    I'm developing a game where the user creates sprites with every touch. I then have a thread run to check to see if those sprites collide with any others. The problem is, if I tap too quickly, I cause a null pointer exception error. I believe it's because I'm tapping faster than my thread is running. This is the thread I have: public class grow implements Runnable{ public grow(Sprite sprite){ } @Override public void run() { float radf, rads; //fill radius/stationary radius float fx=0, fy=0, sx, sy; while(down){ if(spriteC[spriteNum].active){ spriteC[spriteNum].sprite.setScale(spriteC[spriteNum].scale += 0.001); if(spriteC[spriteNum].sprite.collidesWith(ground)||spriteC[spriteNum].sprite.collidesWith(roof)|| spriteC[spriteNum].sprite.collidesWith(left)||spriteC[spriteNum].sprite.collidesWith(right)){ down = false; spriteC[spriteNum].active=false; yourScene.unregisterTouchArea(spriteC[spriteNum].sprite); } fx = spriteC[spriteNum].sprite.getX(); fy = spriteC[spriteNum].sprite.getY(); radf=spriteC[spriteNum].sprite.getHeightScaled()/2; Log.e("F"+Float.toString(fx),Float.toString(fy)); if(spriteNum>0) for(int x=0;x<spriteNum;x++){ rads=spriteC[x].sprite.getHeightScaled()/2; sx = spriteC[x].body.getWorldCenter().x * 32; sy = spriteC[x].body.getWorldCenter().y * 32; Log.e("S"+Float.toString(sx),Float.toString(sy)); Log.e(Float.toString((float) Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))),Float.toString((radf+rads))); if(Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))<(radf+rads)){ down = false; spriteC[spriteNum].active=false; yourScene.unregisterTouchArea(spriteC[spriteNum].sprite); Log.e("Collided",Boolean.toString(down)); } } } } spriteC[spriteNum].body = PhysicsFactory.createCircleBody(mPhysicsWorld, spriteC[spriteNum].sprite, BodyType.DynamicBody, FIXTURE_DEF); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(spriteC[spriteNum].sprite, spriteC[spriteNum].body, true, true)); } } Better solution anyone? I know there is something to do with a handler, but I don't exactly know what that is or how to use one.

    Read the article

< Previous Page | 53 54 55 56 57 58 59 60 61 62 63 64  | Next Page >