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  • Datagridview Winforms Add or Delete Rows in Edit Mode with Collection Binding

    - by user630548
    In my datagridview, I bind a List of objects named 'ProductLine'. But unfortunately with this approach I cannot 'Add' or 'Delete' rows to the datagridview in edit mode. When I create a fresh new order I can Add or Delete rows but once I save it and try to open it in Edit then it doesn't let me 'Add' or 'Delete' (via keyboard). Any idea? Here is the code for this: If it is a fresh Order then I do something like this: private void Save(){ for (int i = 0; i <= dtgProdSer.RowCount - 1; i++) { if ((itemList != null) && (itemList.Count > i)) productLine = itemList[i]; else productLine = new ProductLine(); productLine.Amount = Convert.ToDouble(dataGridViewTextBoxCell.Value); } } And if it is an Edit then in the Form_Load I check ProductId is NON Zero then I do the following: private void fillScreen{ dtgProdSer.DataSource = itemList; } But with this I cannot Add or Delete Rows in Edit mode. Any advise is greatly appreciated.

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  • IIS7 integrated mode MVC deploy 404 not found on some actions

    - by majkinetor
    Hello. Once deployed parts of my web-application stop working. Index-es on each controller do work, and one form posting via Ajax, other then that yields 404. I understand that nothing particular should be done in integrated mode. One interesting thing is that 1 AJAX action is working. I don't know how to proceed with troubleshooting. Some info: App is using default app pool set to integrated mode. WebApp is done in net framework 3.5. I use default routing model. Along web.config in root there is web.config in /View folder referencing HttpNotFoundHandler. OS is Windows Server 2008. Admins issued aspnet_regiis.exe -i IIS 7 Any help is appreciated. Thx. EDIT: Noticed one very strange thing. One ajax call works, other ajax call doesn't works as I login, but when I move to ther page and return to that one it starts working ?! Small video of the problem is available here

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  • Getting error when compiling debug mode: C++/CLI - error LNK2022

    - by Yochai Timmer
    I've got a CLI code wrapping a C++ DLL. When i try to compile it in debug mode, i get the following error: Error 22 error LNK2022: metadata operation failed (8013118D) : Inconsistent layout information induplicated types .... MSVCMRTD.lib (locale0_implib.obj) The weird thing is that on Release mode it compiles OK and works OK. The only difference i can see that causes the problem is when i change: Configuration Properties - C/C++ - Code Generation - Runtime Library When it's set to: Multi-threaded Debug DLL (/MDd) it throws the error. When it's set to: Multi-threaded DLL (/MD) it compiles fine. The same settings work for all the other DLLs in the project (CLI and C++) and they inherit the same properties. I'm using VS2010. So, how can i solve this ? And can I get some explanation to WHY this is happening ? Update: I've basically tried changing every option in the project's properties with no luck. I've read somewhere that this might be caused from duplicate declarations of a type of the same name. But in the CLI file i'm calling std::string etc. explicitly from std. Any other ideas ?

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  • How to resolve the only ImagePicker control view in landscap mode and whole application in portrait mode?

    - by Wolvorin
    I have tried almost all the answers during last two days provided by Google and SO but no luck :( What I want is my whole application is in portrait mode only. And it working fine in ios 6+. The only support required at now. But the problem is I need to launch UIImagePickerViewController with image source type camera in only landscap mode. What I tried till now is : (1) I try to create one category for UIImagePickerController for orientation. -(BOOL)shouldAutorotate { return NO; } -(NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskLandscape; } - (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation { return UIInterfaceOrientationLandscapeLeft; } Like this. But the camera view is not proper aligned. It just follows the orientation of device with some +/- 90 angle but not what I required. Even the button of the camera shown by camera view as camera control is also follows the camera view, ie. the view is rotated to 90 anti clock vise and stays to that way. Is there any way to use the camera with proper alignment? or have to use other framework to work with it? Please help me. I stuck with it for last two days.

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  • OnConnect event not firing when using TClientSocket inside a TThread on non-blocking mode

    - by mathematician1975
    I am trying to make use of Borlands TClientSocket component in non-blocking mode inside a multithreaded C++ Windows application. I am creating multiple threads (classes derived from TThread), each of which creates its own TClientSocket object. I then assign member functions of the thread class to act as event handlers for the OnConnect, OnDisconnect and OnSocketError events of the socket. The problem I am having here is that whenever I call the TClientSocket::Open() function from within the TThread::Execute() function, the OnConnect event never fires. However, When I call the Open() function from the VCL thread prior to the TThread::Execute() function getting called, all of the events fire and I can use the thread-socket combination as I would like. Now I have not read anything in documentation that says that TClientSocket should not be used in non-blocking mode when used inside a thread, but it appears to me that there is perhaps something wrong conceptually in the way I am trying to use this class. Borland documentation is quite poor on the subject and these components have now been deprecated so reliable information is hard to come by. Despite being deprecated I have to use them as there is no alternative in the Builder 6 package I have. Can anyone please advise me if there is a right/wrong way to use TThread and a non-blocking TClientSocket in combination. I have never had problems using it as part of the VCL thread and never had problems using TServerSocket before and I really cannot understand why some events are not firing.

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  • Open an Emacs buffer when a command tries to open an editor in shell-mode

    - by Chris Conway
    I like to use Emacs' shell mode, but it has a few deficiencies. One of those is that it's not smart enough to open a new buffer when a shell command tries to invoke an editor. For example with the environment variable VISUAL set to vim I get the following from svn propedit: $ svn propedit svn:externals . "svn-prop.tmp" 2L, 149C[1;1H ~ [4;1H~ [5;1H~ [6;1H~ [7;1H~ ... (It may be hard to tell from the representation, but it's a horrible, ugly mess.) With VISUAL set to "emacs -nw", I get $ svn propedit svn:externals . emacs: Terminal type "dumb" is not powerful enough to run Emacs. It lacks the ability to position the cursor. If that is not the actual type of terminal you have, use the Bourne shell command `TERM=... export TERM' (C-shell: `setenv TERM ...') to specify the correct type. It may be necessary to do `unset TERMINFO' (C-shell: `unsetenv TERMINFO') as well.svn: system('emacs -nw svn-prop.tmp') returned 256 (It works with VISUAL set to just emacs, but only from inside an Emacs X window, not inside a terminal session.) Is there a way to get shell mode to do the right thing here and open up a new buffer on behalf of the command line process?

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  • Using in the same time Boost in release and debug mode

    - by Oodini
    Hello, The title is just for teasing. :-) I know it isn't possible, but here is my problem. My app (a DLL, actually) uses Boost. It also uses an external API, which also uses Boost. The external API is of course provided in a release binary, anlong the needed release Boost binaries. When I compile/link my DLL in release mode, I have no problem. I precise I link my app to Boost in a dynamic way (BOOST_ALL_DYN_LINK). In debug mode, I can't load my DLL. I am not sure it is because of Boost, but I suspect Windows doesn't like working with two Boost (the release one called by the external lib, and the debug one called by my code). Will it work better if I link my code statically with the release Boost ? I don't think it is related to CRT, because I have nothing in the Events Viewer. I use Visual Studio 2005 SP1. Thanks.

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  • python interactive mode module import issue

    - by Jeff
    I believe I have what would be called a scope issue, perhaps name space. Not too sure I'm new to python. I'm trying to make a module that will search through a list using regular expressions. I'm sure there is a better way of doing it but this error that I'm getting is bugging me and I want to understand why. here's my code: class relist(list): def __init__(self, l): list.__init__(self, l) def __getitem__(self, rexp): r = re.compile(rexp) res = filter(r.match, self) return res if __name__ == '__main__': import re listl = [x+y for x in 'test string' for y in 'another string for testing'] print(listl) test = relist(listl) print('----------------------------------') print(test['[s.]']) When I run this code through the command line it works the way I expect it to; however when I run it through python interactive mode I get the error >>> test['[s.]'] Traceback (most recent call last): File "<stdin>", line 1, in <module> File "relist.py", line 8, in __getitem__ r = re.compile(rexp) NameError: global name 're' is not defined While in the interactive mode I do import re and I am able to use the re functions, but for some reason when I'm trying to execute the module it doesn't work. Do I need to import re into the scope of the class? I wouldn't think so because doesn't python search through other scopes if it's not found in the current one? I appreciate your help, and if there is a better way of doing this search I would be interested in knowing. Thanks

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  • How to use onSensorChanged sensor data in combination with OpenGL

    - by Sponge
    I have written a TestSuite to find out how to calculate the rotation angles from the data you get in SensorEventListener.onSensorChanged(). I really hope you can complete my solution to help people who will have the same problems like me. Here is the code, i think you will understand it after reading it. Feel free to change it, the main idea was to implement several methods to send the orientation angles to the opengl view or any other target which would need it. method 1 to 4 are working, they are directly sending the rotationMatrix to the OpenGl view. all other methods are not working or buggy and i hope someone knows to get them working. i think the best method would be method 5 if it would work, because it would be the easiest to understand but i'm not sure how efficient it is. the complete code isn't optimized so i recommend to not use it as it is in your project. here it is: import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import static javax.microedition.khronos.opengles.GL10.*; import android.app.Activity; import android.content.Context; import android.content.pm.ActivityInfo; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.opengl.GLSurfaceView; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.util.Log; import android.view.WindowManager; /** * This class provides a basic demonstration of how to use the * {@link android.hardware.SensorManager SensorManager} API to draw a 3D * compass. */ public class SensorToOpenGlTests extends Activity implements Renderer, SensorEventListener { private static final boolean TRY_TRANSPOSED_VERSION = false; /* * MODUS overview: * * 1 - unbufferd data directly transfaired from the rotation matrix to the * modelview matrix * * 2 - buffered version of 1 where both acceleration and magnetometer are * buffered * * 3 - buffered version of 1 where only magnetometer is buffered * * 4 - buffered version of 1 where only acceleration is buffered * * 5 - uses the orientation sensor and sets the angles how to rotate the * camera with glrotate() * * 6 - uses the rotation matrix to calculate the angles * * 7 to 12 - every possibility how the rotationMatrix could be constructed * in SensorManager.getRotationMatrix (see * http://www.songho.ca/opengl/gl_anglestoaxes.html#anglestoaxes for all * possibilities) */ private static int MODUS = 2; private GLSurfaceView openglView; private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private FloatBuffer colorBuffer; private SensorManager mSensorManager; private float[] rotationMatrix = new float[16]; private float[] accelGData = new float[3]; private float[] bufferedAccelGData = new float[3]; private float[] magnetData = new float[3]; private float[] bufferedMagnetData = new float[3]; private float[] orientationData = new float[3]; // private float[] mI = new float[16]; private float[] resultingAngles = new float[3]; private int mCount; final static float rad2deg = (float) (180.0f / Math.PI); private boolean mirrorOnBlueAxis = false; private boolean landscape; public SensorToOpenGlTests() { } /** Called with the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE); openglView = new GLSurfaceView(this); openglView.setRenderer(this); setContentView(openglView); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); openglView.onResume(); if (((WindowManager) getSystemService(WINDOW_SERVICE)) .getDefaultDisplay().getOrientation() == 1) { landscape = true; } else { landscape = false; } mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD), SensorManager.SENSOR_DELAY_GAME); mSensorManager.registerListener(this, mSensorManager .getDefaultSensor(Sensor.TYPE_ORIENTATION), SensorManager.SENSOR_DELAY_GAME); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); openglView.onPause(); mSensorManager.unregisterListener(this); } public int[] getConfigSpec() { // We want a depth buffer, don't care about the // details of the color buffer. int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; return configSpec; } public void onDrawFrame(GL10 gl) { // clear screen and color buffer: gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // set target matrix to modelview matrix: gl.glMatrixMode(GL10.GL_MODELVIEW); // init modelview matrix: gl.glLoadIdentity(); // move camera away a little bit: if ((MODUS == 1) || (MODUS == 2) || (MODUS == 3) || (MODUS == 4)) { if (landscape) { // in landscape mode first remap the rotationMatrix before using // it with glMultMatrixf: float[] result = new float[16]; SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result); gl.glMultMatrixf(result, 0); } else { gl.glMultMatrixf(rotationMatrix, 0); } } else { //in all other modes do the rotation by hand: gl.glRotatef(resultingAngles[1], 1, 0, 0); gl.glRotatef(resultingAngles[2], 0, 1, 0); gl.glRotatef(resultingAngles[0], 0, 0, 1); if (mirrorOnBlueAxis) { //this is needed for mode 6 to work gl.glScalef(1, 1, -1); } } //move the axis to simulate augmented behaviour: gl.glTranslatef(0, 2, 0); // draw the 3 axis on the screen: gl.glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL_FLOAT, 0, colorBuffer); gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, indexBuffer); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float r = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-r, r, -1, 1, 1, 10); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL10.GL_DITHER); gl.glClearColor(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // load the 3 axis and there colors: float vertices[] = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 }; float colors[] = { 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 }; byte indices[] = { 0, 1, 0, 2, 0, 3 }; ByteBuffer vbb; vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); vbb = ByteBuffer.allocateDirect(colors.length * 4); vbb.order(ByteOrder.nativeOrder()); colorBuffer = vbb.asFloatBuffer(); colorBuffer.put(colors); colorBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void onAccuracyChanged(Sensor sensor, int accuracy) { } public void onSensorChanged(SensorEvent event) { // load the new values: loadNewSensorData(event); if (MODUS == 1) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); } if (MODUS == 2) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData); } if (MODUS == 3) { rootMeanSquareBuffer(bufferedMagnetData, magnetData); SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, bufferedMagnetData); } if (MODUS == 4) { rootMeanSquareBuffer(bufferedAccelGData, accelGData); SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, magnetData); } if (MODUS == 5) { // this mode uses the sensor data recieved from the orientation // sensor resultingAngles = orientationData.clone(); if ((-90 > resultingAngles[1]) || (resultingAngles[1] > 90)) { resultingAngles[1] = orientationData[0]; resultingAngles[2] = orientationData[1]; resultingAngles[0] = orientationData[2]; } } if (MODUS == 6) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); final float[] anglesInRadians = new float[3]; SensorManager.getOrientation(rotationMatrix, anglesInRadians); if ((-90 < anglesInRadians[2] * rad2deg) && (anglesInRadians[2] * rad2deg < 90)) { // device camera is looking on the floor // this hemisphere is working fine mirrorOnBlueAxis = false; resultingAngles[0] = anglesInRadians[0] * rad2deg; resultingAngles[1] = anglesInRadians[1] * rad2deg; resultingAngles[2] = anglesInRadians[2] * -rad2deg; } else { mirrorOnBlueAxis = true; // device camera is looking in the sky // this hemisphere is mirrored at the blue axis resultingAngles[0] = (anglesInRadians[0] * rad2deg); resultingAngles[1] = (anglesInRadians[1] * rad2deg); resultingAngles[2] = (anglesInRadians[2] * rad2deg); } } if (MODUS == 7) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x y z * order Rx*Ry*Rz */ resultingAngles[2] = (float) (Math.asin(rotationMatrix[2])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[0] = -(float) (Math.acos(rotationMatrix[0] / cosB)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[10] / cosB)) * rad2deg; } if (MODUS == 8) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z y x */ resultingAngles[2] = (float) (Math.asin(-rotationMatrix[8])); final float cosB = (float) Math.cos(resultingAngles[2]); resultingAngles[2] = resultingAngles[2] * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[9] / cosB)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[4] / cosB)) * rad2deg; } if (MODUS == 9) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in z x y * * note z axis looks good at this one */ resultingAngles[1] = (float) (Math.asin(rotationMatrix[9])); final float minusCosA = -(float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[8] / minusCosA)) * rad2deg; resultingAngles[0] = (float) (Math.asin(rotationMatrix[1] / minusCosA)) * rad2deg; } if (MODUS == 10) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y x z */ resultingAngles[1] = (float) (Math.asin(-rotationMatrix[6])); final float cosA = (float) Math.cos(resultingAngles[1]); resultingAngles[1] = resultingAngles[1] * rad2deg; resultingAngles[2] = (float) (Math.asin(rotationMatrix[2] / cosA)) * rad2deg; resultingAngles[0] = (float) (Math.acos(rotationMatrix[5] / cosA)) * rad2deg; } if (MODUS == 11) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in y z x */ resultingAngles[0] = (float) (Math.asin(rotationMatrix[4])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } if (MODUS == 12) { SensorManager.getRotationMatrix(rotationMatrix, null, accelGData, magnetData); rotationMatrix = transpose(rotationMatrix); /* * this assumes that the rotation matrices are multiplied in x z y */ resultingAngles[0] = (float) (Math.asin(-rotationMatrix[1])); final float cosC = (float) Math.cos(resultingAngles[0]); resultingAngles[0] = resultingAngles[0] * rad2deg; resultingAngles[2] = (float) (Math.acos(rotationMatrix[0] / cosC)) * rad2deg; resultingAngles[1] = (float) (Math.acos(rotationMatrix[5] / cosC)) * rad2deg; } logOutput(); } /** * transposes the matrix because it was transposted (inverted, but here its * the same, because its a rotation matrix) to be used for opengl * * @param source * @return */ private float[] transpose(float[] source) { final float[] result = source.clone(); if (TRY_TRANSPOSED_VERSION) { result[1] = source[4]; result[2] = source[8]; result[4] = source[1]; result[6] = source[9]; result[8] = source[2]; result[9] = source[6]; } // the other values in the matrix are not relevant for rotations return result; } private void rootMeanSquareBuffer(float[] target, float[] values) { final float amplification = 200.0f; float buffer = 20.0f; target[0] += amplification; target[1] += amplification; target[2] += amplification; values[0] += amplification; values[1] += amplification; values[2] += amplification; target[0] = (float) (Math .sqrt((target[0] * target[0] * buffer + values[0] * values[0]) / (1 + buffer))); target[1] = (float) (Math .sqrt((target[1] * target[1] * buffer + values[1] * values[1]) / (1 + buffer))); target[2] = (float) (Math .sqrt((target[2] * target[2] * buffer + values[2] * values[2]) / (1 + buffer))); target[0] -= amplification; target[1] -= amplification; target[2] -= amplification; values[0] -= amplification; values[1] -= amplification; values[2] -= amplification; } private void loadNewSensorData(SensorEvent event) { final int type = event.sensor.getType(); if (type == Sensor.TYPE_ACCELEROMETER) { accelGData = event.values.clone(); } if (type == Sensor.TYPE_MAGNETIC_FIELD) { magnetData = event.values.clone(); } if (type == Sensor.TYPE_ORIENTATION) { orientationData = event.values.clone(); } } private void logOutput() { if (mCount++ > 30) { mCount = 0; Log.d("Compass", "yaw0: " + (int) (resultingAngles[0]) + " pitch1: " + (int) (resultingAngles[1]) + " roll2: " + (int) (resultingAngles[2])); } } }

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  • Move penetrating OBB out of another OBB to resolve collision

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks Here is my OBB2D class: public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • UIModalPresentationFormSheet on iPad in landscape mode

    - by Ivan
    I created a UIViewController view from XIB with modalPresentationStyle set to UIModalPresentationFormSheet and everything works great in portrait mode. When I switch to landscape the view gets moved upperleft (it's not centered as it should be) and most part of it is clipped. Any ideas why this is happening and how to solve it? Thanks

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  • NetFx40_LegacySecurityPolicy in design-time mode

    - by Ilya
    Hi, Is there any way to make legacy design-time code execute with NetFx40_LegacySecurityPolicy switched on? More spicificaly, is there any way to make DevExpress 8.2 winforms designer work in VisualStudio 2010? I got errors due to this issue and found no help about design-time mode, just about run-time: <runtime> <NetFx40_LegacySecurityPolicy enabled="true"/> </runtime> How should I fix problems with winforms designer?

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  • Objective-C library recommendation for AES-256 in CTR mode

    - by lpfavreau
    Hello, I'm looking for recommendations on an Objective-C library for AES-256 encryption in CTR mode. I have a database full of data encrypted with another library using CTR and seems the included CCCrypt only supports ECB or CBC with PKCS#7. Any idea on the best portable library I should use? I'm not looking to port the original implementation as I don't have the required knowledge in cryptography and hence, that's-a-bad-idea (tm). Thanks!

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  • iPhone App Shows a white light dot when the iphone is woke up from sleep mode

    - by Futur
    Hi All, I am not sure whether this is a strange case,but this is the scenario. I open my iPhone app in my iPhone device and i work on the app I Lock my iPhone device and I try to unlock the phone from sleep mode When the unlock is successful, I see a white light of size 3 to 4 pixels in the center of the screen and from that point the app resumes. What would be the reason for this error, kindly help.

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  • How to calculate an angle from three points?

    - by HelloMoon
    Lets say you have this: P1 = (x=2, y=50) P2 = (x=9, y=40) P3 = (x=5, y=20) Assume that P1 is the center point of a circle. It is always the same. I want the angle that is made up by P2 and P3, or in other words the angle that is next to P1. The inner angle to be precise. It will be always a sharp angle, so less than -90 degrees. I thought: Man, that's simplest geometry maths. But I looked for a formula for like 6 hours now and people talk about most complicated NASA stuff like arcos and vector scalar product stuff. My head feels like in a fridge. Some math gurus here that think this is a simple problem? I think the programing language doesn't matter here but for those who think it does: java and objective-c. need that for both. haven't tagged it for these, though.

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  • Telerik RadEditor add comments while being in Preview mode

    - by eyusubov
    Telerik's RadEditor is used for our content management system's WYSIWYG editor. We need to find a way to display content for review. User should be able to add comments and NOT be able to change the text itself. Currently, RadEditor has a Preview mode, and i am looking on how to add commenting functionality through context menu or button. The editor is pretty customizable, anyone know is ti possible to be done, any hack ways to accomplish this?

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  • Is there a rails3-compatible emacs mode yet ?

    - by julien
    Rinari hasn't been updated in the last few months, and there doesn't seem to be such progress made in the branches on github. I've never tried emacs-rails, but from what I can see, the same applies. So, is there a rails mode somewhere that's compatible with v3 ?

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  • How to override PHP configuration when running in CGI mode

    - by Fitrah M
    There are some tutorials out there telling me how to override PHP configuration when it is running in CGI mode. But I'm still confused because lots of them assume that the server is running on Linux. While I need to do that also in Windows. My hosting is indeed using Linux but my local development computer is using Windows XP with Xampp 1.7.3. So I need to do that in my local computer first, then I want to change the configuration on hosting server. The PHP in my hosting server is already run as CGI while in my local computer still run as Apache module. At this point, the processes that I understand are: Change PHP to work in CGI mode. I did this by commenting these two line in "httpd-xampp.conf": # LoadFile "C:/xampp/php/php5ts.dll" # LoadModule php5_module modules/php5apache2_2.dll Create "cgi-bin" directory in DocumentRoot. My DocumentRoot is in "D:\www\" (I'm using apache with virtual host). So it is now "D:\www\cgi-bin". Change the default "cgi-bin" directory settings from "C:/xampp/cgi-bin/" to "D:\www\cgi-bin": ScriptAlias /cgi-bin/ "D:/www/cgi-bin/" <Directory "D:\www\cgi-bin"> Options MultiViews Indexes SymLinksIfOwnerMatch Includes ExecCGI AllowOverride All Allow from All </Directory> At this point, my PHP is now running as CGI. I checked this with phpinfo(). It tells me that Server API is now CGI/FastCGI. Now I want to override php configuration. I copied 'php.ini' file to "D:\www\cgi-bin" and modify upload_max_filesize setting from 128M to 10M. Create 'php.cgi' file in "D:\www\cgi-bin" and put these code inside the file: #!/bin/sh /usr/local/cpanel/cgi-sys/php5 -c /home/user/public_html/cgi-bin/ That's it. I'm stuck at this point. All of tutorials tell me to create 'php.cgi' file and put shell code inside the file. How to do the 6th step on Windows? I know the next step is to create handler in .htaccess file to load that 'php.cgi'. And also, because I will also need to change PHP configuration on my hosting server (Linux), is the 6th step above right? Some tutorial tells to insert these line instead of above: #!/bin/sh export PHPRC=/site/ini/1 exec /cgi-bin/php5.cgi I'm sorry if my question is not clear. I'm a new member and this is my first question in this site. Thank you.

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  • Emacs follow-mode with multiple splits

    - by Yktula
    My question is related to the following two: http://stackoverflow.com/questions/970292/emacs-multiple-columns-one-buffer http://stackoverflow.com/questions/2588706/vim-configuration-setting-up-autocomplete-and-columns I'm using MPage now in vim, and it works well even when I have more than two columns. How can I use follow-mode to mimic that behavior in Emacs, and have flowing code in more than two columns?

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  • Is there a calculator with LaTeX-syntax?

    - by Jørgen Fogh
    When I write math in LaTeX I often need to perform simple arithmetic on numbers in my LaTeX source, like 515.1544 + 454 = ???. I usually copy-paste the LaTeX code into Google to get the result, but I still have to manually change the syntax, e.g. \frac{154,7}{25} - (289 - \frac{1337}{42}) must be changed to 154,7/25 - (289 - 1337/42) It seems trivial to write a program to do this for the most commonly used operations. Is there a calculator which understand this syntax? EDIT: I know that doing this perfectly is impossible (because of the halting problem). Doing it for the simple cases I need is trivial. \frac, \cdot, \sqrt and a few other tags would do the trick. The program could just return an error for cases it does not understand.

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  • How do i break a number down into a percentage (0 - 100%)? Details inside...

    - by AJ
    I am using a JS progress bar that is set using a percentage: 0 to 100 (percent). I need the progress bar to reach 100% when 160,000 people have signed a certain form. I have the total number of signers set in a PHP variable but am lost on how to do the math to convert that into a percentage that fits within 1 - 100 (so that the progress bar actually reflects the goal of 160,000). I may be missing something obvious here (i suck at anything number-related) so does anyone here have a clue as to how to do this?

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