Search Results

Search found 21759 results on 871 pages for 'int 0'.

Page 589/871 | < Previous Page | 585 586 587 588 589 590 591 592 593 594 595 596  | Next Page >

  • How do I delay email delivery using Entourage 2008 with Exchange, e.g. using the X.400 Deferred-Delivery header?

    - by Matt McClure
    I'd like to delay the delivery of email that I send so that I can time delivery when the recipient is unlikely to be reading email and I can reduce the likelihood of getting into a chat-like conversation. I'm using Entourage 2008 and Exchange hosted by Rackspace. I tried naively adding a Deferred-Delivery header after reading http://www.faqs.org/rfcs/rfc2156.html and www.itu.int/rec/T-REC-F.400-199906-I/en , but my mail was delivered immediately. Ideally the delay would occur on the MTA instead of my MUA so that delivery would still occur even if my laptop were disconnected from the network at the delivery time I specify. My best workaround at the moment is to habitually use Entourage's Send Later button when composing mail and then click Send/Receive at the end of the day. This is less than ideal because recipients are often reading mail at the end of my day, and I often get immediate replies. Matt

    Read the article

  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

    Read the article

  • Simplify Your Code with LINQ

    - by dwahlin
    I’m a big fan of LINQ and use it wherever I can to minimize code and make applications easier to maintain overall. I was going through a code file today refactoring it based on suggestions provided by Resharper and came across the following method: private List<string> FilterTokens(List<string> tokens) { var cleanedTokens = new List<string>(); for (int i = 0; i < tokens.Count; i++) { string token = tokens[i]; if (token != null) { cleanedTokens.Add(token); } } return cleanedTokens; }   In looking through the code I didn’t see anything wrong but Resharper was suggesting that I convert it to a LINQ expression: In thinking about it more the suggestion made complete sense because I simply wanted to add all non-null token values into a List<string> anyway. After following through with the Resharper suggestion the code changed to the following. Much, much cleaner and yet another example of why LINQ (and Resharper) rules: private List<string> FilterTokens(IEnumerable<string> tokens) { return tokens.Where(token => token != null).ToList(); }

    Read the article

  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

    Read the article

  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

    Read the article

  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

    Read the article

  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

    Read the article

  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

    Read the article

  • Discuss: PLs are characterised by which (iso)morphisms are implemented

    - by Yttrill
    I am interested to hear discussion of the proposition summarised in the title. As we know programming language constructions admit a vast number of isomorphisms. In some languages in some places in the translation process some of these isomorphisms are implemented, whilst others require code to be written to implement them. For example, in my language Felix, the isomorphism between a type T and a tuple of one element of type T is implemented, meaning the two types are indistinguishable (identical). Similarly, a tuple of N values of the same type is not merely isomorphic to an array, it is an array: the isomorphism is implemented by the compiler. Many other isomorphisms are not implemented for example there is an isomorphism expressed by the following client code: match v with | ((?x,?y),?z = x,(y,z) // Felix match v with | (x,y), - x,(y,z) (* Ocaml *) As another example, a type constructor C of int in Felix may be used directly as a function, whilst in Ocaml you must write a wrapper: let c x = C x Another isomorphism Felix implements is the elimination of unit values, including those in tuples: Felix can do this because (most) polymorphic values are monomorphised which can be done because it is a whole program analyser, Ocaml, for example, cannot do this easily because it supports separate compilation. For the same reason Felix performs type-class dispatch at compile time whilst Haskell passes around dictionaries. There are some quite surprising issues here. For example an array is just a tuple, and tuples can be indexed at run time using a match and returning a value of a corresponding sum type. Indeed, to be correct the index used is in fact a case of unit sum with N summands, rather than an integer. Yet, in a real implementation, if the tuple is an array the index is replaced by an integer with a range check, and the result type is replaced by the common argument type of all the constructors: two isomorphisms are involved here, but they're implemented partly in the compiler translation and partly at run time.

    Read the article

  • C printf not working on ubuntu 13.10 terminal

    - by Blaze Tama
    First, im new in ubuntu so please bear with me. I need to create a C based program for a course in my university. I was using opensuse and its konsole when i was in the university's lab. So basically i need to install opensuse on my system or using a vmware. But i feel lazy to do that, so i tried to run it on my ubuntu instead of opensuse. However, no C code seems working on ubuntu's terminal. The compiling is success, but its not running, or at least the printf is not running. This is my code, a very very simple one : #include<stdio.h> #include<unistd.h> #include<stdlib.h> int main() { printf("test"); return 0; } When i compile it with gcc test.c -o test everything work fine and i get an executeable file. Then i try to run it by ./test, but the printf is not printed. No error or warning was shown. Am i missing something? Note : my gcc is the new one, it should has no problem. Thanks for your help :D

    Read the article

  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

    Read the article

  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

    Read the article

  • Determinism in multiplayer simulation with Box2D, and single computer

    - by Jake
    I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and compile the executables. I type inputs (WASD for a simple car movement) into one of the 2 clients and I can get both clients to update the simulation. There are 2 cars in the simulation. As long as the cars do not collide, I get the same identical output on both client.exe. I can run the car(s) around for as long as I could they still update the same. However, if I start to collide the cars, very quickly they go out of sync. My tools: Windows 7, C++, MSVS 2010, Box2D, freeGlut. My Psuedocode: // client.exe void timer(int value) { tcpServer.send(my_inputs); foreach(i = player including myself) inputs[i] = tcpServer.receive(); foreach(i = player including myself) players[i].process(inputs[i]); myb2World.step(33, 8, 6); // Box2D world step simulation foreach(i = player including myself) renderer.render(player[i]); glutTimerFunc(33, timer, 0); } // server.exe void serviceloop { while(all clients alive) { foreach(c = clients) tcpClients[c].receive(&inputs[c]); // send input of each client to all clients foreach(source = clients) { foreach(dest = clients) { tcpClients[dest].send(inputs[source]); } } } } I have read all over the internet and SE the following claims (paraphrased): Box2D is deterministic as long as floating point architecture/implementation is the same. (For any deterministic engine) Determinism is gauranteed if playback of recorded inputs is on the same machine with exe compiled using same compiler and machine. Additionally my server.exe and client.exe gameloop is single thread with blocking socket calls and fixed time step. Question: Can anyone explain what I did wrong to get different Box2D output?

    Read the article

  • XNA C# How to draw fonts in different color

    - by XNA newbie
    I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system. [User1name] says: Hi [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. When the user pressed 'ENTER', the text he entered will be added inside an ArrayList chatList.Add(s); For displaying the text he entered, I used for (int i = 0; i < chatList.Count(); i++) { spriteBatch.DrawString(font, chatList[i], new Vector2(40, arr1[i]), Color.Yellow); } *arr1[i] contains 5 y-axis points to print my 5 line of chats in the chatbox Question1: What if I have another type of message which will be added into ChatList (something like a system message). I need the System Message to be printed out in red color. And if the user keeps on chatting, the chat box will be updated according: (MAX 5 LINES) The newest chat will be shown below, and the oldest one will be deleted if they reached the max 5 lines. [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. [User1name] says: Ok, great to hear that! I'm having trouble to print each line color according to their msg type. For normal msg, it should be yellow. For system msg, it should be red. Question2: And for the next problem, I need the chat texts to be white color, while the names of the user is yellow (like warcraft3 chat system). How do I do that? I have a hard time thinking of a solution for these to work. Advise needed.

    Read the article

  • Where is it permissible to add logging code in a MVC model?

    - by BDotA
    Working on a C# WinForms program that is written in a MVC ( actually Model-View-Presenter) style and I want to add a few lines of code that is responsible for logging some events. Where should I write two or three lines of code that I need? Should I write it in the Presenter section? To get an idea, here is some lines of sample code that already exists in the Save() metohd in Company.MyApplication.Presenter.MyPresenter.cs class: he has written codes lie the following in this part of presenter: private void Save(Helper.SaveStatusEnum status) { if (notification.CheckLocks(orderIdCollection)) { using (new HourglassController()) { controller.FireActiveCellLeaving(); ViewDocumentedValues(); int result = saveController.Save(status); if (result == Helper.SAVE_SUCCESSFUL) { // IS IT OK TO WRITE MY COUPLE LINES OF CODE IN HERE??????????? model.Dirty = false; if ((model.CurrentStatus == Helper.OrderStatusEnum.Complete) || (model.CurrentStatus == Helper.OrderStatusEnum.Corrected)) { controller.EnableDisableSheet(false); } CheckApplicationState(); SheetHelper.ClearUnsavedDataRowImage(view.ActiveSheet); } else { MessageBox.Show("An unexpected error occuring trying to save."); } } } }

    Read the article

  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

    Read the article

  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

    Read the article

  • RPi and Java Embedded GPIO: Java code to blink more LEDs

    - by hinkmond
    Now, it's time to blink the other GPIO ports with the other LEDs connected to them. This is easy using Java Embedded, since the Java programming language is powerful and flexible. Embedded developers are not used to this, since the C programming language is more popular but less easy to develop in. We just need to use a dynamic Java String array to map to the pinouts of the GPIO port names from the previous diagram posted. This way we can address each "channel" with an index into that String array. static String[] GpioChannels = { "0", "1", "4", "17", "21", "22", "10", "9" }; With this new dynamic array, we can streamline the main() of this Java program to activate all the ports. /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter[] commandChannels; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port unexportFile.write(gpioChannel); unexportFile.flush(); // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); } And, then simply add array code to where we blink the LED to make it blink all the LEDS on and off at once. /*** Send commands to GPIO port ***/ commandChannels = new FileWriter[GpioChannels.length]; for (int channum=0; channum It's easier than falling off a log... or at least easier than C programming. Hinkmond

    Read the article

  • Collapsing Bookmarks

    - by Tim Dexter
    I said I would tackle documenting some of the new features in the 10.1.3.4.1 roll up patch I mentioned last week. With the patch you can now set the default state of bookmarks (if you create them) in your PDF outputs. If your users prefer to see them all collapsed to the base level or may be collapsed to the second level to ease navigation; whatever they need. Its another opportunity for you to look like a star! You of course need to start with a table of contents; then add the convert|copy to bookmarks command. You can then add the new collapse command to set the appropriate level in the bookmarks. <?copy-to-bookmark:?> <?collapse-bookmark:show;2?> <<< Table of Contents >>> <?end convert-to-bookmark?> The command allows you to expand or collapse the bookmarks as you need. Of course you will know how many levels you will have in the final output document. The command takes the form: <?collapse-bookmark:show|hide;level int?> Some examples <?collapse-bookmark:hide;1?> <?collapse-bookmark:hide;2?> <?collapse-bookmark:hide;3?> Sample template and data here. Dont forget you need that 10.1.3.4.1 roll up!

    Read the article

  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

    Read the article

  • Search in Projects API

    - by Geertjan
    Today I got some help from Jaroslav Havlin, the creator of the new "Search in Projects API". Below are the steps to create a search provider that finds recently modified files, via a new tab in the "Find in Projects" dialog: Here's how to get to the above result. Create a new NetBeans module project named "RecentlyModifiedFilesSearch". Then set dependencies on these libraries: Search in Projects API Lookup API Utilities API Dialogs API Datasystems API File System API Nodes API Create and register an implementation of "SearchProvider". This class tells the application the name of the provider and how it can be used. It should be registered via the @ServiceProvider annotation.Methods to implement: Method createPresenter creates a new object that is added to the "Find in Projects" dialog when it is opened. Method isReplaceSupported should return true if this provider support replacing, not only searching. If you want to disable the search provider (e.g., there aren't required external tools available in the OS), return false from isEnabled. Method getTitle returns a string that will be shown in the tab in the "Find in Projects" dialog. It can be localizable. Example file "org.netbeans.example.search.ExampleSearchProvider": package org.netbeans.example.search; import org.netbeans.spi.search.provider.SearchProvider; import org.netbeans.spi.search.provider.SearchProvider.Presenter; import org.openide.util.lookup.ServiceProvider; @ServiceProvider(service = SearchProvider.class) public class ExampleSearchProvider extends SearchProvider { @Override public Presenter createPresenter(boolean replaceMode) { return new ExampleSearchPresenter(this); } @Override public boolean isReplaceSupported() { return false; } @Override public boolean isEnabled() { return true; } @Override public String getTitle() { return "Recent Files Search"; } } Next, we need to create a SearchProvider.Presenter. This is an object that is passed to the "Find in Projects" dialog and contains a visual component to show in the dialog, together with some methods to interact with it.Methods to implement: Method getForm returns a JComponent that should contain controls for various search criteria. In the example below, we have controls for a file name pattern, search scope, and the age of files. Method isUsable is called by the dialog to check whether the Find button should be enabled or not. You can use NotificationLineSupport passed as its argument to set a display error, warning, or info message. Method composeSearch is used to apply the settings and prepare a search task. It returns a SearchComposition object, as shown below. Please note that the example uses ComponentUtils.adjustComboForFileName (and similar methods), that modifies a JComboBox component to act as a combo box for selection of file name pattern. These methods were designed to make working with components created in a GUI Builder comfortable. Remember to call fireChange whenever the value of any criteria changes. Example file "org.netbeans.example.search.ExampleSearchPresenter": package org.netbeans.example.search; import java.awt.FlowLayout; import javax.swing.BoxLayout; import javax.swing.JComboBox; import javax.swing.JComponent; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JSlider; import javax.swing.event.ChangeEvent; import javax.swing.event.ChangeListener; import org.netbeans.api.search.SearchScopeOptions; import org.netbeans.api.search.ui.ComponentUtils; import org.netbeans.api.search.ui.FileNameController; import org.netbeans.api.search.ui.ScopeController; import org.netbeans.api.search.ui.ScopeOptionsController; import org.netbeans.spi.search.provider.SearchComposition; import org.netbeans.spi.search.provider.SearchProvider; import org.openide.NotificationLineSupport; import org.openide.util.HelpCtx; public class ExampleSearchPresenter extends SearchProvider.Presenter { private JPanel panel = null; ScopeOptionsController scopeSettingsPanel; FileNameController fileNameComboBox; ScopeController scopeComboBox; ChangeListener changeListener; JSlider slider; public ExampleSearchPresenter(SearchProvider searchProvider) { super(searchProvider, false); } /** * Get UI component that can be added to the search dialog. */ @Override public synchronized JComponent getForm() { if (panel == null) { panel = new JPanel(); panel.setLayout(new BoxLayout(panel, BoxLayout.PAGE_AXIS)); JPanel row1 = new JPanel(new FlowLayout(FlowLayout.LEADING)); JPanel row2 = new JPanel(new FlowLayout(FlowLayout.LEADING)); JPanel row3 = new JPanel(new FlowLayout(FlowLayout.LEADING)); row1.add(new JLabel("Age in hours: ")); slider = new JSlider(1, 72); row1.add(slider); final JLabel hoursLabel = new JLabel(String.valueOf(slider.getValue())); row1.add(hoursLabel); row2.add(new JLabel("File name: ")); fileNameComboBox = ComponentUtils.adjustComboForFileName(new JComboBox()); row2.add(fileNameComboBox.getComponent()); scopeSettingsPanel = ComponentUtils.adjustPanelForOptions(new JPanel(), false, fileNameComboBox); row3.add(new JLabel("Scope: ")); scopeComboBox = ComponentUtils.adjustComboForScope(new JComboBox(), null); row3.add(scopeComboBox.getComponent()); panel.add(row1); panel.add(row3); panel.add(row2); panel.add(scopeSettingsPanel.getComponent()); initChangeListener(); slider.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { hoursLabel.setText(String.valueOf(slider.getValue())); } }); } return panel; } private void initChangeListener() { this.changeListener = new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { fireChange(); } }; fileNameComboBox.addChangeListener(changeListener); scopeSettingsPanel.addChangeListener(changeListener); slider.addChangeListener(changeListener); } @Override public HelpCtx getHelpCtx() { return null; // Some help should be provided, omitted for simplicity. } /** * Create search composition for criteria specified in the form. */ @Override public SearchComposition<?> composeSearch() { SearchScopeOptions sso = scopeSettingsPanel.getSearchScopeOptions(); return new ExampleSearchComposition(sso, scopeComboBox.getSearchInfo(), slider.getValue(), this); } /** * Here we return always true, but could return false e.g. if file name * pattern is empty. */ @Override public boolean isUsable(NotificationLineSupport notifySupport) { return true; } } The last part of our search provider is the implementation of SearchComposition. This is a composition of various search parameters, the actual search algorithm, and the displayer that presents the results.Methods to implement: The most important method here is start, which performs the actual search. In this case, SearchInfo and SearchScopeOptions objects are used for traversing. These objects were provided by controllers of GUI components (in the presenter). When something interesting is found, it should be displayed (with SearchResultsDisplayer.addMatchingObject). Method getSearchResultsDisplayer should return the displayer associated with this composition. The displayer can be created by subclassing SearchResultsDisplayer class or simply by using the SearchResultsDisplayer.createDefault. Then you only need a helper object that can create nodes for found objects. Example file "org.netbeans.example.search.ExampleSearchComposition": package org.netbeans.example.search; public class ExampleSearchComposition extends SearchComposition<DataObject> { SearchScopeOptions searchScopeOptions; SearchInfo searchInfo; int oldInHours; SearchResultsDisplayer<DataObject> resultsDisplayer; private final Presenter presenter; AtomicBoolean terminated = new AtomicBoolean(false); public ExampleSearchComposition(SearchScopeOptions searchScopeOptions, SearchInfo searchInfo, int oldInHours, Presenter presenter) { this.searchScopeOptions = searchScopeOptions; this.searchInfo = searchInfo; this.oldInHours = oldInHours; this.presenter = presenter; } @Override public void start(SearchListener listener) { for (FileObject fo : searchInfo.getFilesToSearch( searchScopeOptions, listener, terminated)) { if (ageInHours(fo) < oldInHours) { try { DataObject dob = DataObject.find(fo); getSearchResultsDisplayer().addMatchingObject(dob); } catch (DataObjectNotFoundException ex) { listener.fileContentMatchingError(fo.getPath(), ex); } } } } @Override public void terminate() { terminated.set(true); } @Override public boolean isTerminated() { return terminated.get(); } /** * Use default displayer to show search results. */ @Override public synchronized SearchResultsDisplayer<DataObject> getSearchResultsDisplayer() { if (resultsDisplayer == null) { resultsDisplayer = createResultsDisplayer(); } return resultsDisplayer; } private SearchResultsDisplayer<DataObject> createResultsDisplayer() { /** * Object to transform matching objects to nodes. */ SearchResultsDisplayer.NodeDisplayer<DataObject> nd = new SearchResultsDisplayer.NodeDisplayer<DataObject>() { @Override public org.openide.nodes.Node matchToNode( final DataObject match) { return new FilterNode(match.getNodeDelegate()) { @Override public String getDisplayName() { return super.getDisplayName() + " (" + ageInMinutes(match.getPrimaryFile()) + " minutes old)"; } }; } }; return SearchResultsDisplayer.createDefault(nd, this, presenter, "less than " + oldInHours + " hours old"); } private static long ageInMinutes(FileObject fo) { long fileDate = fo.lastModified().getTime(); long now = System.currentTimeMillis(); return (now - fileDate) / 60000; } private static long ageInHours(FileObject fo) { return ageInMinutes(fo) / 60; } } Run the module, select a node in the Projects window, press Ctrl-F, and you'll see the "Find in Projects" dialog has two tabs, the second is the one you provided above:

    Read the article

  • How do I draw a single Triangle with XNA and fill it with a Texture?

    - by Deukalion
    I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a list of Triangles and renders them also. But it isn't working. I'm not understanding what all the things does and there's not enough information. My methods: // Triangle is a struct with A, B, C (didn't include) A, B, C = Vector3 public static void Render(GraphicsDevice device, List<Triangle> triangles, Texture2D texture) { foreach (Triangle triangle in triangles) { Render(device, triangle, texture); } } public static void Render(GraphicsDevice device, Triangle triangle, Texture2D texture) { BasicEffect _effect = new BasicEffect(device); _effect.Texture = texture; _effect.VertexColorEnabled = true; VertexPositionColor[] _vertices = new VertexPositionColor[3]; _vertices[0].Position = triangle.A; _vertices[1].Position = triangle.B; _vertices[2].Position = triangle.B; foreach (var pass in _effect.CurrentTechnique.Passes) { pass.Apply(); device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, _vertices, 0, _vertices.Length, new int[] { 0, 1, 2 }, // example has something similiar, no idea what this is 0, 3 // 3 = gives me an error, 1 = works but no results ); } }

    Read the article

  • Adventures in Windows 8: Placing items in a GridView with a ColumnSpan or RowSpan

    - by Laurent Bugnion
    Currently working on a Windows 8 app for an important client, I will be writing about small issues, tips and tricks, ideas and whatever occurs to me during the development and the integration of this app. When working with a GridView, it is quite common to use a VariableSizedWrapGrid as the ItemsPanel. This creates a nice flowing layout which will auto-adapt for various resolutions. This is ideal when you want to build views like the Windows 8 start menu. However immediately we notice that the Start menu allows to place items on one column (Smaller) or two columns (Larger). This switch happens through the AppBar. So how do we implement that in our app? Using ColumnSpan and RowSpan When you use a VariableSizedWrapGrid directly in your XAML, you can attach the VariableSizedWrapGrid.ColumnSpan and VariableSizedWrapGrid.RowSpan attached properties directly to an item to create the desired effect. For instance this code create this output (shown in Blend but it runs just the same): <VariableSizedWrapGrid ItemHeight="100" ItemWidth="100" Width="200" Orientation="Horizontal"> <Rectangle Fill="Purple" /> <Rectangle Fill="Orange" /> <Rectangle Fill="Yellow" VariableSizedWrapGrid.ColumnSpan="2" /> <Rectangle Fill="Red" VariableSizedWrapGrid.ColumnSpan="2" VariableSizedWrapGrid.RowSpan="2" /> <Rectangle Fill="Green" VariableSizedWrapGrid.RowSpan="2" /> <Rectangle Fill="Blue" /> <Rectangle Fill="LightGray" /> </VariableSizedWrapGrid> Using the VariableSizedWrapGrid as ItemsPanel When you use a GridView however, you typically bind the ItemsSource property to a collection, for example in a viewmodel. In that case, you want to be able to switch the ColumnSpan and RowSpan depending on properties on the item. I tried to find a way to bind the VariableSizedWrapGrid.ColumnSpan attached property on the GridView’s ItemContainerStyle template to an observable property on the item, but it didn’t work. Instead, I decided to use a StyleSelector to switch the GridViewItem’s style. Here’s how: First I added my two GridViews to my XAML as follows: <Page.Resources> <local:MainViewModel x:Key="Main" /> <DataTemplate x:Key="DataTemplate1"> <Grid Background="{Binding Brush}"> <TextBlock Text="{Binding BrushCode}" /> </Grid> </DataTemplate> </Page.Resources> <Page.DataContext> <Binding Source="{StaticResource Main}" /> </Page.DataContext> <Grid Background="{StaticResource ApplicationPageBackgroundThemeBrush}" Margin="20"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <GridView ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="150" ItemWidth="150" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> <GridView Grid.Column="1" ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="100" ItemWidth="100" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> </Grid> The MainViewModel looks like this: public class MainViewModel { public IList<Item> Items { get; private set; } public MainViewModel() { Items = new List<Item> { new Item { Brush = new SolidColorBrush(Colors.Red) }, new Item { Brush = new SolidColorBrush(Colors.Blue) }, new Item { Brush = new SolidColorBrush(Colors.Green), }, // And more... }; } } As for the Item class, I am using an MVVM Light ObservableObject but you can use your own simple implementation of INotifyPropertyChanged of course: public class Item : ObservableObject { public const string ColSpanPropertyName = "ColSpan"; private int _colSpan = 1; public int ColSpan { get { return _colSpan; } set { Set(ColSpanPropertyName, ref _colSpan, value); } } public SolidColorBrush Brush { get; set; } public string BrushCode { get { return Brush.Color.ToString(); } } } Then I copied the GridViewItem’s style locally. To do this, I use Expression Blend’s functionality. It has the disadvantage to copy a large portion of XAML to your application, but the HUGE advantage to allow you to change the look and feel of your GridViewItem everywhere in the application. For example, you can change the selection chrome, the item’s alignments and many other properties. Actually everytime I use a ListBox, ListView or any other data control, I typically copy the item style to a resource dictionary in my application and I tweak it. Note that Blend for Windows 8 apps is automatically installed with every edition of Visual Studio 2012 (including Express) so you have no excuses anymore not to use Blend :) Open MainPage.xaml in Expression Blend by right clicking on the MainPage.xaml file in the Solution Explorer and selecting Open in Blend from the context menu. Note that the items do not look very nice! The reason is that the default ItemContainerStyle sets the content’s alignment to “Center” which I never quite understood. Seems to me that you rather want the content to be stretched, but anyway it is easy to change.   Right click on the GridView on the left and select Edit Additional Templates, Edit Generated Item Container (ItemContainerStyle), Edit a Copy. In the Create Style Resource dialog, enter the name “DefaultGridViewItemStyle”, select “Application” and press OK. Side note 1: You need to save in a global resource dictionary because later we will need to retrieve that Style from a global location. Side note 2": I would rather copy the style to an external resource dictionary that I link into the App.xaml file, but I want to keep things simple here. Blend switches in Template edit mode. The template you are editing now is inside the ItemContainerStyle and will govern the appearance of your items. This is where, for instance, the “checked” chrome is defined, and where you can alter it if you need to. Note that you can reuse this style for all your GridViews even if you use a different DataTemplate for your items. Makes sense? I probably need to think about writing another blog post dedicated to the ItemContainerStyle :) In the breadcrumb bar on top of the page, click on the style icon. The property we want to change now can be changed in the Style instead of the Template, which is a better idea. Blend is not in Style edit mode, as you can see in the Objects and Timeline pane. In the Properties pane, in the Search box, enter the word “content”. This will filter all the properties containing that partial string, including the two we are interested in: HorizontalContentAlignment and VerticalContentAlignment. Set these two values to “Stretch” instead of the default “Center”. Using the breadcrumb bar again, set the scope back to the Page (by clicking on the first crumb on the left). Notice how the items are now showing as squares in the first GridView. We will now use the same ItemContainerStyle for the second GridView. To do this, right click on the second GridView and select Edit Additional Templates, Edit Generate Item Container, Apply Resource, DefaultGridViewItemStyle. The page now looks nicer: And now for the ColumnSpan! So now, let’s change the ColumnSpan property. First, let’s define a new Style that inherits the ItemContainerStyle we created before. Make sure that you save everything in Blend by pressing Ctrl-Shift-S. Open App.xaml in Visual Studio. Below the newly created DefaultGridViewItemStyle resource, add the following style: <Style x:Key="WideGridViewItemStyle" TargetType="GridViewItem" BasedOn="{StaticResource DefaultGridViewItemStyle}"> <Setter Property="VariableSizedWrapGrid.ColumnSpan" Value="2" /> </Style> Add a new class to the project, and name it MainItemStyleSelector. Implement the class as follows: public class MainItemStyleSelector : StyleSelector { protected override Style SelectStyleCore(object item, DependencyObject container) { var i = (Item)item; if (i.ColSpan == 2) { return Application.Current.Resources["WideGridViewItemStyle"] as Style; } return Application.Current.Resources["DefaultGridViewItemStyle"] as Style; } } In MainPage.xaml, add a resource to the Page.Resources section: <local:MainItemStyleSelector x:Key="MainItemStyleSelector" /> In MainPage.xaml, replace the ItemContainerStyle property on the first GridView with the ItemContainerStyleSelector property, pointing to the StaticResource we just defined. <GridView ItemsSource="{Binding Items}" ItemTemplate="{StaticResource DataTemplate1}" VerticalAlignment="Top" ItemContainerStyleSelector="{StaticResource MainItemStyleSelector}"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VariableSizedWrapGrid ItemHeight="150" ItemWidth="150" /> </ItemsPanelTemplate> </GridView.ItemsPanel> </GridView> Do the same for the second GridView as well. Finally, in the MainViewModel, change the ColumnSpan property on the 3rd Item to 2. new Item { Brush = new SolidColorBrush(Colors.Green), ColSpan = 2 }, Running the application now creates the following image, which is what we wanted. Notice how the green item is now a “wide tile”. You can also experiment by creating different Styles, all inheriting the DefaultGridViewItemStyle and using different values of RowSpan for instance. This will allow you to create any layout you want, while leaving the heavy lifting of “flowing the layout” to the GridView control. What about changing these values dynamically? Of course as we can see in the Start menu, it would be nice to be able to change the ColumnSpan and maybe even the RowSpan values at runtime. Unfortunately at this time I have not found a good way to do that. I am investigating however and will make sure to post a follow up when I find what I am looking for!   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • Access Violation when trying to bind Vertex Object Array

    - by Paul
    I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); I have searched the internet high and low for a solution and I haven't found one. The rest of my function looks like this: int main(array<System::String ^> ^args) { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 0); // 4x antialiasing glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL // Open a window and create its OpenGL context if( !glfwOpenWindow( 800, 600, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Game Engine" ); // Create and bind a VAO GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glfwEnable( GLFW_STICKY_KEYS );

    Read the article

  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

    Read the article

< Previous Page | 585 586 587 588 589 590 591 592 593 594 595 596  | Next Page >