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  • IF I have multiple candidate keys which one is a primary key and justify your choice ??

    - by zahrani
    Given R = { Account , Analyst , Assets, Broker, Client, Commission, Company, Dividend, Exchange, Investment, Office, Profile, Return, Risk_profile, Stock, Volume} and a set of functional dependencies F{fd1, fd2,fd3, fd4, fd5,fd6, fd7, fd8, fd9, fd10, fd11} where: fd1: Client - Office fd2: Stock - Exchange, Dividend fd3: Broker - Profile fd4: Company - Stock fd5: Client - Risk_profile, Analyst fd6: Analyst - Broker fd7: Stock, Broker - Invenstment, Volume fd8: Stock - Company fd9: Investment,Commission - Return fd10: Stock, Broker - Client fd11: Account - Assests these are candidate key(s) : (Account, Commission,Analyst ,Company) (Account, Commission,Analyst ,Stock) (Account ,Commission,Broker ,Company) (Account ,Commission,Broker ,Stock) (Account ,Commission,Client, Company) (Account ,Commission,Client ,Stock) (Q) Select a primary key and justify your choice ? I was select (Account ,Commission,Broker ,Stock) as a primary key ??? I chose that because it has the most direct dependencies compared to other ones. e.g. more attributes are functionally dependent on this primary key. please check if my answer is it true ? or Not I'm waiting your answer asap thank you

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  • Howw to add new value with generic Repository if there are foreign keys (EF-4)?

    - by Phsika
    i try to write a kind of generic repository to add method. Everything is ok to add but I have table which is related with two tables with FOREIGN KEY.But Not working because of foreign key public class DomainRepository<TModel> : IDomainRepository<TModel> where TModel : class { #region IDomainRepository<T> Members private ObjectContext _context; private IObjectSet<TModel> _objectSet; public DomainRepository() { } public DomainRepository(ObjectContext context) { _context = context; _objectSet = _context.CreateObjectSet<TModel>(); } //do something..... public TModel Add<TModel>(TModel entity) where TModel : IEntityWithKey { EntityKey key; object originalItem; key = _context.CreateEntityKey(entity.GetType().Name, entity); _context.AddObject(key.EntitySetName, entity); _context.SaveChanges(); return entity; } //do something..... } Calling REPOSITORY: //insert-update-delete public partial class AddtoTables { public table3 Add(int TaskId, int RefAircraftsId) { using (DomainRepository<table3> repTask = new DomainRepository<table3>(new TaskEntities())) { return repTask.Add<table3>(new table3() { TaskId = TaskId, TaskRefAircraftsID = RefAircraftsId }); } } } How to add a new value if this table includes foreign key relation

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  • How to insert an n:m-relationship with technical primary keys generated by a sequence?

    - by bitschnau
    Let's say I have two tables with several fields and in every table there is a primary key which is a technical id generated by a database sequence: table1 table2 ------------- ------------- field11 <pk> field21 <pk> field12 field22 field11 and field21 are generated by sequences. Also there is a n:m-relationship between table1 und table2, designed in table3: table3 ------------- field11 <fk> field21 <fk> The ids in table1 und table2 are generated during the insert statement: INSERT INTO table1 VALUES (table1_seq1.NEXTVAL, ... INSERT INTO table2 VALUES (table2_seq1.NEXTVAL, ... Therefore I don't know the primary key of the added row in the data-access-layer of my program, because the generation of the pk happens completely in the database. What's the best practice to update table3 now? How can I gain access to the primary key of the rows I just inserted?

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  • Why does cisco IOS require domain-name to be set before SSH keys can be generated?

    - by Daniel Papasian
    Is there a technical reason why IOS requires the device's domain-name to be set (via ip domain-name) before an SSH key can be generated? Is the domain-name used in any way in the generation of the key? Is there any way to force the generation of a key before the domain name is set? UPDATE: Myself (before I posted this question) and others in your answer seem to think it may be used as either a salt or a source of entropy for the key. Wouldn't the domain-name be very predictable? This doesn't seem like a suitable source of entropy.

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  • Find messages from certain key till certain key while being able to remove stale keys.

    - by Alfred
    My problem Let's say I add messages to some sort of datastructure: 1. "dude" 2. "where" 3. "is" 4. "my" 5. "car" Asking for messages from index[4,5] should return: "my","car". Next let's assume that after a while I would like to purge old messages because they aren't useful anymore and I want to save memory. Let's say at time x messages[1-3] became stale. I assume that it would be most efficient to just do the deletion once every x seconds. Next my datastructure should contain: 4. "my" 5. "car" My solution? I was thinking of using a concurrentskiplistset or concurrentskiplist map. Also I was thinking of deleting the old messages from inside a newSingleThreadScheduledExecutor. I would like to know how you would implement(efficiently/thread-safe) this or maybe use a library?

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  • How do I order by foreign attribute for belongs_to reference where there are 2 keys to foreign table

    - by Will
    I have a Model which has a belongs_to association with another Model as follows class Article belongs_to :author, :class_name => "User" end If I wanted to find all articles for a particular genre ordered by author I would do something like the following articles = Article.all(:includes => [:author], :order => "users.name") However if Article happens to have two references to User how can I sort on :author? class Article belongs_to :editor, :class_name => "User" belongs_to :author, :class_name => "User" end I have tried articles = Article.all(:includes => [:author], :order => "users.name") #=> incorrect results articles = Article.all(:includes => [:author], :order => "authors.name") #=> Exception Thrown

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  • Percentage difference between different values in the same keys of two different arrays.

    - by Paul
    Hey. I'm looking for a solution to this problem. I got 2 arrays, like this: array(2) { [20100526]=> array(1) { ["ga:pageviews"]=> string(5) "19088" } [20100527]=> array(1) { ["ga:pageviews"]=> string(5) "15566" } } array(2) { [20100526]=> array(1) { ["ga:pageviews"]=> string(5) "12043" } [20100527]=> array(1) { ["ga:pageviews"]=> string(5) "11953" } } Now I'd like to create a new array, with the % difference between the values per key. Would be something like this: array(2) { [20100526]=> array(1) { ["ga:pageviews"]=> string(5) "88,23" } [20100527]=> array(1) { ["ga:pageviews"]=> string(5) "74,54" } } Can anyone help me how to create that array?

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  • What's the best way to get a bunch of rows from MySQL if you have an array of integer primary keys?

    - by Evan P.
    I have a MySQL table with an auto-incremented integer primary key. I want to get a bunch of rows from the table based on an array of integers I have in memory in my program. The array ranges from a handful to about 1000 items. What's the most efficient query syntax to get the rows? I can think of a few: "SELECT * FROM thetable WHERE id IN (1, 2, 3, 4, 5)" (this is what I do now) "SELECT * FROM thetable where id = 1 OR id = 2 OR id = 3" Multiple queries of the form "SELECT * FROM thetable WHERE id = 1". Probably the most friendly to the query cache, but expensive due to having lots of query parsing. A union, like "SELECT * FROM thetable WHERE id = 1 UNION SELECT * FROM thetable WHERE id = 2 ..." I'm not sure if MySQL caches the results of each query; it's also the most verbose format. I think using the NoSQL interface in MySQL 5.6+ would be the most efficient way to do this, but I'm not yet up to MySQL 5.6.

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  • Rails 3: Create an instance with 3 foreign keys.

    - by donald
    Hello, Having a reviews table: # Table name: reviews # # id :integer not null, primary key # wsp_id :integer # service_id :integer # user_id :integer # description :text # rating :integer # created_at :datetime # updated_at :datetime # belongs_to :wsp belongs_to :service belongs_to :user How can I create a review for a service and pass the wsp_id and user_id? Do I need to use nested routes? I am able to do @user.reviews.new(params[:review]) but I'm not being able of passing the wsp_id and the service_id. Here's my Reviews create controller. def create @review = current_user.reviews.new(params[:review]) if @review.save #Saved else #Error, not saved end end What am I doing wrong? Thank you!

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  • Nested Resource - How to pass needed keys, and attribute to update?

    - by Jason B
    My nested resources are working for form_for updates, but I have a few toggles that I need to setup to change a status field. So I am using link_to, and accessing the url helper. link_to "toggle", edit_project_expense_path(@project[:id],expense_item[:id]) routes.rb resources :projects do resources :expenses end match '/submit_expense/:id' => 'expenses#submit_expense', :as => 'submit_expense' rake routes edit_project_expense GET /projects/:project_id/expenses/:id/edit(.:format) expenses#edit My question is: How can I also send along :approval_status = "1", with my link_to?

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  • EF Code First, how can I achieve two foreign keys from one table to other table?

    - by Yoo Matsuo
    I've recently downloaded Entity Framework Code First CTP5, and have a trouble with this scenario. I have two tables as follows: Members table ID Name Comments table ID Comment CommentedMemberID CommentMemberID And, the data should be like the following: Members ID Name 1 Mike 2 John 3 Tom Comments ID Comment CommentedMemberID CommentMemberID 1 Good 1 2 2 Good 1 3 3 Bad 2 1 Then, I coded as shown below: public class Member { public int ID {get; set; } public string Name { get; set;} public virtual ICollection Comments { get; set;} } public class Comment { public int ID { get; set; } public string Comment { get; set; } public int CommentedMemberID { get; set; } public int CommentMemberID{ get; set; } public virtual Member CommentedMember { get; set; } public virtual Member CommentMember { get; set; } } public class TestContext : DbContext { public DbSet Members { get; set; } public DbSet Comments { get; set; } } But when I run these models on my cshtml, it gives me errors saying "Cannot create CommentMember instance" or something like that (Sorry, I already changed my models to proceed the EF Code First evaluation, so can't reproduce the same error). I've also tried to use OnModelCreating on the TestContext, but can't find any good instructions and don't know what to do. I saw a blog post of the EF Code First CTP3, and it seems there was a RelatedTo attribute in that version, but now it has gone. Could anyone know how to get it work properly? Or is this a totally wrong way to go with this scenario? Thanks, Yoo

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  • How to handle ids and polymorphic associations in views if compound keys are not supported?

    - by duncan
    I have a Movie plan table: movie_plans (id, description) Each plan has items, which describe a sequence of movies and the duration in minutes: movie_plan_items (id, movie_plan_id, movie_id, start_minutes, end_minutes) A specific instance of that plan happens in: movie_schedules (id, movie_plan_id, start_at) However the schedule items can be calculated from the movie_plan_items and the schedule start time by adding the minutes create view movie_schedule_items as select CONCAT(p.id, '-', s.id) as id, s.id as movie_schedule_id, p.id as movie_plan_item_id, p.movie_id, p.movie_plan_id, (s.start_at + INTERVAL p.start_minutes MINUTE) as start_at, (s.start_at + INTERVAL p.end_minutes MINUTE) as end_at from movie_plan_items p, movie_schedules s where s.movie_plan_id=p.movie_plan_id; I have a model over this view (readonly), it works ok, except that the id is right now a string. I now want to add a polymorphic property (like comments) to various of the previous tables. Therefore for movie_schedule_items I need a unique and persistent numeric id. I have the following dilemma: I could avoid the id and have movie_schedule_items just use the movie_plan_id and movie_schedule_id as a compound key, as it should. But Rails sucks in this regard. I could create an id using String#hash or a md5, thus making it slower or collision prone (and IIRC String#hash is no longer persistent across processes in Ruby 1.9) Any ideas on how to handle this situation?

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  • C# form - checkboxes do not respond to plus/minus keys - easy workaround?

    - by Scott
    On forms created with pre dotNET VB and C++ (MFC), a checkbox control responded to the plus/minus key without custom programming. When focus was on the checbox control, pressing PLUS would check the box, no matter what the previous state (checked/unchecked), while pressing MINUS would uncheck it, no matter the previous state. C# winform checkboxes do not seem to exhibit this behavior. Said behavior was very, very handy for automation, whereby the automating program would set focus to a checkbox control and issue a PLUS or MINUS to check or uncheck it. Without this capability, that cannot be done, as the automation program (at least the one I am using) is unable to query the current state of the checkbox (so it can decide whether to issue a SPACE key to toggle the state to the desired one). I've gone over the properties of a checkbox in the Visual Studio 2008 IDE and could not find anything that would restore/enable response to PLUS/MINUS. Since I am in control of the sourcecode for the WinForms in question, I could replace all checkbox controls with a custom checkbox control, but blech, I'd like to avoid that - heck, I don't think I could even consider that given the amount of refactoring that would need to be done. So the bottom line is: does anyone know of a way to get this behavior back more easily than a coding change?

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  • How to avoid Foreign Keys constraints for all tables in DB truncate ?

    - by eugeneK
    Hi, for designing purposes i need to truncate all DB which has lots of FK's. I cannot use DELETE command simply because some tables set with Identity of TinyInts and contain about 150 items. this is a query ( truncate all tables in selected DB ) i'm trying to run Declare @t varchar (1024) Declare tbl_cur cursor for select TABLE_NAME from INFORMATION_SCHEMA.TABLES WHERE TABLE_TYPE = 'BASE TABLE' OPEN tbl_cur FETCH NEXT from tbl_cur INTO @t WHILE @@FETCH_STATUS = 0 BEGIN EXEC ('TRUNCATE TABLE '+ @t) FETCH NEXT from tbl_cur INTO @t END CLOSE tbl_cur DEALLOCATE tbl_Cur What the best and easiest way to achieve truncate on DB with many FK's ?

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  • Entity diagram with tables that have foreign keys that point to a non-PK column do not show relation

    - by Jason Coyne
    I have two tables parent and child. If I make a foreign key on child that points to the primary key of parent, and then make an entity diagram, the relationship is shown correctly. If I make the foreign key point to a different column, the relationship is not shown. I have tried adding indexes to the column, but it does not have an effect. The database is sqlite, but I am not sure if that has an effect since its all hidden behind ADO.net. How do I get the relationship to work correctly?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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