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  • How can I use Databound variables in conditional statements within Custom Databound controls?

    - by William Calleja
    I'm developing my custom DataBound Controls that make use of an '<ItemTemplate>' tag and '<%# %>' server tags to generate some data however I need to make a conditional statement within one of my Databound controls as shown below. <custom:DataboundControl runat="server"> <ItemTemplate> <% if(((Dictionary<string, string>)Container.DataItem)["MyVariable"]=="" { %> <!-- Conditional Code Happens Here --> <% } %> </ItemTemplate> </custom:DataboundControl> Right now my code isn't working because the compiler cannot recognize my Container.DataItem variable within a <% %> tag and a <%# %> tag doesn't support conditional statements. What can I use?

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  • How do I keep Conditional Formatting formulas and ranges from automatically changing?

    - by Iszi
    I've found that Conditional Formatting formulas and ranges will automatically adjust when you copy, delete, or move data around in a spreadsheet. While this is a nice idea, it tends to break things for me in some rather weird ways. To avoid this, I tried writing rules that applied to the entire spreadsheet and keyed off of column headers to highlight the data I wanted to check. Example: =AND(A$1="Check This Column For Blanks),ISBLANK(A1)) applied to =$1:$1048576 However, even with the rule explicitly applied to the entire sheet, it was still automatically adjusting (and breaking in weird ways by doing so) as I worked in the sheet. How can I avoid this?

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  • Conditional Gridview Text - Checkboxes

    This code sample shows how to either show or make invisible, a checkbox in each row of the Gridview, along with making text conditional, based on certain criteria. In this case, if the Postal code starts with a non-numeric character, we change it to "Alt Text", and we set the Visible property of the checkbox in that row to "False"

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  • Server 2012 R2 DNS Conditional forwarding not working reliably, possible caching issue?

    - by Matt
    I have a bit of a home lab setup with a domain controller that is acting as the DNS server for my network. For everything, it's working fine and forwards external DNS requests to my ISP. The household recently wanted to get Netflix going and it seemed a DNS option was better than a VPN to get around the region locking, so I signed up for unblock-us.com Since I have a Windows DNS server I thought I'd be clever and make use of conditional forwarders and added the Netflix domain to the list. Initially this worked well and all devices on the network could now access Netflix, however after about an hour going to the Netflix site would result in a page cannot be found. Doing an nslookup of Netflix.com from my PC resulted in it not returning any IP addresses. As a test, I deleted the Netflix domain from the DNS servers cache and things started working again - devices could get to the site again however the same thing happens again after around half an hour to an hour. Have I missed something here that's causing it to stop working?

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  • BizTalk: Conditional looping incorporating the Greater Than

    how to achieve conditional looping in a BizTalk map using the Looping functoid and the Greater Than functoid.  read moreBy BiZTech KnowDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • conditional formatting in excel 2010

    - by bigMir
    I have some strange problem, after I've made switch from excel 2007 to excel 2010 I've started to receive duplicates of conditional formatting rules in excel. For example: I have conditional formatting which colors the cell when it detects that cell contains a word "hello". When I copy this cell to other cells (which also contains the same rule) sometimes I receive duplicates. Those duplicates really slows down excel. So my question is: is there any possiblity to disable copy/paste of conditional formatting (I want to copy/paste all content excep conditional formatting, all formulas values and other stuff). P.S. Just to make it clear, I don't know how to reporduce that problem, it occurs sometimes and I work with excel a lot

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  • Does the order of arguments in a conditional statement affect execution time in php?

    - by dd0x
    Hi, As far as I know when writing a conditional statement in C such as the following: if ( some_function() == 100 && my_var == 5 ) { //do something } is slower to execute than if ( my_var == 5 && some_function() == 100 ) { //do something } because it's faster to execute the my_var == 5 rather than all of the code in the function ( because if my_var != 5, then the rest of the if statement would not even be executed )...so I am wondering if the same is true for conditional statements in PHP?

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  • Conditional AddHandler Directive

    - by Itai
    Is it possible to conditionally call AddHandler in the .htaccess under Apache (2.x)? My present situation requires that a certain AddHandler is needed by one production server but that one breaks the development server. This requires to have 2 versions of .htaccess which is pain. So, instead I would like to wrap one AddHandler within a conditional. Something of this sort: IF IP=='1.2.3.4' THEN AddHandler type/foo .ext ENDIF The problem is new but out of my control for now. I know this is far from ideal and the servers used to match 100% as they should but temporarily they cannot.

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  • Conditional formatting of duplicate values in Excel

    - by jamiet
    One of the infrequent pleasures of being a data geek like me is that one does occasionally stumble across little-known yet incredibly useful features in a tool that you use day-in, day-out. Today this happened to me and the feature is Excel’s ability to highlight dupicate rows in a worksheet. Check this out: Notice that I have got some data in my worksheet that contains duplicated values and simply by selecting Conditional Formatting->Highlight Cells Rules->Duplicate Values… Excel will highlight (shown here in red) which rows are duplicated. It seem such a simple thing but when you’re working on a data integration project and the data that is being sent is of, well, let’s say dubious quality features like this are worth their weight in gold. I tweeted about this and it happened to catch a few people’s attention so I figured it might be worth blogging too. Note that I am using Excel 2013 but I happen to know that the feature exists in Excel 2010 and possibly in earlier versions too. Have a great weekend! @Jamiet

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  • SQL Strings vs. Conditional SQL Statements

    - by Yatrix
    Is there an advantage to piecemealing sql strings together vs conditional sql statements in SQL Server itself? I have only about 10 months of SQL experience, so I could be speaking out of pure ignorance here. Where I work, I see people building entire queries in strings and concatenating strings together depending on conditions. For example: Set @sql = 'Select column1, column2 from Table 1 ' If SomeCondtion @sql = @sql + 'where column3 = ' + @param1 else @sql = @sql + 'where column4 = ' + @param2 That's a real simple example, but what I'm seeing here is multiple joins and huge queries built from strings and then executed. Some of them even write out what's basically a function to execute, including Declare statements, variables, etc. Is there an advantage to doing it this way when you could do it with just conditions in the sql itself? To me, it seems a lot harder to debug, change and even write vs adding cases, if-elses or additional where parameters to branch the query.

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  • Move Firefox’s Tab Bar to the Top

    - by Asian Angel
    Would you prefer to have Firefox’s Tab Bar located at the top of the browser instead of its’ default location? See how easy it is to move the Tab Bar back and forth between the top and current positions “flip switch style” with the Tabs On Top extension. Note: Tabs On Top extension supports multi-row feature in TabMixPlus. Before You can see the “Tab Bar” in its’ default location here in our test browser…not bad but what if you prefer having it located at the top of the browser? After As soon as you have installed the extension and restarted Firefox the “Tab Bar” will have automatically moved to the top of the browser. You will most likely notice a slight decrease in tab height as well (which occurred during our tests). To move the “Tab Bar” back and forth between the top and default locations just select/deselect “Tab Bar on top” in the “Toolbars Context Menu”. You can quickly reduce the size of the upper UI after hiding some of the other toolbars and go even further if you like using extensions that will hide the “Title Bar”. This is definitely a good UI matching extension for anyone using a Chrome based theme in Firefox. Conclusion If you are unhappy with default location for Firefox’s “Tab Bar” then this extension will certainly provide an alternative option for you. Links Download the Tabs On Top extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Use the Keyboard to Move Items Up or Down in Microsoft WordAdd Copy To / Move To on Windows 7 or Vista Right-Click MenuBring Misplaced Off-Screen Windows Back to Your Desktop (Keyboard Trick)Moving Your Personal Data Folders in Windows Vista the Easy WayAdd Copy To / Move To to the Windows Explorer Right Click Menu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Live PDF Searches PDF Files and Ebooks Converting Mp4 to Mp3 Easily Use Quick Translator to Translate Text in 50 Languages (Firefox) Get Better Windows Search With UltraSearch Scan News With NY Times Article Skimmer SpeedyFox Claims to Speed up your Firefox

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  • SharePoint 2007 Hosting :: How to Move a Document from One Lbrary to Another

    - by mbridge
    Moving a document using a SharePoint Designer workflow involves copying the document to the SharePoint document library you want to move the document to, and then deleting the document from the current document library it is in. You can use the Copy List Item action to copy the document and the Delete item action to delete the document. To create a SharePoint Designer workflow that can move a document from one document library to another: 1. In SharePoint Designer 2007, open the SharePoint site on which the document library that contains the documents to move is located. 2. On the Define your new workflow screen of the Workflow Designer, enter a name for the workflow, select the document library you want to attach the workflow to (this would be a document library containing documents to move), select Allow this workflow to be manually started from an item, and click Next. 3. On the Step 1 screen of the Workflow Designer, click Actions, and then click More Actions from the drop-down menu. 4. On the Workflow Actions dialog box, select List Actions from the category drop-down list box, select Copy List Item from the actions list, and click Add. The following text is added to the Workflow Designer: Copy item in this list to this list 5. On the Step 1 screen of the Workflow Designer, click the first this list (representing the document library to copy the document from) in the text of the Copy List Item action. 6. On the Choose List Item dialog box, leave Current Item selected, and click OK. 7. On the Step 1 screen of the Workflow Designer, click the second this list (representing the document library to copy the document to) in the text of the Copy List Item action, and select the document library (this is the document library to where you want to move the document) from the drop-down list box that appears. 8. On the Step 1 screen of the Workflow Designer, click Actions, and then click More Actions from the drop-down menu. 9. On the Workflow Actions dialog box, select List Actions from the category drop-down list box, select Delete Item from the actions list, and click Add. The following text is added to the Workflow Designer: then Delete item in this list 10. On the Step 1 screen of the Workflow Designer, click this list in the text of the Delete Item action. 11. On the Choose List Item dialog box, leave Current Item selected and click OK. The final text for the workflow should now look like: Copy item in DocLib1 to DocLib2   then Delete item in DocLib1 where DocLib1 is the SharePoint document library containing the document to move and DocLib2 the document library to move the document to. 12. On the Step 1 screen of the Workflow Designer, click Finish. How to Test the Workflow? 1. Go to the SharePoint document library to which you attached the workflow, click on a document, and select Workflows from the drop-down menu. 2. On the Workflows page, click the name of your SharePoint Designer workflow. 3. On the workflow initiation page, click Start.

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  • Move a SQL Azure server between subscriptions

    - by jamiet
    In September 2011 I published a blog post SSIS Reporting Pack v0.2 now available in which I made available the credentials of a sample database that one could use to test SSIS Reporting Pack. That database was sitting on a paid-for Azure subscription and hence was costing me about £5 a month - not a huge amount but when I later got a free Azure subscription through my MSDN Subscription in January 2012 it made sense to migrate the database onto that subscription. Since then I have been endeavouring to make that move but a few failed attempts combined with lack of time meant that I had not yet gotten round to it.That is until this morning when I heard about a new feature available in the Azure Management Portal that enables one to move a SQL Azure server from one subscription to another. Up to now I had been attempting to use a combination of SSIS packages and/or scripts to move the data but, as I alluded, I ran into a few roadblocks hence the ability to move a SQL Azure server was a godsend to me. I fired up the Azure Management Portal and a few clicks later my server had been successfully migrated, moreover the name of the server doesn't change and neither do any credentials so I have no need to go and update my original blog post either. Its easy to be cynical about SQL Azure (and I maintain a healthy scepticism myself) but that, my friends, is cool!You can read more about the ability to move SQL Azure servers between subscriptions from the official blog post Moving SQL Azure Servers Between Subscriptions.@Jamiet

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • Does Windows Move command delete the file only on successful completion?

    - by IronicMuffin
    This may be a stupid question, but I'm erring on the side of caution here. If I'm using Windows command line/batch files to Move a file from one server to another and we have a network failure, what will happen to the original file? I would assume it remains untouched until fully moved, and then deleted, but I need to be sure. My fear is that it deletes bytes as they are moved, which would be bad. If that isn't the case, is there a better way than Copying the file and Deleting after the copy completes? Thanks for your help. EDIT: I suppose super user would have been better. This is part of a job kicked off by code, so my first thought was to come here.

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Changing the cell range of conditional formatting in LibreOffice Calc

    - by Simon Lundberg
    Is there any way of changing the range of conditional formatting in LibreOffice Calc (version 3.6)? I have a set applied already to a range of cells, but there is no obvious way of changing which cells a given set of conditional formatting is applied to. I either have to copy and paste the formatting, which results in multiple entries in the conditional formatting (which makes it difficult to manage), or delete the entire thing and create a new one every single time I want to change the range of cells. Is there a better way? link to screenshot

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • Can a stack have an exception safe method for returning and removing the top element with move seman

    - by Motti
    In an answer to a question about std::stack::pop() I claimed that the reason pop does not return the value is for exception safety reason (what happens if the copy constructor throws). @Konrad commented that now with move semantics this is no longer relevant. Is this true? AFAIK, move constructors can throw, but perhaps with noexcept it can still be achieved. For bonus points what thread safety guarantees can this operation supply?

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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