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  • system requirement

    - by Sol
    My laptop developed a bad sectors and not working well. It was with ubutuntu 12.04 LTS operating system. Now, I want to install ubuntu in an relatively old desktop with the following specifications Hp compaq dx 2390 Intel ® Pentium Dual Core CPU, E2180 @ 2.00 GHZ, 1.20 GHz, 1 GB Ram, 160 GB Hard Drive Which k/x/ubuntu version is suitable to this desktop? PS. I am working in my final thesis and I need a stable k/x/ubuntu to this specification. Thank u

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Confusing Java syntax...

    - by posfan12
    I'm trying to convert the following code (from Wikipedia) from Java to JavaScript: /* * 3 June 2003, [[:en:User:Cyp]]: * Maze, generated by my algorithm * 24 October 2006, [[:en:User:quin]]: * Source edited for clarity * 25 January 2009, [[:en:User:DebateG]]: * Source edited again for clarity and reusability * 1 June 2009, [[:en:User:Nandhp]]: * Source edited to produce SVG file when run from the command-line * * This program was originally written by [[:en:User:Cyp]], who * attached it to the image description page for an image generated by * it on en.wikipedia. The image was licensed under CC-BY-SA-3.0/GFDL. */ import java.awt.*; import java.applet.*; import java.util.Random; /* Define the bit masks */ class Constants { public static final int WALL_ABOVE = 1; public static final int WALL_BELOW = 2; public static final int WALL_LEFT = 4; public static final int WALL_RIGHT = 8; public static final int QUEUED = 16; public static final int IN_MAZE = 32; } public class Maze extends java.applet.Applet { /* The width and height (in cells) of the maze */ private int width; private int height; private int maze[][]; private static final Random rnd = new Random(); /* The width in pixels of each cell */ private int cell_width; /* Construct a Maze with the default width, height, and cell_width */ public Maze() { this(20,20,10); } /* Construct a Maze with specified width, height, and cell_width */ public Maze(int width, int height, int cell_width) { this.width = width; this.height = height; this.cell_width = cell_width; } /* Initialization method that will be called when the program is * run from the command-line. Maze will be written as SVG file. */ public static void main(String[] args) { Maze m = new Maze(); m.createMaze(); m.printSVG(); } /* Initialization method that will be called when the program is * run as an applet. Maze will be displayed on-screen. */ public void init() { createMaze(); } /* The maze generation algorithm. */ private void createMaze(){ int x, y, n, d; int dx[] = { 0, 0, -1, 1 }; int dy[] = { -1, 1, 0, 0 }; int todo[] = new int[height * width], todonum = 0; /* We want to create a maze on a grid. */ maze = new int[width][height]; /* We start with a grid full of walls. */ for (x = 0; x < width; ++x) { for (y = 0; y < height; ++y) { if (x == 0 || x == width - 1 || y == 0 || y == height - 1) { maze[x][y] = Constants.IN_MAZE; } else { maze[x][y] = 63; } } } /* Select any square of the grid, to start with. */ x = 1 + rnd.nextInt (width - 2); y = 1 + rnd.nextInt (height - 2); /* Mark this square as connected to the maze. */ maze[x][y] &= ~48; /* Remember the surrounding squares, as we will */ for (d = 0; d < 4; ++d) { if ((maze[][d][][d] & Constants.QUEUED) != 0) { /* want to connect them to the maze. */ todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]); maze[][d][][d] &= ~Constants.QUEUED; } } /* We won't be finished until all is connected. */ while (todonum > 0) { /* We select one of the squares next to the maze. */ n = rnd.nextInt (todonum); x = todo[n] >> 16; /* the top 2 bytes of the data */ y = todo[n] & 65535; /* the bottom 2 bytes of the data */ /* We will connect it, so remove it from the queue. */ todo[n] = todo[--todonum]; /* Select a direction, which leads to the maze. */ do { d = rnd.nextInt (4); } while ((maze[][d][][d] & Constants.IN_MAZE) != 0); /* Connect this square to the maze. */ maze[x][y] &= ~((1 << d) | Constants.IN_MAZE); maze[][d][][d] &= ~(1 << (d ^ 1)); /* Remember the surrounding squares, which aren't */ for (d = 0; d < 4; ++d) { if ((maze[][d][][d] & Constants.QUEUED) != 0) { /* connected to the maze, and aren't yet queued to be. */ todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]); maze[][d][][d] &= ~Constants.QUEUED; } } /* Repeat until finished. */ } /* Add an entrance and exit. */ maze[1][1] &= ~Constants.WALL_ABOVE; maze[width - 2][height - 2] &= ~Constants.WALL_BELOW; } /* Called by the applet infrastructure to display the maze on-screen. */ public void paint(Graphics g) { drawMaze(g); } /* Called to write the maze to an SVG file. */ public void printSVG() { System.out.format("<svg width=\"%d\" height=\"%d\" version=\"1.1\"" + " xmlns=\"http://www.w3.org/2000/svg\">\n", width*cell_width, height*cell_width); System.out.println(" <g stroke=\"black\" stroke-width=\"1\"" + " stroke-linecap=\"round\">"); drawMaze(null); System.out.println(" </g>\n</svg>"); } /* Main maze-drawing loop. */ public void drawMaze(Graphics g) { int x, y; for (x = 1; x < width - 1; ++x) { for (y = 1; y < height - 1; ++y) { if ((maze[x][y] & Constants.WALL_ABOVE) != 0) drawLine( x * cell_width, y * cell_width, (x + 1) * cell_width, y * cell_width, g); if ((maze[x][y] & Constants.WALL_BELOW) != 0) drawLine( x * cell_width, (y + 1) * cell_width, (x + 1) * cell_width, (y + 1) * cell_width, g); if ((maze[x][y] & Constants.WALL_LEFT) != 0) drawLine( x * cell_width, y * cell_width, x * cell_width, (y + 1) * cell_width, g); if ((maze[x][y] & Constants.WALL_RIGHT) != 0) drawLine((x + 1) * cell_width, y * cell_width, (x + 1) * cell_width, (y + 1) * cell_width, g); } } } /* Draw a line, either in the SVG file or on the screen. */ public void drawLine(int x1, int y1, int x2, int y2, Graphics g) { if ( g != null ) g.drawLine(x1, y1, x2, y2); else System.out.format(" <line x1=\"%d\" y1=\"%d\"" + " x2=\"%d\" y2=\"%d\" />\n", x1, y1, x2, y2); } } Anyway, I was chugging along fairly quickly when I came to a bit that I just don't understand: /* Remember the surrounding squares, as we will */ for (var d = 0; d < 4; ++d) { if ((maze[][d][][d] & Constants.QUEUED) != 0) { /* want to connect them to the maze. */ todo[todonum++] = ((x + dx[d]) << Constants.QUEUED) | (y + dy[d]); maze[][d][][d] &= ~Constants.QUEUED; } } What I don't get is why there are four sets of brackets following the "maze" parameter instead of just two, since "maze" is a two dimensional array, not a four dimensional array. I'm sure there's a good reason for this. Problem is, I just don't get it. Thanks!

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

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  • Using getRotationMatrix and getOrientation in Android 2.1

    - by aaronmar
    I've been having issues with this for far too long. This code should output dx,dy,dz for the accelerometer, and a running total of the dx. It should also output azimuth, pitch, and roll. I've used info from http://bit.ly/codeUsed, but to no avail. This code does not correctly output pitch, azimuth, or roll. It outputs 0.0, -0.0, -0.0 for the last three textviews, respectively. Please restore my sanity by helping me switch (event.sensor.getType()) { case Sensor.TYPE_ACCELEROMETER: accelerometerValues = event.values.clone(); case Sensor.TYPE_MAGNETIC_FIELD: geomagneticMatrix = event.values.clone(); sensorReady = true; break; default: break; } if (geomagneticMatrix != null && accelerometerValues != null && sensorReady) { sensorReady = false; float[] R = new float[16]; float[] I = new float[16]; SensorManager.getRotationMatrix(R, I, accelerometerValues, geomagneticMatrix); float[] actual_orientation = new float[3]; SensorManager.getOrientation(R, actual_orientation); tvXCoordinate.setText(accelerometerValues[0] + ""); tvYCoordinate.setText(accelerometerValues[1] + ""); tvZCoordinate.setText(accelerometerValues[2] + ""); floatXTotal += accelerometerValues[0]; tvXTotal.setText(floatXTotal + ""); tvAzimuth.setText(actual_orientation[0] + ""); tvPitch.setText(actual_orientation[1] + ""); tvRoll.setText(actual_orientation[2] + ""); }

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  • HOW TO: Draggable legend in matplotlib

    - by Adam Fraser
    QUESTION: I'm drawing a legend on an axes object in matplotlib but the default positioning which claims to place it in a smart place doesn't seem to work. Ideally, I'd like to have the legend be draggable by the user. How can this be done? SOLUTION: Well, I found bits and pieces of the solution scattered among mailing lists. I've come up with a nice modular chunk of code that you can drop in and use... here it is: class DraggableLegend: def __init__(self, legend): self.legend = legend self.gotLegend = False legend.figure.canvas.mpl_connect('motion_notify_event', self.on_motion) legend.figure.canvas.mpl_connect('pick_event', self.on_pick) legend.figure.canvas.mpl_connect('button_release_event', self.on_release) legend.set_picker(self.my_legend_picker) def on_motion(self, evt): if self.gotLegend: dx = evt.x - self.mouse_x dy = evt.y - self.mouse_y loc_in_canvas = self.legend_x + dx, self.legend_y + dy loc_in_norm_axes = self.legend.parent.transAxes.inverted().transform_point(loc_in_canvas) self.legend._loc = tuple(loc_in_norm_axes) self.legend.figure.canvas.draw() def my_legend_picker(self, legend, evt): return self.legend.legendPatch.contains(evt) def on_pick(self, evt): if evt.artist == self.legend: bbox = self.legend.get_window_extent() self.mouse_x = evt.mouseevent.x self.mouse_y = evt.mouseevent.y self.legend_x = bbox.xmin self.legend_y = bbox.ymin self.gotLegend = 1 def on_release(self, event): if self.gotLegend: self.gotLegend = False ...and in your code... def draw(self): ax = self.figure.add_subplot(111) scatter = ax.scatter(np.random.randn(100), np.random.randn(100)) legend = DraggableLegend(ax.legend()) I emailed the Matplotlib-users group and John Hunter was kind enough to add my solution it to SVN HEAD. On Thu, Jan 28, 2010 at 3:02 PM, Adam Fraser wrote: I thought I'd share a solution to the draggable legend problem since it took me forever to assimilate all the scattered knowledge on the mailing lists... Cool -- nice example. I added the code to legend.py. Now you can do leg = ax.legend() leg.draggable() to enable draggable mode. You can repeatedly call this func to toggle the draggable state. I hope this is helpful to people working with matplotlib.

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  • Using LINQ to SQL and chained Replace

    - by White Dragon
    I have a need to replace multiple strings with others in a query from p in dx.Table where p.Field.Replace("A", "a").Replace("B", "b").ToLower() = SomeVar select p Which provides a nice single SQL statement with the relevant REPLACE() sql commands. All good :) I need to do this in a few queries around the application... So i'm looking for some help in this regard; that will work as above as a single SQL hit/command on the server It seems from looking around i can't use RegEx as there is no SQL eq Being a LINQ newbie is there a nice way for me to do this? eg is it possible to get it as a IQueryable "var result" say and pass that to a function to add needed .Replace()'s and pass back? Can i get a quick example of how if so? EDIT: This seems to work! does it look like it would be a problem? var data = from p in dx.Videos select p; data = AddReplacements(data, checkMediaItem); theitem = data.FirstOrDefault(); ... public IQueryable<Video> AddReplacements(IQueryable<Video> DataSet, string checkMediaItem) { return DataSet.Where(p => p.Title.Replace(" ", "-").Replace("&", "-").Replace("?", "-") == checkMediaItem); }

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  • Cursor image to the center on mouseout

    - by Milla
    Hi all! I'm a real noobie with flash and I was wondering if somebody could help me with this one. I have this actionsript 3 code, where the cursor image "ball_mc" follows the mouse's position with a slight delay: stage.addEventListener(Event.ENTER_FRAME,followBall); function followBall(event:Event):void { var dx:int = ball_mc.x - mouseX; var dy:int = ball_mc.y - mouseY; ball_mc.x -= dx / 5; ball_mc.y -= dy /5; } 1) How can I get the cursor image automatically return to the center of the stage on mouseout? As of now, it stays at the position where the mouse leaves the stage. 2) How can I reverse the movement of the mouse? So that when I, for example, move mouse to the right, the cursor image would move to the left? And when moving the mouse up, the image would go down. The stage is 800 x 250 pixels, in case that makes any difference.

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  • C# / Silverlight / WPF / Fast rendering lots of circles

    - by Walt W
    I want to render a lot of circles or small graphics within either silverlight or wpf (around 1000-10000) as fast and as frequently as possible. If I have to go to DX or OGL, that's fine, but I'm wondering about doing this within either of those two frameworks first (read: it's OK if an answer is WPF-only or Silverlight-only). Also, if there is a way to access DX through WPF and render on a surface that way, I would be interested in that as well. So, what's the fastest way to draw a load of circles? They can be as plain as necessary, but they do need to have a radius. Currently I'm using DrawingVisual and a DrawingContext.DrawEllipse() command for each circle, then rendering the visual to a RenderTargetBItmap, but it becomes very slow as the number of circles rises. By the way, these circles move every frame, so caching isn't really an option unless you're going to suggest caching the individual circles . . . But their sizes are dynamic, so I'm not sure that's a great approach.

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  • Why would an image (the Mandelbrot) be skewed and wrap around?

    - by Sean D
    So I just wrote a little snippet to generate the Mandelbrot fractal and imagine my surprise when it came out all ugly and skewed (as you can see at the bottom). I'd appreciate a point in the direction of why this would even happen. It's a learning experience and I'm not looking for anyone to do it for me, but I'm kinda at a dead end debugging it. The offending generation code is: module Mandelbrot where import Complex import Image main = writeFile "mb.ppm" $ imageMB 1000 mandelbrotPixel x y = mb (x:+y) (0:+0) 0 mb c x iter | magnitude x > 2 = iter | iter >= 255 = 255 | otherwise = mb c (c+q^2) (iter+1) where q = x --Mandelbrot --q = (abs.realPart $ x) :+ (abs.imagPart $ x) --Burning Ship argandPlane x0 x1 y0 y1 width height = [(x,y)| y<-[y1,(y1-dy)..y0], --traverse from x<-[x0,(x0+dx)..x1]] --top-left to bottom-right where dx = (x1 - x0)/width dy = (y1 - y0)/height drawPicture :: (a->b->c)->(c->Colour)->[(a,b)]->Image drawPicture function colourFunction plane = map (colourFunction.uncurry function) plane imageMB s = createPPM s s $ drawPicture mandelbrotPixel (\x->[x,x,x]) $ argandPlane (-1.8) (-1.7) (0.02) 0.055 s' s' where s' = fromIntegral s And the image code (which I'm fairly confident in) is: module Image where type Colour = [Int] type Image = [Colour] createPPM :: Int -> Int -> Image -> String createPPM w h i = concat ["P3 ", show w, " ", show h, " 255\n", unlines.map (unwords.map show) $ i]

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  • Calculating distance between two X,Y coordinates

    - by Umopepisdn
    I am writing a tool for a game that involves calculating the distance between two coordinates on a spherical plane 500 units across. That is, [0,0] through [499,499] are valid coordinates, and [0,0] and [499,499] are also right next to each other. Currently, in my application, I am comparing the distance between a city with an [X,Y] location respective to the user's own [X,Y] location, which they have configured in advance. To do this, I found this algorithm, which kind of works: Math.sqrt ( dx * dx + dy * dy ); Because sorting a paged list by distance is a useful thing to be able to do, I implemented this algorithm in a MySQL query and have made it available to my application using the following part of my SELECT statement: SQRT( POW( ( ".strval($sourceX)." - cityX ) , 2 ) + POW( ( ".strval($sourceY)." - cityY ) , 2 ) ) AS distance This works fine for many calculations, but does not take into account the fact that [0,0] and [499,499] are kitty-corner to one another. Is there any way I can tweak this algorithm to generate an accurate distance, given that 0 and 499 are adjacent? Thanks, -Umo

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  • Collision Handling in Javascript - Particles Get Stuck

    - by Conner Ruhl
    I am trying to recreate this, and I have been fairly successful. I am having issues with the collision handling though. Although the collision handling seems to work, it has very strange behavior. Here is what I have so far. This is the code that handles collisions: var dx = particle2.getX() - particle1.getX(); var dy = particle2.getY() - particle1.getY(); var angle = Math.atan2(dy, dx); var newP2X = particle1.getX() + (particle1.getRadius() + particle2.getRadius()) * Math.cos(angle); var newP2Y = particle1.getY() + (particle1.getRadius() + particle2.getRadius()) * Math.sin(angle); particle2.setX(newP2X); particle2.setY(newP2Y); var p1Vxi = particle1.getVx(); var p1Vyi = particle1.getVy(); var p1Mass = particle1.getMass(); var p2Vxi = particle2.getVx(); var p2Vyi = particle2.getVy(); var p2Mass = particle2.getMass(); var vxf = (p1Mass * p1Vxi + p2Mass * p2Vxi) / (p1Mass + p2Mass); var vyf = (p1Mass * p1Vyi + p2Mass * p2Vyi) / (p1Mass + p2Mass); particle1.setVx(vxf); particle1.setVy(vyf); particle2.setVx(vxf); particle2.setVy(vyf); EDIT: I have tried to change it to inelastic collisions like suggested, but for some reason the balls collide erratically. Check it out here. Any help is much appreciated!

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  • Is it possible to access the SMIL timer from javascript?

    - by Will
    I'm trying to use SMIL to animate the typing of text into a field embedded in a SVG. I tried the following code in both Chrome and a SMIL-enable Firefox nightly, but it has no effect: <svg xmlns="http://www.w3.org/2000/svg" xmlns:html="http://www.w3.org/1999/xhtml"> <foreignObject> <html:input type="text" value=""> <set attributeName="value" to="Hello World" begin="0" dur="10s" fill="freeze" /> </html:input> </foreignObject> </svg> The text field appears, but remains empty. So, I thought I would register for the beginEvent and do the substitution manually. To test the events, I added: <rect id="rect" x="0" y="0" width="10" height="10"> <animate id="dx" attributeName="x" attributeType="XML" begin="0s" dur="1s" fill="freeze" from="0" to="-10" /> </rect> As well as the javascript that made sense from the event model: window.addEventListener( 'load', function() { function listen( id ) { var elem = document.getElementById( id ) elem.addEventListener( 'beginEvent', function() { console.log( 'begin ' + id ) }, false ) elem.addEventListener( 'endEvent', function() { console.log( 'end ' + id ) }, false ) } listen( 'rect' ) listen( 'dx' ) }) But there's no events fired on either the rect or the animate in either browser. The next logical step seems to be to simulate the animation (ala. FakeSmile), but I want to use the browser's animation timer if at all possible.

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  • How to temporary disable a mirror video driver in windows xp registry

    - by happy clicker
    Because its a lot of text, I will ask first my question and then explain what the base problem is. Perhaps someone can give me a solution to the base problem: Is there is a way to temporary disable mirror video drivers (through registry or so), without uninstalling the corresponding software. I tested changing the enumeration in LocalMachine\Hardware\DeviceMap\Video but after reboot always the old configuration is restored. Explanation of the base problem We are working on a wpf-project for a department of a big company. There we have the problem that WPF renders only in software mode, although the hardware they have, must support hardware rendering (Tier 2). After searching for a solution to the problem, we found out that direct 3d does not work properly and we think thats why WPF can only use SW-rendering. In dxdiag.exe the direct3d-acceleration is enabled, but if we start the test-routine it always fails saying that it has not enough memory (it says memory, not video memory!). I have seen there 3 different types of pc’s (they have some hundreds of each type) and every type shows the exactly same behavior. We tried to update all the drivers, also dx (Version 9.0c) and we searched a lot in the web but could not find a solution. All the pcs have Intel Dual-Core processors or better, one type has an Intel gma 9000 graphics card the other two types have actual ATI and NVidia graphic-cards with 256MB onboard memory. Also the system memory is at least 2GB. Windows is XPSP3. The pc’s are of two different manufacturers. Because we see the exactly same behavior on every computer of this three very different computer-types, we don’t think that this is a driver or a direct x problem. What we’ve found in other newsgroups is, that direct x could be disturbed through mirror-video drivers such as NetMeeting, VNC and other remote desktop-installations. In the registry, we see under LocalMachine\Hardware\DeviceMap\Video a lot of such mirror-entries and we find also the definitions in the CurrentControlSet\Control\Video-Section (However this drivers are not shown in the hardware panel of the os). We can have admin-rights to one of these computers to test if disabling these drivers would help, but we must not change the configuration so that some software does not work after the tests. Therefore I cannot uninstall any software because I have not the mediums, licenses or knowhow to reinstall those apps. The support of this company however will only begin to work, if I can tell them what the real problem is. Thats why we search for a way to disable these mirror-drivers (or a hint to solve the dx problem if we are on a false trace)

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  • Confusion testing fftw3 - poisson equation 2d test

    - by user3699736
    I am having trouble explaining/understanding the following phenomenon: To test fftw3 i am using the 2d poisson test case: laplacian(f(x,y)) = - g(x,y) with periodic boundary conditions. After applying the fourier transform to the equation we obtain : F(kx,ky) = G(kx,ky) /(kx² + ky²) (1) if i take g(x,y) = sin (x) + sin(y) , (x,y) \in [0,2 \pi] i have immediately f(x,y) = g(x,y) which is what i am trying to obtain with the fft : i compute G from g with a forward Fourier transform From this i can compute the Fourier transform of f with (1). Finally, i compute f with the backward Fourier transform (without forgetting to normalize by 1/(nx*ny)). In practice, the results are pretty bad? (For instance, the amplitude for N = 256 is twice the amplitude obtained with N = 512) Even worse, if i try g(x,y) = sin(x)*sin(y) , the curve has not even the same form of the solution. (note that i must change the equation; i divide by two the laplacian in this case : (1) becomes F(kx,ky) = 2*G(kx,ky)/(kx²+ky²) Here is the code: /* * fftw test -- double precision */ #include <iostream> #include <stdio.h> #include <stdlib.h> #include <math.h> #include <fftw3.h> using namespace std; int main() { int N = 128; int i, j ; double pi = 3.14159265359; double *X, *Y ; X = (double*) malloc(N*sizeof(double)); Y = (double*) malloc(N*sizeof(double)); fftw_complex *out1, *in2, *out2, *in1; fftw_plan p1, p2; double L = 2.*pi; double dx = L/((N - 1)*1.0); in1 = (fftw_complex*) fftw_malloc(sizeof(fftw_complex)*(N*N) ); out2 = (fftw_complex*) fftw_malloc(sizeof(fftw_complex)*(N*N) ); out1 = (fftw_complex*) fftw_malloc(sizeof(fftw_complex)*(N*N) ); in2 = (fftw_complex*) fftw_malloc(sizeof(fftw_complex)*(N*N) ); p1 = fftw_plan_dft_2d(N, N, in1, out1, FFTW_FORWARD,FFTW_MEASURE ); p2 = fftw_plan_dft_2d(N, N, in2, out2, FFTW_BACKWARD,FFTW_MEASURE); for(i = 0; i < N; i++){ X[i] = -pi + (i*1.0)*2.*pi/((N - 1)*1.0) ; for(j = 0; j < N; j++){ Y[j] = -pi + (j*1.0)*2.*pi/((N - 1)*1.0) ; in1[i*N + j][0] = sin(X[i]) + sin(Y[j]) ; // row major ordering //in1[i*N + j][0] = sin(X[i]) * sin(Y[j]) ; // 2nd test case in1[i*N + j][1] = 0 ; } } fftw_execute(p1); // FFT forward for ( i = 0; i < N; i++){ // f = g / ( kx² + ky² ) for( j = 0; j < N; j++){ in2[i*N + j][0] = out1[i*N + j][0]/ (i*i+j*j+1e-16); in2[i*N + j][1] = out1[i*N + j][1]/ (i*i+j*j+1e-16); //in2[i*N + j][0] = 2*out1[i*N + j][0]/ (i*i+j*j+1e-16); // 2nd test case //in2[i*N + j][1] = 2*out1[i*N + j][1]/ (i*i+j*j+1e-16); } } fftw_execute(p2); //FFT backward // checking the results computed double erl1 = 0.; for ( i = 0; i < N; i++) { for( j = 0; j < N; j++){ erl1 += fabs( in1[i*N + j][0] - out2[i*N + j][0]/N/N )*dx*dx; cout<< i <<" "<< j<<" "<< sin(X[i])+sin(Y[j])<<" "<< out2[i*N+j][0]/N/N <<" "<< endl; // > output } } cout<< erl1 << endl ; // L1 error fftw_destroy_plan(p1); fftw_destroy_plan(p2); fftw_free(out1); fftw_free(out2); fftw_free(in1); fftw_free(in2); return 0; } I can't find any (more) mistakes in my code (i installed the fftw3 library last week) and i don't see a problem with the maths either but i don't think it's the fft's fault. Hence my predicament. I am all out of ideas and all out of google as well. Any help solving this puzzle would be greatly appreciated. note : compiling : g++ test.cpp -lfftw3 -lm executing : ./a.out output and i use gnuplot in order to plot the curves : (in gnuplot ) splot "output" u 1:2:4 ( for the computed solution )

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  • Help with Boost Grammar

    - by Decmanc04
    I have been using the following win32 console code to try to parse a B Machine Grammar embedded within C++ using Boost Spirit grammar template. I am a relatively new Boost user. The code compiles, but when I run the .exe file produced by VC++2008, the program partially parses the input file. I believe the problem is with my grammar definition or the functions attached as semantic atctions. The code is given below: // BIFAnalyser.cpp : Defines the entry point for the console application. // // /*============================================================================= Copyright (c) Temitope Jos Onunkun 2010 http://www.dcs.kcl.ac.uk/pg/onun/ Use, modification and distribution is subject to the Boost Software License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) =============================================================================*/ //////////////////////////////////////////////////////////////////////////// // // // B Machine parser using the Boost "Grammar" and "Semantic Actions". // // // //////////////////////////////////////////////////////////////////////////// #include <boost/spirit/core.hpp> #include <boost/tokenizer.hpp> #include <iostream> #include <string> #include <fstream> #include <vector> #include <utility> /////////////////////////////////////////////////////////////////////////////////////////// using namespace std; using namespace boost::spirit; /////////////////////////////////////////////////////////////////////////////////////////// // // Semantic actions // //////////////////////////////////////////////////////////////////////////// vector<string> strVect; namespace { //semantic action function on individual lexeme void do_noint(char const* str, char const* end) { string s(str, end); if(atoi(str)) { ; } else { strVect.push_back(s); cout << "PUSH(" << s << ')' << endl; } } //semantic action function on addition of lexemes void do_add(char const*, char const*) { cout << "ADD" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on subtraction of lexemes void do_subt(char const*, char const*) { cout << "SUBTRACT" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on multiplication of lexemes void do_mult(char const*, char const*) { cout << "\nMULTIPLY" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; cout << "\n"; } //semantic action function on division of lexemes void do_div(char const*, char const*) { cout << "\nDIVIDE" << endl; for(vector<string>::iterator vi = strVect.begin(); vi < strVect.end(); ++vi) cout << *vi << " "; } //semantic action function on simple substitution void do_sSubst(char const* str, char const* end) { string s(str, end); //use boost tokenizer to break down tokens typedef boost::tokenizer<boost::char_separator<char> > Tokenizer; boost::char_separator<char> sep("-+/*:=()"); // default char separator Tokenizer tok(s, sep); Tokenizer::iterator tok_iter = tok.begin(); pair<string, string > dependency; //create a pair object for dependencies //save first variable token in simple substitution dependency.first = *tok.begin(); //create a vector object to store all tokens vector<string> dx; // for( ; tok_iter != tok.end(); ++tok_iter) //save all tokens in vector { dx.push_back(*tok_iter ); } vector<string> d_hat; //stores set of dependency pairs string dep; //pairs variables as string object for(int unsigned i=1; i < dx.size()-1; i++) { dependency.second = dx.at(i); dep = dependency.first + "|->" + dependency.second + " "; d_hat.push_back(dep); } cout << "PUSH(" << s << ')' << endl; for(int unsigned i=0; i < d_hat.size(); i++) cout <<"\n...\n" << d_hat.at(i) << " "; cout << "\nSIMPLE SUBSTITUTION\n"; } //semantic action function on multiple substitution void do_mSubst(char const* str, char const* end) { string s(str, end); //use boost tokenizer to break down tokens typedef boost::tokenizer<boost::char_separator<char> > Tok; boost::char_separator<char> sep("-+/*:=()"); // default char separator Tok tok(s, sep); Tok::iterator tok_iter = tok.begin(); // string start = *tok.begin(); vector<string> mx; for( ; tok_iter != tok.end(); ++tok_iter) //save all tokens in vector { mx.push_back(*tok_iter ); } mx.push_back("END\n"); //add a marker "end" for(unsigned int i=0; i<mx.size(); i++) { // if(mx.at(i) == "END" || mx.at(i) == "||" ) // break; // else if( mx.at(i) == "||") // do_sSubst(str, end); // else // { // do_sSubst(str, end); // } cout << "\nTokens ... " << mx.at(i) << " "; } cout << "PUSH(" << s << ')' << endl; cout << "MULTIPLE SUBSTITUTION\n"; } } //////////////////////////////////////////////////////////////////////////// // // Simple Substitution Grammar // //////////////////////////////////////////////////////////////////////////// // Simple substitution grammar parser with integer values removed struct Substitution : public grammar<Substitution> { template <typename ScannerT> struct definition { definition(Substitution const& ) { multi_subst = (simple_subst [&do_mSubst] >> +( str_p("||") >> simple_subst [&do_mSubst]) ) ; simple_subst = (Identifier >> str_p(":=") >> expression)[&do_sSubst] ; Identifier = alpha_p >> +alnum_p//[do_noint] ; expression = term >> *( ('+' >> term)[&do_add] | ('-' >> term)[&do_subt] ) ; term = factor >> *( ('*' >> factor)[&do_mult] | ('/' >> factor)[&do_div] ) ; factor = lexeme_d[( (alpha_p >> +alnum_p) | +digit_p)[&do_noint]] | '(' >> expression >> ')' | ('+' >> factor) ; } rule<ScannerT> expression, term, factor, Identifier, simple_subst, multi_subst ; rule<ScannerT> const& start() const { return multi_subst; } }; }; //////////////////////////////////////////////////////////////////////////// // // Main program // //////////////////////////////////////////////////////////////////////////// int main() { cout << "************************************************************\n\n"; cout << "\t\t...Machine Parser...\n\n"; cout << "************************************************************\n\n"; // cout << "Type an expression...or [q or Q] to quit\n\n"; //prompt for file name to be input cout << "Please enter a filename...or [q or Q] to quit:\n\n "; char strFilename[256]; //file name store as a string object cin >> strFilename; ifstream inFile(strFilename); // opens file object for reading //output file for truncated machine (operations only) Substitution elementary_subst; // Simple substitution parser object string str, next; // inFile.open(strFilename); while (inFile >> str) { getline(cin, next); str += next; if (str.empty() || str[0] == 'q' || str[0] == 'Q') break; parse_info<> info = parse(str.c_str(), elementary_subst, space_p); if (info.full) { cout << "\n-------------------------\n"; cout << "Parsing succeeded\n"; cout << "\n-------------------------\n"; } else { cout << "\n-------------------------\n"; cout << "Parsing failed\n"; cout << "stopped at: \": " << info.stop << "\"\n"; cout << "\n-------------------------\n"; } } cout << "Please enter a filename...or [q or Q] to quit\n"; cin >> strFilename; return 0; } The contents of the file I tried to parse, which I named "mf7.txt" is given below: debt:=(LoanRequest+outstandingLoan1)*20 || newDebt := loanammount-paidammount The output when I execute the program is: ************************************************************ ...Machine Parser... ************************************************************ Please enter a filename...or [q or Q] to quit: c:\tplat\mf7.txt PUSH(LoanRequest) PUSH(outstandingLoan1) ADD LoanRequest outstandingLoan1 MULTIPLY LoanRequest outstandingLoan1 PUSH(debt:=(LoanRequest+outstandingLoan1)*20) ... debt|->LoanRequest ... debt|->outstandingLoan1 SIMPLE SUBSTITUTION Tokens ... debt Tokens ... LoanRequest Tokens ... outstandingLoan1 Tokens ... 20 Tokens ... END PUSH(debt:=(LoanRequest+outstandingLoan1)*20) MULTIPLE SUBSTITUTION ------------------------- Parsing failedstopped at: ": " ------------------------- My intention is to capture only the variables in the file, which I managed to do up to the "||" string. Clearly, the program is not parsing beyond the "||" string in the input file. I will appreciate assistance to fix the grammar. SOS, please.

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  • How to edit item in a listbox shown from reading a .csv file?

    - by Shuvo
    I am working in a project where my application can open a .csv file and read data from it. The .csv file contains the latitude, longitude of places. The application reads data from the file shows it in a static map and display icon on the right places. The application can open multiple file at a time and it opens with a new tab every time. But I am having trouble in couple of cases When I am trying to add a new point to the .csv file opened. I am able to write new point on the same file instead adding a new point data to the existing its replacing others and writing the new point only. I cannot use selectedIndexChange event to perform edit option on the listbox and then save the file. Any direction would be great. using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; namespace CourseworkExample { public partial class Form1 : Form { public GPSDataPoint gpsdp; List<GPSDataPoint> data; List<PictureBox> pictures; List<TabPage> tabs; public static int pn = 0; private TabPage currentComponent; private Bitmap bmp1; string[] symbols = { "hospital", "university" }; Image[] symbolImages; ListBox lb = new ListBox(); string name = ""; string path = ""; public Form1() { InitializeComponent(); data = new List<GPSDataPoint>(); pictures = new List<PictureBox>(); tabs = new List<TabPage>(); symbolImages = new Image[symbols.Length]; for (int i = 0; i < 2; i++) { string location = "data/" + symbols[i] + ".png"; symbolImages[i] = Image.FromFile(location); } } private void openToolStripMenuItem_Click(object sender, EventArgs e) { FileDialog ofd = new OpenFileDialog(); string filter = "CSV File (*.csv)|*.csv"; ofd.Filter = filter; DialogResult dr = ofd.ShowDialog(); if (dr.Equals(DialogResult.OK)) { int i = ofd.FileName.LastIndexOf("\\"); name = ofd.FileName; path = ofd.FileName; if (i > 0) { name = ofd.FileName.Substring(i + 1); path = ofd.FileName.Substring(0, i + 1); } TextReader input = new StreamReader(ofd.FileName); string mapName = input.ReadLine(); GPSDataPoint gpsD = new GPSDataPoint(); gpsD.setBounds(input.ReadLine()); string s; while ((s = input.ReadLine()) != null) { gpsD.addWaypoint(s); } input.Close(); TabPage tabPage = new TabPage(); tabPage.Location = new System.Drawing.Point(4, 22); tabPage.Name = "tabPage" + pn; lb.Width = 300; int selectedindex = lb.SelectedIndex; lb.Items.Add(mapName); lb.Items.Add("Bounds"); lb.Items.Add(gpsD.Bounds[0] + " " + gpsD.Bounds[1] + " " + gpsD.Bounds[2] + " " + gpsD.Bounds[3]); lb.Items.Add("Waypoint"); foreach (WayPoint wp in gpsD.DataList) { lb.Items.Add(wp.Name + " " + wp.Latitude + " " + wp.Longitude + " " + wp.Ele + " " + wp.Sym); } tabPage.Controls.Add(lb); pn++; tabPage.Padding = new System.Windows.Forms.Padding(3); tabPage.Size = new System.Drawing.Size(192, 74); tabPage.TabIndex = 0; tabPage.Text = name; tabPage.UseVisualStyleBackColor = true; tabs.Add(tabPage); tabControl1.Controls.Add(tabPage); tabPage = new TabPage(); tabPage.Location = new System.Drawing.Point(4, 22); tabPage.Name = "tabPage" + pn; pn++; tabPage.Padding = new System.Windows.Forms.Padding(3); tabPage.Size = new System.Drawing.Size(192, 74); tabPage.TabIndex = 0; tabPage.Text = mapName; string location = path + mapName; tabPage.UseVisualStyleBackColor = true; tabs.Add(tabPage); PictureBox pb = new PictureBox(); pb.Name = "pictureBox" + pn; pb.Image = Image.FromFile(location); tabControl2.Controls.Add(tabPage); pb.Width = pb.Image.Width; pb.Height = pb.Image.Height; tabPage.Controls.Add(pb); currentComponent = tabPage; tabPage.Width = pb.Width; tabPage.Height = pb.Height; pn++; tabControl2.Width = pb.Width; tabControl2.Height = pb.Height; bmp1 = (Bitmap)pb.Image; int lx, ly; float realWidth = gpsD.Bounds[1] - gpsD.Bounds[3]; float imageW = pb.Image.Width; float dx = imageW * (gpsD.Bounds[1] - gpsD.getWayPoint(0).Longitude) / realWidth; float realHeight = gpsD.Bounds[0] - gpsD.Bounds[2]; float imageH = pb.Image.Height; float dy = imageH * (gpsD.Bounds[0] - gpsD.getWayPoint(0).Latitude) / realHeight; lx = (int)dx; ly = (int)dy; using (Graphics g = Graphics.FromImage(bmp1)) { Rectangle rect = new Rectangle(lx, ly, 20, 20); if (gpsD.getWayPoint(0).Sym.Equals("")) { g.DrawRectangle(new Pen(Color.Red), rect); } else { if (gpsD.getWayPoint(0).Sym.Equals("hospital")) { g.DrawImage(symbolImages[0], rect); } else { if (gpsD.getWayPoint(0).Sym.Equals("university")) { g.DrawImage(symbolImages[1], rect); } } } } pb.Image = bmp1; pb.Invalidate(); } } private void openToolStripMenuItem_Click_1(object sender, EventArgs e) { FileDialog ofd = new OpenFileDialog(); string filter = "CSV File (*.csv)|*.csv"; ofd.Filter = filter; DialogResult dr = ofd.ShowDialog(); if (dr.Equals(DialogResult.OK)) { int i = ofd.FileName.LastIndexOf("\\"); name = ofd.FileName; path = ofd.FileName; if (i > 0) { name = ofd.FileName.Substring(i + 1); path = ofd.FileName.Substring(0, i + 1); } TextReader input = new StreamReader(ofd.FileName); string mapName = input.ReadLine(); GPSDataPoint gpsD = new GPSDataPoint(); gpsD.setBounds(input.ReadLine()); string s; while ((s = input.ReadLine()) != null) { gpsD.addWaypoint(s); } input.Close(); TabPage tabPage = new TabPage(); tabPage.Location = new System.Drawing.Point(4, 22); tabPage.Name = "tabPage" + pn; ListBox lb = new ListBox(); lb.Width = 300; lb.Items.Add(mapName); lb.Items.Add("Bounds"); lb.Items.Add(gpsD.Bounds[0] + " " + gpsD.Bounds[1] + " " + gpsD.Bounds[2] + " " + gpsD.Bounds[3]); lb.Items.Add("Waypoint"); foreach (WayPoint wp in gpsD.DataList) { lb.Items.Add(wp.Name + " " + wp.Latitude + " " + wp.Longitude + " " + wp.Ele + " " + wp.Sym); } tabPage.Controls.Add(lb); pn++; tabPage.Padding = new System.Windows.Forms.Padding(3); tabPage.Size = new System.Drawing.Size(192, 74); tabPage.TabIndex = 0; tabPage.Text = name; tabPage.UseVisualStyleBackColor = true; tabs.Add(tabPage); tabControl1.Controls.Add(tabPage); tabPage = new TabPage(); tabPage.Location = new System.Drawing.Point(4, 22); tabPage.Name = "tabPage" + pn; pn++; tabPage.Padding = new System.Windows.Forms.Padding(3); tabPage.Size = new System.Drawing.Size(192, 74); tabPage.TabIndex = 0; tabPage.Text = mapName; string location = path + mapName; tabPage.UseVisualStyleBackColor = true; tabs.Add(tabPage); PictureBox pb = new PictureBox(); pb.Name = "pictureBox" + pn; pb.Image = Image.FromFile(location); tabControl2.Controls.Add(tabPage); pb.Width = pb.Image.Width; pb.Height = pb.Image.Height; tabPage.Controls.Add(pb); currentComponent = tabPage; tabPage.Width = pb.Width; tabPage.Height = pb.Height; pn++; tabControl2.Width = pb.Width; tabControl2.Height = pb.Height; bmp1 = (Bitmap)pb.Image; int lx, ly; float realWidth = gpsD.Bounds[1] - gpsD.Bounds[3]; float imageW = pb.Image.Width; float dx = imageW * (gpsD.Bounds[1] - gpsD.getWayPoint(0).Longitude) / realWidth; float realHeight = gpsD.Bounds[0] - gpsD.Bounds[2]; float imageH = pb.Image.Height; float dy = imageH * (gpsD.Bounds[0] - gpsD.getWayPoint(0).Latitude) / realHeight; lx = (int)dx; ly = (int)dy; using (Graphics g = Graphics.FromImage(bmp1)) { Rectangle rect = new Rectangle(lx, ly, 20, 20); if (gpsD.getWayPoint(0).Sym.Equals("")) { g.DrawRectangle(new Pen(Color.Red), rect); } else { if (gpsD.getWayPoint(0).Sym.Equals("hospital")) { g.DrawImage(symbolImages[0], rect); } else { if (gpsD.getWayPoint(0).Sym.Equals("university")) { g.DrawImage(symbolImages[1], rect); } } } } pb.Image = bmp1; pb.Invalidate(); MessageBox.Show(data.ToString()); } } private void exitToolStripMenuItem_Click(object sender, EventArgs e) { this.Close(); } private void addBtn_Click(object sender, EventArgs e) { string wayName = nameTxtBox.Text; float wayLat = Convert.ToSingle(latTxtBox.Text); float wayLong = Convert.ToSingle(longTxtBox.Text); float wayEle = Convert.ToSingle(elevTxtBox.Text); WayPoint wp = new WayPoint(wayName, wayLat, wayLong, wayEle); GPSDataPoint gdp = new GPSDataPoint(); data = new List<GPSDataPoint>(); gdp.Add(wp); lb.Items.Add(wp.Name + " " + wp.Latitude + " " + wp.Longitude + " " + wp.Ele + " " + wp.Sym); lb.Refresh(); StreamWriter sr = new StreamWriter(name); sr.Write(lb); sr.Close(); DialogResult result = MessageBox.Show("Save in New File?","Save", MessageBoxButtons.YesNo); if (result == DialogResult.Yes) { SaveFileDialog saveDialog = new SaveFileDialog(); saveDialog.FileName = "default.csv"; DialogResult saveResult = saveDialog.ShowDialog(); if (saveResult == DialogResult.OK) { sr = new StreamWriter(saveDialog.FileName, true); sr.WriteLine(wayName + "," + wayLat + "," + wayLong + "," + wayEle); sr.Close(); } } else { // sr = new StreamWriter(name, true); // sr.WriteLine(wayName + "," + wayLat + "," + wayLong + "," + wayEle); sr.Close(); } MessageBox.Show(name + path); } } } GPSDataPoint.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; namespace CourseworkExample { public class GPSDataPoint { private float[] bounds; private List<WayPoint> dataList; public GPSDataPoint() { dataList = new List<WayPoint>(); } internal void setBounds(string p) { string[] b = p.Split(','); bounds = new float[b.Length]; for (int i = 0; i < b.Length; i++) { bounds[i] = Convert.ToSingle(b[i]); } } public float[] Bounds { get { return bounds; } } internal void addWaypoint(string s) { WayPoint wp = new WayPoint(s); dataList.Add(wp); } public WayPoint getWayPoint(int i) { if (i < dataList.Count) { return dataList[i]; } else return null; } public List<WayPoint> DataList { get { return dataList; } } internal void Add(WayPoint wp) { dataList.Add(wp); } } } WayPoint.cs using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace CourseworkExample { public class WayPoint { private string name; private float ele; private float latitude; private float longitude; private string sym; public WayPoint(string name, float latitude, float longitude, float elevation) { this.name = name; this.latitude = latitude; this.longitude = longitude; this.ele = elevation; } public WayPoint() { name = "no name"; ele = 3.5F; latitude = 3.5F; longitude = 0.0F; sym = "no symbol"; } public WayPoint(string s) { string[] bits = s.Split(','); name = bits[0]; longitude = Convert.ToSingle(bits[2]); latitude = Convert.ToSingle(bits[1]); if (bits.Length > 4) sym = bits[4]; else sym = ""; try { ele = Convert.ToSingle(bits[3]); } catch (Exception e) { ele = 0.0f; } } public float Longitude { get { return longitude; } set { longitude = value; } } public float Latitude { get { return latitude; } set { latitude = value; } } public float Ele { get { return ele; } set { ele = value; } } public string Name { get { return name; } set { name = value; } } public string Sym { get { return sym; } set { sym = value; } } } } .csv file data birthplace.png 51.483788,-0.351906,51.460745,-0.302982 Born Here,51.473805,-0.32532,-,hospital Danced here,51,483805,-0.32532,-,hospital

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  • Is the new windows 8 sdk usable with visual c++ express 2010 on windows 7?

    - by JohnB
    This is inspired by and related to Is the June 2010 DX SDK really the latest? asked recently but it's a different question. I won't likely be purchasing the full visual studio 2012 for C++, I intend to use the free visual c++ express 2012 that targets desktop applications when it is released so for now I'm using visual c++ express 2010 running on windows 7. The latest directx11 sdk is the one included in the windows 8 SDK now, it's not a separate release any more. So my question is, can I use the windows 8 SDK to build directx11 programs that work on windows 7 using visual studio express 2010 running on windows 7. Or do I need to stick to the final DirectX SDK release for now?

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • When attempting to install ubuntu 12.04 from CD, I am stuck on black streen with "loading bootlogo..."

    - by Jessica K
    I downloaded Ubuntu 12.04 to my desktop and burned to a CD using Infra Recorder and instructions on ubuntu website. Restarted PC to boot from CD receive black screen with "Loading bootlogo..." then nothing happens and I have to restart with windows. The CD seems to be correct. Folders include .disk, boot, casper, dists, install, isolinux, pics, pool, preseed, autorun file, md5sum text file, readme.diskdefines file, wubi app. System Information Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.120824-0336) System Manufacturer: TOSHIBA System Model: Satellite L305 BIOS: Default System BIOS Processor: Intel(R) Pentium(R) Dual CPU T2390 @ 1.86GHz (2 CPUs), ~1.9GHz Memory: 3062MB RAM Page File: 1553MB used, 4772MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found DxDiag Version: 7.00.6002.18107 32bit Unicode Drive: D: Model: PIONEER DVD-RW DVRKD08L ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.00.6002.18005 (English), 4/11/2009 00:39:17, 67072 bytes

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  • low level api or graphics library?

    - by German
    Well, I want to learn game development, I've already know a little bit about xna, ogre and DX but, I want to choose one of them and stick with it. I'm not trying to make a "directx vs xna, ogre vs opengl, etc." thread. Some people told me that it's better to learn an engine like Ogre because you can develop games directly and you don't have to worry about the low level details, I know that. Other people told me that it's better to learn a low level api before learning something like Ogre because you will able to understand how it works. Is it valuable to have experience with Ogre or another engine but don't know anything about a low level api? What do you recommend me? Thanks in advance.

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