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  • Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms.

    - by fspirit
    Hi all! I'm having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 objects, 10-20 simultaneous animations on the screen). So far, assuming i'm equally dumb in both technologies and have to learn them from the ground, i came to this list. (I've read several topics here, on SO, with names like "Quartz or OpenGL", but i'm still left with some questions) Quartz: Better time-to-market, because of ready to use absractions like UIView, UIImageView, CoreAnimation abstractions Open GL ES Closer to hardware, thus, performance is better. App, implemented with OpenGL ES can be easier migrated to Android, MeeGo, Windows Phone, etc. My questions are: How time will it take to rewrite Quartz 2d app to use OpenGL? Lets say it took me 2 man-month to write Quartz app, how much time will i need to rewrite it? (Please, just some subjective opinions, i'll try to summarize them somehow) Regarding the ease of migration to other platforms, when using OpenGL, is it really so? Or efforts when migrating Quartz app from iPhoneOS to Android will be not so much bigger, compared to OpenGL app migration? (Ease of migration is quite important criterion) Regarding OpenGL, should i go with OpenGL 1.1 or 2.0, concerning migration? (Android supports 2.0 through NDK, but dont know whether NDK's use will increase or decrease migration efforts)

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  • Will Ubuntu break my RAID 0 array?

    - by Chad
    I am upgrading an older machine today with new Motherboard, RAM, and CPU. Then I am going to do a fresh install of Ubuntu 64bit. Currently the old machine has an 80gb system drive, and a 4TB RAID 0 array. The old Motherboard has no SATA ports, so I used a SATA card. Ubuntu set up the old RAID array, will it still recognize the array on a newer machine? Are there any steps I should take to ensure the array isn't damaged? It's non-crucial data, but I would rather not start over if it can be avoided. Thanks.

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • multi-dimension array problem in RGSS (RPG Maker XP)

    - by AzDesign
    This is my first day code script in RMXP. I read tutorials, ruby references, etc and I found myself stuck on a weird problem, here is the scenario: I made a custom script to display layered images Create the class, create an instance variable to hold the array, create a simple method to add an element into it, done The draw method (skipped the rest of the code to this part): def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') image[index].x = @x + @components[i][1] image[index].y = @y + @components[i][2] image[index].z = @z + @components[i][3] @test =+ 1 end end Create an event that does these script > $layerz = Layerz.new $layerz.configuration[0] = ['root',0,0,1] > $layerz.configuration[1] = ['bark',0,10,2] > $layerz.configuration[2] = ['branch',0,30,3] > $layerz.configuration[3] = ['leaves',0,60,4] $layerz.draw Run, trigger the event and the result : ERROR! Undefined method`[]' for nil:NilClass pointing at this line on draw method : image[index].bitmap = RPG::Cache.picture(@components[i][0] + '.png') THEN, I changed the method like these just for testing: def draw image = [] index = 0 for i in [email protected] if image.size > 0 index = image.size end image[index] = Sprite.new image[index].bitmap = RPG::Cache.picture(@components[0][0] + '.png') image[index].x = @x + @components[0][1] image[index].y = @y + @components[0][2] image[index].z = @z + @components[0][3] @test =+ 1 end I changed the @components[i][0] to @components[0][0] and IT WORKS, but only the root as it not iterates to the next array index Im stuck here, see : > in single level array, @components[0] and @components[i] has no problem > in multi-dimension array, @components[0][0] has no problem BUT > in multi-dimension array, @components[i][0] produce the error as above > mentioned. any suggestion to fix the error ? Or did I wrote something wrong ?

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • Flattening a Jagged Array with LINQ

    - by PSteele
    Today I had to flatten a jagged array.  In my case, it was a string[][] and I needed to make sure every single string contained in that jagged array was set to something (non-null and non-empty).  LINQ made the flattening very easy.  In fact, I ended up making a generic version that I could use to flatten any type of jagged array (assuming it's a T[][]): private static IEnumerable<T> Flatten<T>(IEnumerable<T[]> data) { return from r in data from c in r select c; } Then, checking to make sure the data was valid, was easy: var flattened = Flatten(data); bool isValid = !flattened.Any(s => String.IsNullOrEmpty(s)); You could even use method grouping and reduce the validation to: bool isValid = !flattened.Any(String.IsNullOrEmpty); Technorati Tags: .NET,LINQ,Jagged Array

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  • Find an element in a JavaScript array

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/22/find-an-element-in-a-javascript-array.aspxI needed a C# Dictionary like data structure in JavaScript and then a way to find that object by a key. I had forgotten how to do this, so did some searching and talked to a colleague and came up with this JsFiddle. See the code in my jsFiddle or below: var processingProgressTimeoutIds = []; var file = { name: 'test', timeId: 1 }; var file2 = { name: 'test2', timeId: 2 }; var file3 = { name: 'test3', timeId: 3 }; processingProgressTimeoutIds.push({ name: file.name, timerId: file.id }); processingProgressTimeoutIds.push({ name: file2.name, timerId: file2.id }); processingProgressTimeoutIds.push({ name: file3.name, timerId: file3.id }); console.log(JSON.stringify(processingProgressTimeoutIds)); var keyName = 'test'; var match = processingProgressTimeoutIds.filter(function (item) { return item.name === keyName; })[0]; console.log(JSON.stringify(match)); // optimization var match2 = processingProgressTimeoutIds.some(function (element, index, array) { return element.name === keyName; }); console.log(JSON.stringify(match2)); // if you have the full object var match3 = processingProgressTimeoutIds.indexOf(file); console.log(JSON.stringify(match3)); // http://jsperf.com/array-find-equal – from Dave // indexOf is faster, but I need to find it by the key, so I can’t use it here //ES6 will rock though, array comprehension! – also from Dave // var ys = [x of xs if x == 3]; // var y = ys[0]; Here’s a good blog post on Array comprehension.

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  • Vector with Constant-Time Remove - still a Vector?

    - by Darrel Hoffman
    One of the drawbacks of most common implementations of the Vector class (or ArrayList, etc. Basically any array-backed expandable list class) is that their remove() operation generally operates in linear time - if you remove an element, you must shift all elements after it one space back to keep the data contiguous. But what if you're using a Vector just to be a list-of-things, where the order of the things is irrelevant? In this case removal can be accomplished in a few simple steps: Swap element to be removed with the last element in the array Reduce size field by 1. (No need to re-allocate the array, as the deleted item is now beyond the size field and thus not "in" the list any more. The next add() will just overwrite it.) (optional) Delete last element to free up its memory. (Not needed in garbage-collected languages.) This is clearly now a constant-time operation, since only performs a single swap regardless of size. The downside is of course that it changes the order of the data, but if you don't care about the order, that's not a problem. Could this still be called a Vector? Or is it something different? It has some things in common with "Set" classes in that the order is irrelevant, but unlike a Set it can store duplicate values. (Also most Set classes I know of are backed by a tree or hash map rather than an array.) It also bears some similarity to Heap classes, although without the log(N) percolate steps since we don't care about the order.

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • Importing tab delimited file into array in Visual Basic 2013 [migrated]

    - by JaceG
    I am needing to import a tab delimited text file that has 11 columns and an unknown number of rows (always minimum 3 rows). I would like to import this text file as an array and be able to call data from it as needed, throughout my project. And then, to make things more difficult, I need to replace items in the array, and even add more rows to it as the project goes on (all at runtime). Hopefully someone can suggest code corrections or useful methods. I'm hoping to use something like the array style sMyStrings(3,2), which I believe would be the easiest way to control my data. Any help is gladly appreciated, and worthy of a slab of beer. Here's the coding I have so far: Imports System.IO Imports Microsoft.VisualBasic.FileIO Public Class Main Dim strReadLine As String Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Dim sReader As IO.StreamReader = Nothing Dim sRawString As String = Nothing Dim sMyStrings() As String = Nothing Dim intCount As Integer = -1 Dim intFullLoop As Integer = 0 If IO.File.Exists("C:\MyProject\Hardware.txt") Then ' Make sure the file exists sReader = New IO.StreamReader("C:\MyProject\Hardware.txt") Else MsgBox("File doesn't exist.", MsgBoxStyle.Critical, "Error") End End If Do While sReader.Peek >= 0 ' Make sure you can read beyond the current position sRawString = sReader.ReadLine() ' Read the current line sMyStrings = sRawString.Split(New Char() {Chr(9)}) ' Separate values and store in a string array For Each s As String In sMyStrings ' Loop through the string array intCount = intCount + 1 ' Increment If TextBox1.Text <> "" Then TextBox1.Text = TextBox1.Text & vbCrLf ' Add line feed TextBox1.Text = TextBox1.Text & s ' Add line to debug textbox If intFullLoop > 14 And intCount > -1 And CBool((intCount - 0) / 11 Mod 0) Then cmbSelectHinge.Items.Add(sMyStrings(intCount)) End If Next intCount = -1 intFullLoop = intFullLoop + 1 Loop End Sub

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • Not enough components to start the RAID array?

    - by urig
    I'm trying to retrieve data from a "Western Digital MyBook World Edition (white light)" NAS device. This is basically an embedded Linux box with a 1TB HDD in it formatted in ext3. It stopped booting one day for no apparent reason. I have extracted the HDD from the NAS device and installed it in a desktop machine running Ubuntu 10.10 in the hope of accessing the files on the drive. Unfortunately, Ubuntu has not been able to mount the drive automatically. Having started up Disk Utility I see the drive as a multi disk device called "Array (Array)" showing Metadata Version 0.90.0. The device state is: "Not Running, not enough components to start". When I click the "Start RAID Array" button I get an error saying: "Not enough components to start the RAID array". Can you please tell me which components are missing and how to install them to get access to the drive's filesystem?

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  • Separating merged array of arithmetic and geometric series [closed]

    - by user1814037
    Possible Duplicate: Separating merged array of arithmetic and geometric series My friend asked me an interseting question. Given an array of positive integers in increasing order. Seperate them in two series, an arithmetic sequence and geometric sequence. The given array is such that a solution do exist. The union of numbers of the two sequence must be the given array. Both series can have common elements i.e. series need not to be disjoint. The ratio of the geometric series can be fractional. Example: Given series : 2,4,6,8,10,12,25 AP: 2,4,6,8,10,12 GP: 4,10,25 I tried taking few examples but could not reach a general way. Even tried some graph implementation by introducing edges if they follow a particular sequence but could not reach solution.

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  • Android: 2D. OpenGl or android.graphics?

    - by DroidIn.net
    I'm working with my friend on our first Android game. Basic idea is that every frame the whole surface is redrawn (1 large bitmap) which then sprinkled all over with large number of particles which produces effect of soapy bubbles where there's a pool of about 20 bitmaps which randomly gets picked to produce illusion that all bubbles (between 200 - 300) are all different. The math engine is in C (JNI) and currently all drawing is done using android.graphics package very similar (since that was the example I was using) to Lunar Lander. It works but animation is somewhat jerky and I can feel by temperature of my phone that it is very busy. Will we benefit from switching to OpenGL? And as a bonus question: what would be a good way to optimize the drawing mechanism (Lunar Lander like) we have now?

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  • Ruby on Rails, Array to HTML table, controller or view?

    - by SooDesuNe
    In my rails app the model is fetching some XML and returning an array. I want each array item (they are all text typed) to ultimately be a cell in an HTML table. Does the logic of turning the array elements into the HTML table belong in the controller or the view? Of course either will work, I'd like your thoughts on best practice.

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  • How can I get elements out of an array with Template Toolkit?

    - by Przemek
    I have an array of Paths which i want to read out with Template Toolkit. How can I access the array Elements of this array? The Situation is this: my @dirs; opendir(DIR,'./directory/') || die $!; @dirs = readdir(DIR); close DIR; $vars->{'Tree'} = @dirs; Then I call the Template Page like this: $template->process('create.tmpl', $vars) || die "Template process failed: ", $template->error(), "\n"; In this template I want to make an Tree of the directories in the array. How can I access them? My idea was to start with a foreach in the template like this [% FOREACH dir IN Tree.dirs %] $dir [% END %]

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  • php - sort and delete duplicates?

    - by c41122ino
    I've got an array that looks like this: Array ( [0] => Array ( num => 09989, dis => 20 ) [1] => Array ( num => 09989, dis => 10 ) [2] => Array ( num => 56676, dis => 15 ) [3] => Array ( num => 44533, dis => 20 ) [4] => Array ( num => 44533, dis => 50 ) ) First, I'm trying to sort them by num, and can't seem to get the usort example from php.net working here. It simply doesn't appear to be sorting... I'm also trying to delete the array element if it's a duplicate and whose dis value is higher than the other one. So, based on the example above, I'm trying to create: Array ( [0] => Array ( num => 09989, dis => 10 ) [1] => Array ( num => 44533, dis => 20 ) [2] => Array ( num => 56676, dis => 15 ) ) This is the code from php.net: function cmp($a, $b) { if ($a == $b) { return 0; } return ($a < $b) ? -1 : 1; }

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  • Bioperl, equivalent of IO::ScalarArray for array of Seq objects?

    - by Ryan Thompson
    In perl, we have IO::ScalarArray for treating the elements of an array like the lines of a file. In BioPerl, we have Bio::SeqIO, which can produce a filehandle that reads and writes Bio::Seq objects instead of strings representing lines of text. I would like to do a combination of the two: I would like to obtain a handle that reads successive Bio::Seq objects from an array of such objects. Is there any way to do this? Would it be trivial for me to implement a module that does this? My reason for wanting this is that I would like to be able to write a subroutine that accepts either a Bio::SeqIO handle or an array of Bio::Seq objects, and I'd like to avoid writing separate loops based on what kind of input I get. Perhaps the following would be better than writing my own IO module? sub process_sequences { my $input = $_[0]; # read either from array of Bio::Seq or from Bio::SeqIO my $nextseq; if (ref $input eq 'ARRAY') { my $pos = 0 $nextseq = sub { return $input->[$pos++] if $pos < @$input}; } } else { $nextseq = sub { $input->getline(); } } while (my $seq = $nextseq->()) { do_cool_stuff_with($seq) } }

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  • Understanding an interesting array update/replace function

    - by dave
    I'm a PHP amateur. This array function is an adaption of a function I noticed while reading this article. I thought this was an interesting type of array function, but I have a question about the way it works. my_func( array( 'sky' => 'blue' ) ); function my_func( array $settings = array() ) { $settings = $settings + array( 'grass'=>'green','sky'=>'dark' ); print_r( $settings ) ; // outputs: Array ( [sky] => blue [grass] => green ) } but..................... my_func( array( 'sky' => 'blue' ) ); function my_func( array $settings = array() ) { $settings = array( 'clock'=>'time' ) ; $settings = $settings + array( 'grass'=>'green','sky'=>'dark' ); print_r( $settings ) ; // outputs: Array ( [clock] => time [grass] => green [sky] => dark ) } Why does [sky] not equal 'blue' in the second instance? Thanks.

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  • How to mark array value types in PHP (Java)Doc?

    - by Christian Sciberras
    It might be a bit difficult to explain, so I'll give some example code. Note that I'm using NetBeans IDE (latest). class Dummy { public function say(){ } } /** * Builds dummy class and returns it. * @return Dummy The dummy class. */ function say_something(){ return new Dummy(); } $s=say_something(); While developing in netbeans I can invoke auto-complete by hitting ctrl+space after typing "$s-". In the the hint window that follows, there is the item "say()". This is because the javadoc says say_something returns a Dummy and NetBeans parsed Dummy class to know that it has a method called "say()". So far so good. My problem is with arrays. Example code follows: /** * Builds array of 2 dummy classes and returns it. * @return Array The dummy class. (*) */ function say_something2(){ return array(new Dummy(),new Dummy()); } $s=say_something2(); If I try the auto-complete thing again but with "$s[0]-" instead, I don't get the methods fro Dummy class. This is because in the JavaDoc I only said that it is an array, but not the values' type. So the question would be, is there any JavaDoc syntax, cheat, whatever which allows me to tell JavaDoc what type of variables to expect in an array?

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  • How do I shift items in an array in C#?

    - by Andy Evans
    Let's say that I have an array of strings like this: 1, 2, 3, 4, 5, 6, 7, 8 and I want to shift the elements of the array such that The first element always remains fixed Only the remaining elements get shifted like so ... The last element in the array becomes the 2nd element and is shifted through the array with each pass. Pass #1: 1, 2, 3, 4, 5, 6, 7, 8 Pass #2: 1, 8, 2, 3, 4, 5, 6, 7 Pass #3: 1, 7, 8, 2, 3, 4, 5, 6 Pass #4: 1, 6, 7, 8, 2, 3, 4, 5 Any assistance would be greatly appreciated.

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