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  • Oracle analytic functions for "the atatrbute from the row with the max date"

    - by tpdi
    I'm refactoring a colleague's code, and I have several cases where he's using a cursor to get "the latest row that matches some predicate": His technique is to write the join as a cursor, order it by the date field descending, open the cursor, get the first row, and close the cursor. This requires calling a cursor for each row of the result set that drives this, which is costly for many rows. I'd prefer to be able to join, but what something cheaper than a correlated subquery: select a.id_shared_by_several_rows, a.foo from audit_trail a where a.entry_date = (select max(a.entry_date) from audit_trail b where b.id_shared_by_several_rows = a.id_shared_by_several_rows ); I'm guessing that since this is a common need, there's an Oracle analytic function that does this?

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

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

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  • SetCursor reverts after a mouse move

    - by Joe Ludwig
    I am using SetCursor to set the system cursor to my own image. The code looks something like this: // member on some class HCURSOR _cursor; // at init time _cursor = LoadCursorFromFile("somefilename.cur"); // in some function SetCursor(_cursor); When I do this the cursor does change, but on the first mouse move message it changes back to the default system arrow cursor. This is the only code in the project that is setting the cursor. What do I need to do to make the cursor stay the way I set it?

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Tag-like autocompletion and caret/cursor movement in contenteditable elements.

    - by jimeh
    I'm working on a jQuery plugin that will allow you to do @username style tags, like Facebook does in their status update input box. My problem is, that even after hours of researching and experimenting, it seems REALLY hard to simply move the caret. I've managed to inject the <a> tag with someone's name, but placing the caret after it seems like rocket science, specially if it's supposed work in all browsers. And I haven't even looked into replacing the typed @username text with the tag yet, rather than just injecting it as I'm doing right now... lol There's a ton of questions about working with contenteditable here on Stack Overflow, and I think I've read all of them, but they don't really cover properly what I need. So any more information anyone can provide would be great :)

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How to know user is dragging something when the cursor is not in my window?

    - by Edwin
    Hi folks, We all know you can implement drag-and-drop feature for your Window so that it accepts drag and drop operation, but my question is, how to detect a drag-and-drop operation that's is in progress in other windows, for example, dragging a file in the Windows Explorer? What I want to do is that when a user is dragging a file then my hidden window shows up. Thank you!

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  • jQuery or CSS - How do you make a link in a table row appear underlined even when the cursor is in a

    - by adam
    I have a table of 3-4 columns, the central one being task names that are also links(yet another todo app..groan). Im trying to make it so that whenever the mouse hovers over any part of the table row - not just the link itself - the link will appear underlined. Its a small detail but its been annoying me like hell and i refuse to let it get the better of me now. At first i tried jQuery with a (forgive the obvious syntax errors but this is the jist) $('#row_in_question').hover( function(){ $(this).find(...the link..).toggleClass("highlighted") }, function(){ $(this).find(...the link..).toggleClass("highlighted") } ); with this as a styling for the a element in general .highlighted { text-decoration: underlined; } and it did indeed toggle the highlighted class on that link - however css inheritance got in the way and no visual changes made. Since i previously styled that link to have no underline when not hovered it wouldnt change the style. So how do i go about this? I dont want the whole row to become clickable, I just want the text to become underlined.

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  • Why can't I put a jquery-ui progressbar inside a div with fixed position?

    - by Matthew
    I started the source from this progressbar example, and it works fine. My only change was to set the width of the progressbar to "20%". <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="progressbar"></div> </body> </html> I then put the progressbar inside another div, and used css to fix that div in the upper-right-hand corner. <!DOCTYPE html> <html> <head> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"/> <style type="text/css"> #testContainer { position : fixed; top : 6; right : 6; } </style> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/jquery-ui.min.js"></script> <script> $(document).ready(function() { $("#progressbar").progressbar({ value: 37 }).css({ width : "20%"}); }); </script> </head> <body style="font-size:62.5%;"> <div id="testContainer"> <div id="progressbar"></div> </div> </body> </html> The progressbar becomes a slim vertical line on the left side of the screen. What am I doing wrong? I'm new to web development in general, and jquery in particular, so please forgive me if this is a stupid question.

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  • SQL: without a cursor, how to select records making a unique integer id (identity like) for dups?

    - by Dr. Zim
    If you have the select statement below where the PK is the primary key: select distinct dbo.DateAsInt( dateEntered) * 100 as PK, recordDescription as Data from MyTable and the output is something like this (the first numbers are spaced for clarity): PK Data 2010 01 01 00 New Years Day 2010 01 01 00 Make Resolutions 2010 01 01 00 Return Gifts 2010 02 14 00 Valentines day 2010 02 14 00 Buy flowers and you want to output something like this: PK Data 2010 01 01 01 New Years Day 2010 01 01 02 Make Resolutions 2010 01 01 03 Return Gifts 2010 02 14 01 Valentines day 2010 02 14 02 Buy flowers Is it possible to make the "00" in the PK have an "identity" number effect within a single select? Otherwise, how could you increment the number by 1 for each found activity for that date? I am already thinking as I type to try something like Sum(case when ?? then 1 end) with a group by.

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  • How to op-en file and view in a rich text box using vb.net?

    - by Aaron Warnke
    Hi I am trying to open and view a files text in a rich text box. Here is what I have please let me know what I am doing wrong? Private Sub loadButton_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles loadButton.Click ' Displays an OpenFileDialog so the user can select a Cursor. Dim openFileDialog1 As New OpenFileDialog() openFileDialog1.Filter = "Cursor Files|*.txt" openFileDialog1.Title = "Select a Cursor File" If openFileDialog1.ShowDialog() = System.Windows.Forms.DialogResult.OK Then ' Assign the cursor in the Stream to the Form's Cursor property. Me.mainRTBox = New Text(openFileDialog1.OpenFile()) End If End Sub

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  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

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  • How can I sort an array, yet exclude certain elements (to be kept at the same position in the array)

    - by calumbrodie
    This will be implemented in Javascript (jQuery) but I suppose the method could be used in any language. I have an array of items and I need to perform a sort. However there are some items in the array that have to be kept in the same position (same index). The array in question is build from a list of <li> elements and I'm using .data() values attached to the list item as the value on which to sort. What approach would be best here? <ul id="fruit"> <li class="stay">bananas</li> <li>oranges</li> <li>pears</li> <li>apples</li> <li class="stay">grapes</li> <li>pineapples</li> </ul> <script type="text/javascript"> var sugarcontent = new Array('32','21','11','45','8','99'); $('#fruit li').each(function(i,e){ $(this).data(sugarcontent[i]); }) </script> I want the list sorted with the following result... <ul id="fruit"> <li class="stay">bananas</li> <!-- score = 32 --> <li>pineapples</li> <!-- score = 99 --> <li>apples</li> <!-- score = 45 --> <li>oranges</li> <!-- score = 21 --> <li class="stay">grapes</li> <!-- score = 8 --> <li>pears</li> <!-- score = 11 --> </ul> Thanks!

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  • Order of declaration in an anonymous pl/sql block

    - by RenderIn
    I have an anonymous pl/sql block with a procedure declared inside of it as well as a cursor. If I declare the procedure before the cursor it fails. Is there a requirement that cursors be declared prior to procedures? What other rules are there for order of declaration in a pl/sql block? This works: DECLARE cursor cur is select 1 from dual; procedure foo as begin null; end foo; BEGIN null; END; This fails with error PLS-00103: Encountered the symbol "CURSOR" when expecting one of the following: begin function package pragma procedure form DECLARE procedure foo as begin null; end foo; cursor cur is select 1 from dual; BEGIN null; END;

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  • Get company name in android using new API's

    - by HellBoy
    Currently I am getting company name using following code public class ContactsDemo extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); Cursor cursor = getContentResolver().query(Contacts.Organizations.CONTENT_URI, null, null, null, null); //ContactsContract.CommonDataKinds. if(cursor!=null){ System.out.println(cursor.getString(cursor.getColumnIndex (Contacts.Organizations.COMPANY))); }}} but I don't want to use deprected API's. & in new API's there is no CONTENT_URI in Organisation class. How to get company name using new API.

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  • Iterating over a database column in Django

    - by curious
    I would like to iterate a calculation over a column of values in a MySQL database. I wondered if Django had any built-in functionality for doing this. Previously, I have just used the following to store each column as a list of tuples with the name table_column: import MySQLdb import sys try: conn = MySQLdb.connect (host = "localhost", user = "user", passwd="passwd", db="db") except MySQLdb.Error, e: print "Error %d: %s" % (e.args[0], e.args[1]) sys.exit (1) cursor = conn.cursor() for table in ['foo', 'bar']: for column in ['foobar1', 'foobar2']: cursor.execute('select %s from %s' % (column, table)) exec "%s_%s = cursor.fetchall()" % (table, column) cursor.close() conn.commit() conn.close() Is there any functionality built into Django to more conveniently iterate through the values of a column in a database table? I'm dealing with millions of rows so speed of execution is important.

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  • Datagridview retains waitcursor when updated from thread

    - by Apeksha
    I have a DataGridView control in my Windows Forms Application. I am adding rows to the grid using a background thread. I change the form's cursor to Waitcursor when the process starts and back to Default when it ends. This works well for the form, but not for the grid. When the form's cursor is changed back to default, the grid's cursor does not change, although the cursor over the rest of the form does. Does this have anything to do with the fact that I am updating the grid from a background thread? (The cursor is being changed from the UI thread).

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  • [Android] Returning to a ListView with a text filter

    - by sosiouxme
    I enabled text filtering on my ListView in the expected way; adding android:textFilterEnabled=”true” in resource definition and (as I'm using a SimpleCursorAdapter) setting a FilterQueryProvider that provides a filtered cursor like so: public Cursor runQuery(CharSequence constraint) { Cursor cur = mDba.fetchTrackers(mCurrentGroupId, constraint.toString()); startManagingCursor(cur); return cur; } My question is this: once the user selects a list item, goes off to another activity, and returns to this one, how can I control the state of the filter previously applied? What I'm seeing right now is that when I return to the activity, the cursor being used is the unfiltered one set on the filter at creation, but the filter text they typed is still shown (and typing keys causes the filter to be applied). What I'd like to do is either clear the filter, or keep the filtered cursor that the activity was left with.

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