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  • Need some help fixing fonts (11.04 Alpha 3)

    - by Spacecraft
    Hi I changed my Application Font and Window Font to something much better looking but it has a few problems. The font is Umpush Light. It's doing this in the software center: http://img851.imageshack.us/img851/8307/workspace1004.png If I increase the font size from 11 to 12, that problem goes away, but then everything is too large. When I increase it this also happens: http://img819.imageshack.us/img819/6231/workspace1006e.png It starts moving the text in the search box up, and the "All Applications" drop down gets messed up too. It seems like there is too much padding around the font or something. Anyone have any ideas on how I can fix this?

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  • How SEO Services Companies Can Help You Out

    If you have a website, then you know how very important it is so that your website can rank effectively well in any search engine. This is one of the most important things that you need to do as the greater your website can appear in any search engine, the better are your chances of ensuring that you get an increase in the number of overall customers to the website.

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  • Help no sound 13.10

    - by user204393
    I've been looking for people who have the same problem but i can't find any so i decided to post it and see. i have no sound through speakers BUT nothing like the other people on the forums! you know sound settings, i don't even have speakers in there only digital output and headphones same thing in alsamixer no speaker! BTW i upgraded from 13.4 which was fine ! i have an image but i need 10 reputation -_- anyway...

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  • SEO Tools to Help You in Your Business

    SEO and other online strategies are being used more and more by businesses today. As the market is developing and becoming more educated, it is more important to ensure that you are on top of your game and understand the impact the SEO and other online tactics have on your website. This article will discuss some of the things that you need to watch out for in your online activities.

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  • Social Network ( Help) [on hold]

    - by brunocascio
    I am in a great "problem" so to speak , and I need opinions to decide. The problem is to create a social network without knowing the number of users who use it (but if thinking if they were sufficient ) . The question is which language and framework to use .... I do not mind having to learn new technologies and / or languages ??. I am among PHP ( Laravel - Symfony - other? ) Ruby ( Ruby on Rails 4? ) Javascript ( Ember , express, locomotive , other? ) Python ( Django ) Java ( Grails , Play, other?) I have experience in both PHP and frameworks. In Symfony developed part of it, but I got tired having to do a thousand configurations for all . I know very little about Ruby , but I saw very easy . I do not know are saying the performance. Javascript costs me to get used to their paradigm , and do not know if at all sure to cover everything with Javascript. Django and python ( very poor knowledge ) Java , experience in data structure and android , but not web . Regarding the / s databases: In my head I have to MongoDB and costs change of opinion by another database with respect to documentation and EASE performance . But .......... frameworks have no support at all clear . I also thought of mixing technologies for using a tecnlogía backend and the frontend other. As I read in the new social network Origo . They use Symfony for REST and javascript for the frontend . ( Backbone , Underscore and RequireJS ) What do you recommend me ?

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  • Three (3) Ways Google Will Help With SEO

    Google provides tools and guidance, to improve your chances of success; in their search engine results. Utilized properly, the dependable resources found within your Google account, will provide valuable information; that saves time, money and frustration.

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  • Change value of adjacent vertices and remove self loop

    - by StereoMatching
    Try to write a Karger’s algorithm with boost::graph example (first column is vertice, other are adjacent vertices): 1 2 3 2 1 3 4 3 1 2 4 4 2 3 assume I merge 2 to 1, I get the result 1 2 3 2 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 first question : How could I change the adjacent vertices("2" to "1") of vertice 1? my naive solution template<typename Vertex, typename Graph> void change_adjacent_vertices_value(Vertex input, Vertex value, Graph &g) { for (auto it = boost::adjacent_vertices(input, g); it.first != it.second; ++it.first){ if(*it.first == value){ *(it.first) = input; //error C2106: '=' : left operand must be l-value } } } Apparently, I can't set the value of the adjacent vertices to "1" by this way The result I want after "change_adjacent_vertices_value" 1 1 3 1 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 second question : How could I pop out the adjacent vertices? Assume I want to pop out the consecutive 1 from the vertice 1 The result I expected 1 1 3 1 3 4 2 1 3 4 3 1 2 4 4 2 3 any function like "pop_adjacent_vertex" could use?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Digital Blue Digital Movie Creator 3.0 driver

    - by hjdx
    I'm having a complete 'mare of a time trying to use my schools Digital Blue cameras. We've got the model 3 ones, but can't find the driver disc and using the Windows Hardware Installation Wizard gets me no where! Can you help me to find the driver? When I've used it at my old school it had a piece of software called the Digital Movie Creator, which I've heard you can use to make stop-motion films, which is what I want to do! This is what it looks like http://www.amazon.co.uk/Digital-Movie-Creator-1GB-Card/dp/B000LP30LA/ref=sr_1_2?ie=UTF8&s=software&qid=1265928833&sr=1-2

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  • I used my ntfs formatted hard drive, copied files from a mac using a bridge program, but now i can't

    - by Marc
    I used my ntfs formatted hard drive, copied files from a mac using a bridge program, but now i can't see any of the files on my pc help? I brought it from home, (NTFS HD) found that it was only read only.. so i got a bridge program (don't remember) and was able to copy files from the mac to the hard drive. I took it home and went to get into those files, and they do not even show up.. it copied, and did everything it was supposed to do to let me know it was working, but now i can't find any of those files. am I FUBAR? :(

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  • BIOS root kit? Or, how do I fresh install a clean BIOS?

    - by Leopold_Bloom
    So I was installing questionable operating system onto my EEE pc and it required me to downgrade the BIOS which I really am not an expert at. I used a patch and it appeared to work. Now, I'm paranoid about the downgrade because, honestly, I have no idea where the code came from or what could be in it. My question, then, is it possible to "start over" completely fresh with my BIOS? As in wipe out the possibly malicious BIOS and go back to the manufacturer-provided one? Has anyone done something similar to this? I just want to install Ubuntu Netbook Remix to the EEE pc 1000 but I want to make sure the BIOS are secure. Any advice would help tremendously, or am I just being uber paranoid? BIOS are definitely not my strength.

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  • Looking for 'WinHlp32.exe compatible' replacement for free redistribution under vista and windows 7

    - by richardboon
    Our software installs a package of legacy software for the client, some of it has old hlp file from 3rd party vendor requiring winhlp32.exe (note: we have no legal right to modify the hlp). Those client may only have cd/dvd and might not have internet access, etc. So I need a free 'WinHlp32.exe compatible' replacement for our redistribution under vista and windows 7. Background of problem: -Microsoft stopped including the 32-bit Help file viewer in Windows releases beginning with Windows Vista and Windows Server 2008. -Starting with the release of Windows Vista and Windows Server 2008, third-party software developers are no longer authorized to redistribute WinHlp32.exe with their programs. http://support.microsoft.com/kb/917607

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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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  • Cannot format first column in WxPython's ListCtrl

    - by Matt Clarke
    If I set the format of the first column in a ListCtrl to align centre (or align right) nothing happens. It works for the other columns. This only happens on Windows - I have tested it on Linux and it works fine. Does anyone know if there is a work-round or other solution? Here is an example based on code found at http://zetcode.com/wxpython/ import wx import sys packages = [('jessica alba', 'pomona', '1981'), ('sigourney weaver', 'new york', '1949'), ('angelina jolie', 'los angeles', '1975'), ('natalie portman', 'jerusalem', '1981'), ('rachel weiss', 'london', '1971'), ('scarlett johansson', 'new york', '1984' )] class Actresses(wx.Frame): def __init__(self, parent, id, title): wx.Frame.__init__(self, parent, id, title, size=(380, 230)) hbox = wx.BoxSizer(wx.HORIZONTAL) panel = wx.Panel(self, -1) self.list = wx.ListCtrl(panel, -1, style=wx.LC_REPORT) self.list.InsertColumn(0, 'name', wx.LIST_FORMAT_CENTRE,width=140) self.list.InsertColumn(1, 'place', wx.LIST_FORMAT_CENTRE,width=130) self.list.InsertColumn(2, 'year', wx.LIST_FORMAT_CENTRE, 90) for i in packages: index = self.list.InsertStringItem(sys.maxint, i[0]) self.list.SetStringItem(index, 1, i[1]) self.list.SetStringItem(index, 2, i[2]) hbox.Add(self.list, 1, wx.EXPAND) panel.SetSizer(hbox) self.Centre() self.Show(True) app = wx.App() Actresses(None, -1, 'actresses') app.MainLoop()

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  • Create a Python User() class that both creates new users and modifies existing users

    - by ensnare
    I'm trying to figure out the best way to create a class that can modify and create new users all in one. This is what I'm thinking: class User(object): def __init__(self,user_id): if user_id == -1 self.new_user = True else: self.new_user = False #fetch all records from db about user_id self._populateUser() def commit(self): if self.new_user: #Do INSERTs else: #Do UPDATEs def delete(self): if self.new_user == False: return False #Delete user code here def _populate(self): #Query self.user_id from database and #set all instance variables, e.g. #self.name = row['name'] def getFullName(self): return self.name #Create a new user >>u = User() >>u.name = 'Jason Martinez' >>u.password = 'linebreak' >>u.commit() >>print u.getFullName() >>Jason Martinez #Update existing user >>u = User(43) >>u.name = 'New Name Here' >>u.commit() >>print u.getFullName() >>New Name Here Is this a logical and clean way to do this? Is there a better way? Thanks.

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  • IMB_ibImageFromMemory: unknown fileformat?

    - by Antoni4040
    Here's my add-on: import bpy import os import sys import subprocess import threading class ExportToGIMP(bpy.types.Operator): bl_idname = "uv.exporttogimp" bl_label = "Export to GIMP" def execute(self, context): self.filepath = os.path.join(os.path.dirname(bpy.data.filepath), "Layout") bpy.ops.uv.export_layout(filepath=self.filepath, check_existing=True, export_all=False, modified=False, mode='PNG', size=(1024, 1024), opacity=0.25, tessellated=False) self.files = os.path.dirname(bpy.data.filepath) cmd = " (python-fu-bgsync RUN-NONINTERACTIVE)" subprocess.Popen(['gimp', '-b', cmd]) self.update() return {'FINISHED'}; def update(self): self.thread = threading.Timer(3.0, self.update).start() self.filepath2 = "/home/antoni4040/????afa/Layout1.png" bpy.ops.image.open(filepath=self.filepath2, filter_blender=False, filter_image=True, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filemode=9, relative_path=False) tex = bpy.data.textures.new(name = self.filepath2, type = "IMAGE") def exporttogimp_menu(self, context): self.layout.operator(ExportToGIMP.bl_idname, text="Export To GIMP") bpy.utils.register_class(ExportToGIMP) bpy.types.IMAGE_MT_uvs.append(exporttogimp_menu) But I can't load an image, because I get this: Reached EOF while decoding PNG IMB_ibImageFromMemory: unknown fileformat (/home/antoni4040/????afa/Layout1.png) What is that?

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  • Python Decorators and inheritance

    - by wheaties
    Help a guy out. Can't seem to get a decorator to work with inheritance. Broke it down to the simplest little example in my scratch workspace. Still can't seem to get it working. class bar(object): def __init__(self): self.val = 4 def setVal(self,x): self.val = x def decor(self, func): def increment(self, x): return func( self, x ) + self.val return increment class foo(bar): def __init__(self): bar.__init__(self) @decor def add(self, x): return x Oops, name "decor" is not defined. Okay, how about @bar.decor? TypeError: unbound method "decor" must be called with a bar instance as first argument (got function instance instead) Ok, how about @self.decor? Name "self" is not defined. Ok, how about @foo.decor?! Name "foo" is not defined. AaaaAAaAaaaarrrrgggg... What am I doing wrong?

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  • ORA- 01157 / Cant connect to database

    - by Tom
    Hi everyone, this is a follow up from this question. Let me start by saying that i am NOT a DBA, so i'm really really lost with this. A few weeks ago, we lost contact with one of our SID'S. All the other services are working, but this one in particular is not. What we got was this message when trying to connect ORA-01033: ORACLE initialization or shutdown in progress An attempt to alter database open ended up in ORA-01157: cannot identify/lock data file 6 - see DBWR trace file ORA-01110: data file 6: '/u01/app/oracle/oradata/xxx/xxx_data.dbf' I tried to shutdown / restart the database, but got this message. Total System Global Area 566231040 bytes Fixed Size 1220604 bytes Variable Size 117440516 bytes Database Buffers 444596224 bytes Redo Buffers 2973696 bytes Database mounted. ORA-01157: cannot identify/lock data file 6 - see DBWR trace file ORA-01110: data file 6: '/u01/app/oracle/oradata/xxx/xxx_data.dbf' When all continued the same, I erased the dbf files (rm xxx_data.dbf xxx_index.dbf), and recreated them using touch xxx_data.dbf. I also tried to recreate the tablespaces using `CREATE TABLESPACE DATA DATAFILE XXX_DATA.DBF` and got Database not open As I said, i don't know how bad this is, or how far i'm from gaining access to my database (well, to this SID at least, the others are working). I would imagine that a last resource would be to throw everything away, and recreating it, but I don't know how to, and I was hoping there's a less destructive solution. Any help will be greatly appreciated . Thanks in advance.

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  • SQL Server 2005 to 2008 DB attach elp please!

    - by Brandon
    I have SQL Server 2005 Standard on my personal machine. I created a very big DB about 21 gb. I made a backup and transferred the .bak file via an ftp program to my dedicated server. I have SQL Server 2008 Enterprise Edition on my dedicated server. I tried restore the transferred .bak file but got an error. I posted the error on here and was told the database is corrupt. How? I don't know. The connection was not interrupted during the ftp transfer. The DB works on my own machine. So then I detached the db on my own machine and transferred the mdf and ldf file to my dedicated server through ftp again and again there were not interruptions. Now I try to attach the db and get this error: The header for file 'DB.mdf' is not a valid database file header. The FILE SIZE property is incorrect. (Microsoft SQL Server, Error: 5172) For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&ProdVer=10.00.1442&EvtSrc=MSSQLServer&EvtID=5172&LinkId=20476 I already wasted 21 gb transferring the .bak file. Now I used another 21 to transfer mdf and additional ldf file. Please tell me there's a solution. The db can detach and attach fine on my machine in sql server 2005 but not SQL server 2008 on my server.

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  • Is this the correct way to reloadData on a UITableView?

    - by Sheehan Alam
    I am trying to append objects to my data source and then reload the table. Is this the correct way of approaching it? self.items is my datasource //Copy current items self.itemsCopy = [self.items mutableCopy];//[[NSMutableArray alloc] initWithArray:self.items copyItems:NO]; NSLog(@"Copy Size before append: %d",[itemsCopy count]); //Get new items int lastMsgID = [self getLastMessageID]; [self.coreData getMoreMessages:self.title lastID:lastMsgID]; //This will update self.items with 30 objects //Append new items [itemsCopy addObjectsFromArray:self.items]; //Empty items and copy itemsCopy [self.items removeAllObjects]; self.items = [self.itemsCopy mutableCopy]; NSLog(@"Actual Size after append: %d",[self.items count]); //Reload data [tableView reloadData];

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  • TypeError: object not callable when making instance

    - by TSM
    I've searched around other threads with similar questions, but I'm not finding the answer. Basically, I have a class: import Android_Class class Android_Revision(object): def __init__(self): # dict for storing the classes in this revision # (format {name : classObject}): self.Classes = {} self.WorkingClass = Android_Class() self.RevisionNumber = '' def __call__(self): print "Called" def make_Class(self, name): newClass = Android_Class(name) self.Classes.update({name : newClass}) self.WorkingClass = newClass def set_Class(self, name): if not(self.Classes.has_key(name)): newClass = Android_Class(name) self.Classes.update({name : newClass}) self.WorkingClass = self.Classes.get(name) I'm trying to make an instance of this class: Revision = Android_Revision() and that's when I'm getting the error. I'm confused because I have another situation where I'm doing almost the exact same thing, and it's working fine. I can't figure out what differences between the two would lead to this error. Thanks.

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  • excel date range help please

    - by Mark
    I need help with either a formula or a macro to help automate a grade sheets dates. We have class every monday or wednesday only. I would like to vlookup from a input table of each quarters date range (example Sept. 10 - Oct 24 and the code auto insert the date of every monday and wednesday in a row at the top of my grade sheet. Every year I use the same excel workbook I built to average and rate the grading with no problem, however i can't seem to get this one right. Any help would be greatly appreciated. Currently I have to enter each date by hand. Thanks Again for any help.

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  • How should bug tracking and help tickets integrate?

    - by Max Schmeling
    I have a little experience with bug tracking systems such as FogBugz where help tickets are issues are (or can be) bugs, and I have some experience using a bug tracking system internally completely separate from a help center system. My question is, in a company with an existing (home-grown) help center system where replacing it is not an option, how should a bug tracking system (probably Mantis) be integrated into the process? Right now help tickets get put in for issues, questions, etc and they get assigned to the appropriate person (PC Tech, Help Desk staff, or if it's an application issue they can't solve in the help desk it gets assigned to a developer). A user can put a request for small modifications or fixes to an application in a help ticket and the developer it gets assigned to will make the change at some point, apply their time to that ticket, and then close the ticket when it goes to production. We don't currently have a bug tracking system, so I'm looking into the best way to integrate one. Should we just take the help tickets and put it into the bug tracking system if it's a bug (or issue or feature request) and then close the ticket if it's not an emergency fix? We probably don't want to expose the bug tracking system to anyone else as they wouldn't know what to put in the help center system and what to put in the bug tracker... right? Any thoughts? Suggestions? Tips? Advice? To-dos? Not to-dos? etc...

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  • Register Now, Free Webinar! Driving Self-Service Learning with UPK Knowledge Center

    - by Kathryn Lustenberger
    UPK Proficiency Forum  Driving Self-Service Learning with UPK Knowledge Center July 16, at 11 am Pacific Join Oracle University for the next UPK Proficiency Forum on July 16, at 11 am Pacific. Beth Renstrom and Kathryn Lustenberger from UPK Product Management at Oracle will present an exciting session on "Driving Self-Service Learning with UPK Knowledge Center. Knowledge Center is a powerful, web-based knowledge repository that delivers an out-of-the-box deployment method for UPK content, enables extensive tracking and reporting, and can serve as content repository for UPK and non-UPK content. Hear how your organization can use Knowledge Center to centralize both UPK and non-UPK assets to provide self-service, role-based, curriculum-style learning. Understand how Knowledge Center can be used to deploy a collaborative user and expert environment where users can turn knowledge into productivity, ensure on-going user competency, and measure organizational readiness across your organization. You will walk away from this session with a better understanding of Oracle’s User Productivity Professional; Knowledge Center and all the benefits it has to offer your organization. You won’t want to miss this Free seminar! Attendance is limited. Register Now!

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