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  • Updating Versioned .NET Assembly References

    - by ryrich
    I have a C++/CLI project that needs to reference a .NET assembly. I've done so by going into the project properties and clicking "Add New Reference", and browsing to the assembly location (it's not part of the solution, so I cannot create a project-to-project reference, and the .NET assembly is not in the GAC so it isn't in the .NET tab when viewing the references to add) When the .NET assembly is updated (that is, since it is versioned, it will increment its version number daily), the C++/CLI project fails to compile because it is still referencing the older version. The workaround I've been doing is deleting the .NET reference and adding it back in, but this is not feasible. How do I have it recognize the newer assembly?? Note: The older assembly is replaced with the newer one, so it is in the same location, but doesn't know that it should use the newer version.

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  • Updating a sql server table with data from another table

    - by David G
    I have two basic SQL Server tables: Customer (ID [pk], AddressLine1, AddressLine2, AddressCity, AddressDistrict, AddressPostalCode) CustomerAddress(ID [pk], CustomerID [fk], Line1, Line2, City, District, PostalCode) CustomerAddress contains multiple addresses for the Customer record. For each Customer record I want to merge the most recent CustomerAddress record where most recent is determined by the highest CustomerAddress ID value. I've currently got the following: UPDATE Customer SET AddressLine1 = CustomerAddress.Line1, AddressPostalCode = CustomerAddress.PostalCode FROM Customer, CustomerAddress WHERE Customer.ID = CustomerAddress.CustomerID which works but how can I ensure that the most recent (highest ID) CustomerAddress record is selected to update the Customer table?

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  • Understanding Basic Prototyping & Updating Key/Value pairs

    - by JordanD
    First time poster, long time lurker. I'm trying to learn some more advanced features of .js, and have two ojectives based on the pasted code below: I would like to add methods to a parent class in a specific way (by invoking prototype). I intend to update the declared key/value pairs each time I make an associated method call. execMTAction as seen in TheSuper will execute each function call, regardless. This is by design. Here is the code: function TheSuper(){ this.options = {componentType: "UITabBar", componentName: "Visual Browser", componentMethod: "select", componentValue: null}; execMTAction(this.options.componentType, this.options.componentName, this.options.componentMethod, this.options.componentValue); }; TheSuper.prototype.tapUITextView = function(val1, val2){ this.options = {componentType: "UITextView", componentName: val1, componentMethod: "entertext", componentValue: val2}; }; I would like to execute something like this (very simple): theSuper.executeMTAction(); theSuper.tapUITextView("a", "b"); Unfortunately I am unable to overwrite the "this.options" in the parent, and the .tapUITextView method throws an error saying it cannot find executeMTAction. All I want to do, like I said, is to update the parameters in the parent, then have executeMTAction run each time I make any method call. That's it. Any thoughts? I understand this is basic but I'm coming from a long-time procedural career and .js seems to have this weird confluence of oo/procedural that I'm having a bit of difficulty with. Thanks for any input!

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  • JQuery updating label

    - by Zaps
    Hi, I have 2 textboxes and a label on my page. The 2 textboxes will contain numeric values. The label text will be the product of the 2 textbox values. Is there a way to do this using JQuery so that the value can get updated without having to do a postback? Also the textboxes may contain values with commas in it: e.g. 10,000. Is there a way I can extract the number from this so that it can be used to calculate the label value. Thanks in advance, Zaps

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  • Updating external Flex components from an action

    - by Scott
    Hello, I'm new to Flex and am having trouble understanding Events. I think Events are what I want to use for my situation. I have 2 components, addUser.mxml and listUsers.mxml. I access these from a ViewStack in my main application. When I load listUsers.mxml it shows a list of current users in a datagrid via a HTTPService call. When I add a user using the form on addUser.mxml I would like the datagrid in listUsers.mxml to refresh when I return to that view to show the new user. I've tried several different things with addEventListener and dispatchEvent but can't seem to get it working. Can someone help me with this logic?

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  • Scala updating/creating value in a hashmap

    - by user1672739
    I don't understand this with Scala hasmaps: How do I create a value or update one if it does not exist? I am tryng to count the number of characters in a list of Strings. I've tried this code but it doesn't work : def times(chars: List[Char]): List[(Char, Int)] = { val map = new HashMap[Char, Int]() chars.foreach( (c : Char) => { map.update(c, map.get(c) + 1) }) } I understand the returning type isn't correct. But is my foreach loop wrong? Is there a prettier way to write it?

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  • A self-creator: What pattern is this? php

    - by user151841
    I have several classes that are basically interfaces to database rows. Since the class assumes that a row already exists ( __construct expects a field value ), there is a public static function that allows creation of the row and returns an instance of the class. Here's a pseudo-code example : class fruit { public $id; public function __construct( $id ) { $this->id = $id; $sql = "SELECT * FROM Fruits WHERE id = $id"; ... $this->arrFieldValues[$field] = $row[$value]; } public function __get( $var ) { return $this->arrFieldValues[$var]; } public function __set( $var, $val ) { $sql = "UPDATE fruits SET $var = $val WHERE id = $this->id"; } public static function create( $id ) { $sql = "INSERT INTO Fruits ( fruit_name ) VALUE ( '$fruit' )"; $id = mysql_insert_id(); $fruit = & new fruit($id); return $fruit; } } $obj1 = fruit::create( "apple" ); $obj2 = & new fruit( 12 ); What is this pattern called? Edit: I changed the example to one that has more database-interface functionality. For most of the time, this kind of class would be instantiated normally, through __construct(). But sometimes when you need to create a new row first, you would call create().

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  • XCode Project Code Changes Not Updating 100% After Save-Build-Run

    - by Greg
    When I make code changes to my iPhone game project in XCode, and then do CMD-B + Enter, I expect the project to be saved, build and run on the simulator with the latest. What is happening though, sometimes, is that it doesn't pick up a small change I make unless I clean the project and then build. I'm a long time Java person and newish to C-based languages and it's compiler. Can someone explain to me what is cached after each build that does this and how to change my project settings to avoid having to clean everytime? Or tell me the bad news that this is part of C development? Not trying to bash it - I get compiled JSPs stuck in the working cache often in Java, too. :P

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  • Question about inserting/updating rows with MS SQL (ASP.NET MVC)

    - by Alex
    I have a very big table with a lot of rows, every row has stats for every user for certain days. And obviously I don't have any stats for future. So to update the stats I use UPDATE Stats SET Visits=@val WHERE ... a lot of conditions ... AND Date=@Today But what if the row doesn't exist? I'd have to use INSERT INTO Stats (...) VALUES (Visits=@val, ..., Date=@Today) How can I check if the row exists or not? Is there any way different from doing the COUNT(*)? If I fill the table with empty cells, it'd take hundreds of thousands of rows taking megabytes and storing no data.

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  • MEF C# Service - DLL Updating

    - by connerb
    Currently, I have a C# service that runs off of many .dll's and has modules/plugins that it imports at startup. I would like to create an update system that basically stops the service, deletes any files it is told to delete (old versions), downloads new versions from a server, and starts the service. I believe I have coded this right except for the delete part, because as long as I am not overwriting anything, the file will download. If I try to overwrite something, it won't work, which is why I am trying to delete it before hand. However, when I do File.Delete() to the path that I want to do, it gives me access to the path is denied. Here is my code: new Thread(new ThreadStart(() => { ServiceController controller = new ServiceController("client"); controller.Stop(); controller.WaitForStatus(ServiceControllerStatus.Stopped); try { if (um.FilesUpdated != null) { foreach (FilesUpdated file in um.FilesUpdated) { if (file.OldFile != null) { File.Delete(Path.Combine(Utility.AssemblyDirectory, file.OldFile)); } if (file.NewFile != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/" + file.NewFile, Path.Combine(Utility.AssemblyDirectory, file.NewFile)); } } } if (um.ModulesUpdated != null) { foreach (ModulesUpdated module in um.ModulesUpdated) { if (module.OldModule != null) { File.Delete(Path.Combine(cs.ModulePath, module.OldModule)); } if (module.NewModule != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/modules/" + module.NewModule, Path.Combine(cs.ModulePath, module.NewModule)); } } } } catch (Exception ex) { Logger.log(ex); } controller.Start(); })).Start(); I believe it is because the files are in use, but I can't seem to unload them. I though stopping the service would work, but apparently not. I have also checked the files and they are not read-only (but the folder is, which is located in Program Files, however I couldn't seem to get it to not be read-only programmatically or manually). The service is also being run as an administrator (NT AUTHORITY\SYSTEM). I've read about unloading the AppDomain but AppDomain.Unload(AppDomain.CurrentDomain); returned an exception as well. Not too sure even if this is a problem with MEF or my program just not having the correct permissions...I would assume that it's mainly because the file is in use.

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  • Vew not updating after scope update

    - by bsparacino
    Here is a very simple example of what I am trying to do Athlete.save(athlete,function(result) { $scope.athlete = result.athlete; }); The issue is that the $scope.athlete variable does not update in my view. In order to get it to update I have to do this Athlete.save(athlete,function(result) { $scope.athlete.fname = result.athlete.fname; $scope.athlete.lname= result.athlete.lname; $scope.athlete.gender= result.athlete.gender; .... }); This gets annoying very quickly. With the first block of code it's as if angular does not know that my $scope.athlete variable has been updated. This function is triggered from an ng-click, not some jquery call, I am doing it the angular way as far as I know. here is a simpler case I made: http://plnkr.co/edit/lMCPbzqDOoa5K4GXGhCp

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  • counter_cache not updating on the model after save

    - by sehnsucht
    I am using a counter_cache to let MySQL do some of the bookkeeping for me: class Container has_many :items end class Item belongs_to :container, :counter_cache => true end Now, if I do this: container = Container.find(57) item = Item.new item.container = container item.save in the SQL log there will be an INSERT followed by something like: UPDATE `containers` SET `items_count` = COALESCE(`items_count`, 0) + 1 WHERE `containers`.`id` = 57 which is what I expected it to do. However, the container[:items_count] will be stale! ...unless I container.reload to pick up the updated value. Which in my mind sort of defeats part of the purpose of using the :counter_cache in favor of a custom built one, especially since I may not actually want a reload before I try to access the items_count attribute. (My models are pretty code-heavy because of the nature of the domain logic, so I sometimes have to save and create multiple things in one controller call.) I understand I can tinker with callbacks myself but this seems to me a fairly basic expectation of the simple feature. Again, if I have to write additional code to make it fully work, it might as well be easier to implement a custom counter. What am I doing/assuming wrong?

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  • SQL updating a column in a table

    - by tecnodude
    Hi, I have the following table in an access database id VisitNo Weight 1 1 100 1 2 95 1 3 96 1 4 94 1 5 93 Now row 2 and 4 are deleted. So i have... id VisitNo Weight 1 1 100 1 3 96 1 5 93 However what i need is... id VisitNo Weight 1 1 100 1 2 96 1 3 93 What is the SQL query i need to accomplish the above? thanks

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  • Entity Framework 5 not updating navigation properties in both entities

    - by Taylor
    I have updated a project to use the new Entity framework shipped with VS2012, however I have run into some of my code throwing exceptions. In the VS10 version of EF I was able to create or modify and Entity and use its navigation properties before calling SaveChanges() For example: A Navigation property of a client having a collection of Invoices. Client c = new Client(); Invoice I = new Invoice(); c.Invoices.Add(I); I would then be able to use Invoice.Client somewhere in my code before actually saving it without issue. Now Invoice.Client == null. Similarly in setting I.Client = C, I does not show up under C.Invoices What am I missing here or is this just simply how EF5 is?

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  • How would I go about updating my electronic circuit simulator's 'electricity'?

    - by liqwidice
    I have made an application which allows the user to place down wires, power sources, and inverters on a virtual circuit board. All connections between tiles are automatic, as shown here: As you can see in the last image, the updating of power throughout this grid is not yet functioning. I think I understand how to do this updating conceptually, but getting it to work in my program is appearing to be much more difficult than I first imagined. My source code can be found here. If you have any tips as to how to I might approach this monstrous task, please let me know. EDIT The goal here is to simply get a working application. Getting tiles to pass on power to their neighbors is quite easy, but the tricky part is getting wires to "unpower" after the removal of a power source. The size of the grid is just 18x18, so efficiency really isn't a factor, for those wondering.

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  • Rails: updating an item along with associated items

    - by shmichael
    Suppose I have a simple to-do list application. The application contains two models: lists (have an owner and description) items (have name and due-date) that belong to a specific list I would like to have a single edit screen for a list in which I update the list attributes (such as description) and also create/delete/modify associated items. There should be a single "save" button that will commit all changes. Unless save is pressed, any change to the list and the items should be forgotten. I wasn't able to find an elegant best practice for this. Would greatly appreciate any suggestions and/or references to existing implementations.

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  • Updating multiple rows with an array

    - by Copephobia
    I have a table that holds user information. One of the columns holds the position of the user in the game they are in. When a game is being created, I need to update the positions of the users of each team. Here is an example: Game id : 7 Team 1 users : 1,2 Team 2 users : 3,4 team1_position : array(1,2) team2_position : array(13,14) What I want to do is update the user table using the array of positions in the SET area. My goal is to be able to update the users without the need for their id (I have different size game boards, so I have multiple position arrays for each board size) How can I do something like this: UPDATE user SET position='(team1_position)' WHERE game = '7' AND team = '1' I feel like it would be a waste of resources to select all the id's of each team and update them separately.

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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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  • 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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