Search Results

Search found 2365 results on 95 pages for 'bounding boxes'.

Page 65/95 | < Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >

  • Java: Is it possible to take a GUI Panel and output it into a picture?

    - by user369748
    So I have this chart that's a little special. Kind of like an XY plot of points but my boss wanted to look like a bunch of boxes rather than dots connected by lines. And I basically made a chart using gridlayout and a whole bunch of cells that I'll be colouring in black or white depending on the data. Now he sorta wants it to be outputted to a image file. Is there any way to save a Panel into a picture? He wants to display not only the data but also save a visual representation of the data into an image file.

    Read the article

  • How can i get the selected option name or id of a select element using jQuery

    - by bill
    Hi All, i have a "questionairre" that is made up of a series of select boxes. i need to use two properties in the options. For each selected option i need the value (which i know how to get and is working fine) but i also need to store an additional value which represents the id of the specific option in a DB. One solution would be to put the two values in the "value" property and parse it out.. but if there is some other property i can use that might be easier and clearer.. can i add a custom property?? like databaseId that could be accessed with jQuery? thanks for ANY suggestions.

    Read the article

  • How can i make a image to fit

    - by giogram
    Can someone help me please with my problem. I dont know very good about html i have found some code to solve it but i cant use them i dont know where exactly to form them. I want to make the imcage fit to each users resolution and dont appears right and down of their screen white boxes. I want to fit 100% in window. I hope you understand what i mean. My code is this. i hope you can help me thanks in advance

    Read the article

  • Server Side code Pushing Data to client Browser while current thread is busy Comet (programming)

    - by h_power11
    Hello Friends, I am writing one simple web page with bunch of textboxes and a button control. Now when user finished editing the values on this text boxes user has to click the button and this button invoke heavily process intensive algorithm on server side code based on the data received from client (Textboxes) And it could some time takes up to 30 to 45 minutes to complete the whole operation so the current thread is still inside the button click event handler function. That background task only provides one event, and the web page subscribes to it to get some text data after each stage of processing I was wandering if there is any way I can keep user up-to-date with what is the current progress on that background task. I have div element to print the current status information So I am looking for some sort of reverse mechanism then "get" and "post". I have read some articles on the Comet (programming) but I can't find any easy or definitive answer Thanks in advance

    Read the article

  • Append more that one control to div

    - by Kemrop
    Ok this will be quick. I am collecting data in div by inserting hidden input boxes before i eventually submit to the server. here is Javascript code. function appendToDiv() { var mydiv=document.getElementById("somediv"); var mydata=document.getElementsByName("description")[0].value; var myurl=document.getElementsByName("url")[0].value; var data=mydata+myurl; mydiv.innerHTML="<input type='hidden' name='sUrl[]'value='"+data+"'/" } I have an onchange event that keeps calling the above guy until i am satisfied that i have all i need to send to the server.Problem is only one input get appended to the div.What could i be missing.

    Read the article

  • Jquery file format

    - by sarbe
    HI. I have multiple webpages. So I have a common external js file. And I have added this js file to every page. I have multiple check boxes in every page. And I have written the click event in the external, common js file. But I wonder how the js file should be? Currently I have written like this. $(document).ready(function() { $(".chk").click(function() { alert("hi"); }); }); But whenever I click a checkbox the click event is fired twice. it should be once. I dont know where is the error, is there any error in writing the js file? please comment.

    Read the article

  • Possibly simple PHP/MYSQL issue with retrieving and showing data

    - by envoys
    I have been racking my brains over this for a while now. Here is the data i have in the sql data base as an example: ID | TYPE | DATA 1 | TXT | TEST 2 | PHP | php 3 | JS | JAVASCRIPT That is just an example, there are multiple listing for TXT, PHP and JS throughout the table. What I want to do is retrive all the data and display it all into separate drop down/select boxes. Meaning, select box one would list all data with type TXT, select box two would list all data with type PHP and select box 3 would list all data with type JS. The only way I have came about doing this is doing individual sql queries for each different type. I know there is a way to do it all in 1 query and then display it the way I want to but I just can't seem to figure out how and I know its going to drive me nuts when someone helps and I see just how they did it. Thanks for the input.

    Read the article

  • Iframe contents not accessible from a page in different domain

    - by geekonweb
    Need some help from javascript gurus. I have one page where http://www.google.com/finance/converter is embedded inside IFrame. I am able to get the event notification whenever Google Finance page loads. Now problem is this that contents of this page is not accessible through javascript. It seems to be some security issue (firebug notified). Is there any workaround so that I can access values (result and select boxes) using javascript? I am using .. function iframe_loaded(){ $("#frame").contents().find("select"); // returns 0 elements }

    Read the article

  • Dependent Dropdown inside Joomla

    - by kernel
    I was trying to implement the Ajax method for deploying dependent drop down select boxes inside Joomla. The Problem is that if you call an ajaxRequest to run a php with the query that populates the second drop down depending on the result of the first, this is out of the joomla framework and you can't use anything from the joomla functions. So I need to copy into the new file all the details of my dbase login + to write down the html+php to populate the options. I was thinking whether there is an easier solution to this problem. Maybe the Joomla framework supports something like this. Any ideas?

    Read the article

  • Unwanted Retriggering of Textbox Events

    - by user348917
    This is one of those "seems obvious" as how to do, but came across interesting side effect in implementing. I'm trying to keep two text boxes syncronized when information is updated. In this example, I will be using txtStartDate and txtEndDate. If the txtStartDate is changed, then the txtEndDate should should be updated. Likewise, if the txtEndDate changes, I want the txtSartDate to be updated. The side effect I'm comming across is that when I set them up under the TextChanged event for both, the events seem to retrigger against each other indefinately (endless loop?). Am I using the wrong event? Is this a task for a delegate?

    Read the article

  • Python point lookup (coordinate binning?)

    - by Rince
    Greetings, I am trying to bin an array of points (x, y) into an array of boxes [(x0, y0), (x1, y0), (x0, y1), (x1, y1)] (tuples are the corner points) So far I have the following routine: def isInside(self, point, x0, x1, y0, y1): pr1 = getProduct(point, (x0, y0), (x1, y0)) if pr1 >= 0: pr2 = getProduct(point, (x1, y0), (x1, y1)) if pr2 >= 0: pr3 = getProduct(point, (x1, y1), (x0, y1)) if pr3 >= 0: pr4 = getProduct(point, (x0, y1), (x0, y0)) if pr4 >= 0: return True return False def getProduct(origin, pointA, pointB): product = (pointA[0] - origin[0])*(pointB[1] - origin[1]) - (pointB[0] - origin[0])*(pointA[1] - origin[1]) return product Is there any better way then point-by-point lookup? Maybe some not-obvious numpy routine? Thank you!

    Read the article

  • WPF binding: Doing a temperature converter app

    - by Bob
    Hi there, I'm doing a little app that basically has 2 text boxes. You'll enter Fahrenheit into TextBoxA and Celsius into TextBoxB. As the text changes in TextBoxA I want the equivalent Celsius value to be displayed in TextBoxB and vice versa. I can come up with a solution pretty easy for this but i'm trying to be a little clever. Is there a way to do it all in Xaml except for a Convert class that does the maths? So basically I want the TextChanged event of one textBox to pass in it's value into a Converter class that is evaluated and sent to the other TextBox and visa versa. Anyone know how I can achieve this ... and if it's possible at all?

    Read the article

  • Can I override a group policy setting as a machine admin?

    - by Max
    Group policy prevents several configuration settings on my Windows 7 / Vista machines. Since my domain account is a member of the local Administrators group on these boxes, is there still a way to override them locally? For instance, GP prevents changing the power management option "Turn off the display" (even changing it from cmd fails: POWERCFG -X -monitor-timeout-ac 60 = "An unexpected error condition has occurred. Unable to perform operation. You may not have permission to perform this operation.") Even when logging on with a local account and not the domain account, it's not possible to change the setting anymore ..

    Read the article

  • Merge two excel files (with the condition)

    - by chennai
    I have a form in access in which i have two text boxes which accepts two excel files with a button click. now when i click generate button an output excel file has to be generated or created based on the following conditions In one excel file i have these data : id code country count t100 gb123 india 3123 t100 gh125 UK 1258 t123 ytr15 USA 1111 t123 gb123 Germany 100 t145 gh575 india 99 t458 yt777 USA 90 In another excel file i have these data country location India delhi UK london USA wallstreet Germany frankfurt The rows can be more than what i mentioned here ... now i want to merge them according to the country. In book1 excel file for example wherever you find country india the location field delhi has to be inserted right beside the country field and it has to be done for each and every country which i mentioned in book2 excel file and the output file has to be sorted according to the count at last. For example the output file should like this id code country count Location t100 gb123 india 3123 delhi t100 gh125 UK 1258 london t123 ytr15 USA 1111 wallstreet t123 gb123 Germany 100 frankfrt t145 gh575 india 99 delhi t458 yt777 USA 90 wallstreet

    Read the article

  • Best place to create windows form objects

    - by user333484
    I'm creating a windows app in c# 2008 that will have around 8-10 dialog boxes. I want these forms to exist throughout the life of the program. Where's the best place to create and store the objects? I'm coming from Delphi, where Form objects were usually stored in global variables. I'm tempted to do it in the static Program class. Should I put them in the main form instead? Thanks for helping a C# newb out.

    Read the article

  • In Cocoa (or maybe GUI development in general) how do you specify an arbitrary number of things tile

    - by RankWeis
    I'm new to creating GUI's, everything I've done up until this point is using the command line. I'm trying to create a port of minesweeper to the macintosh, as an experiment, and I've got the CLI working, but I'm running into walls everywhere with the gui. The first thing it seems I have to do, however, is be able to tile n x m 'boxes' for grid - and I'm not sure how to do that. The information is ready to be handed to it, but I don't know where to do it, or how. Also, if anyone has any recommendations for sites/Cocoa development books, feel free to drop them in here... Thanks!

    Read the article

  • parse unformatted string into dictionary with python

    - by user553131
    I have following string. DATE: 12242010Key Type: Nod32 Anti-Vir (30d trial) Key: a5B2s-sH12B-hgtY3-io87N-srg98-KLMNO I need to create dictionary so it would be like { "DATE": "12242010", "Key Type": "Nod32 Anti-Vir (30d trial)", "Key": "a5B2s-sH12B-hgtY3-io87N-srg98-KLMNO" } The problem is that string is unformatted DATE: 12242010Key Type: Nod32 Anti-Vir (30d trial) there is no space after Date before Key Type also it would be nice to have some validation for Key, eg if there are 5 chars in each box of key and number of boxes I am a beginner in python and moreover in regular expressions. Thanks a lot.

    Read the article

  • Display data from table in Ms.access into text box C#

    - by Sophorn
    I have a problem to ask you. I have a table in Ms.Access that contain: (FoodID, FoodName, Price) and in C# I have three text boxes (txtId, txtName, txtPrice) and a button (btnSearch). My question is that, In C# I just type FoodID in (txtId) and then click on button Search It'll display FoodName and Price ( from table access) in txtName and txtPrice by itself. What is the source code for this point? Please write the source code detail.(Please send it to my e-mail: [email protected]) I am looking forward to getting answer from you. Thanks you.

    Read the article

  • How to resize & move css divisions at same time?

    - by achievelimitless
    I have a division in which i'll be having dynamic numbers of colorful blocks(that too divisions) at various instances. On clicking the box, i want them to expand & cover whole screen. the problem is, while boxes are expanding, they are expanding at there own position & not shifting in the screen.. I used: .elemented1 { width: 100%; height: 80%; -webkit-animation: elemen1 0.3s; border: 0px; } @-webkit-keyframes elemen1 { from { width: 49.6%; height: 39.6%; } to { width: 100%; height: 80%; } } This is working fine but i have to put blocks dynamically. I cant write animations for individual blocks as they will be of different sizes.

    Read the article

  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

    Read the article

  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

    Read the article

  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

    Read the article

  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

    Read the article

  • New HTML 5 input types in ASP.Net 4.5 Developer Preview

    - by sreejukg
    Microsoft has released developer previews for Visual Studio 2011 and .Net framework 4.5. There are lots of new features available in the developer preview. One of the most interested things for web developers is the support introduced for new HTML 5 form controls. The following are the list of new controls available in HTML 5 email url number range Date pickers (date, month, week, time, datetime, datetime-local) search color Describing the functionality for these controls is not in the scope of this article. If you want to know about these controls, refer the below URLs http://msdn.microsoft.com/en-us/magazine/hh547102.aspx http://www.w3schools.com/html5/html5_form_input_types.asp ASP.Net 4.5 introduced more possible values to the Text Mode attribute to cater the above requirements. Let us evaluate these. I have created a project in Visual Studio 2011 developer preview, and created a page named “controls.aspx”. In the page I placed on Text box control from the toolbox Now select the control and go to the properties pane, look at the TextMode attribute. Now you can see more options are added here than prior versions of ASP.Net. I just selected Email as TextMode. I added one button to submit my page. The screen shot of the page in Visual Studio 2011 designer is as follows See the corresponding markup <form id="form1" runat="server">     <div>         Enter your email:         <asp:TextBox ID="TextBox1" runat="server" TextMode="Email"></asp:TextBox     </div>     <asp:Button ID="Button1" runat="server" Text="Submit" /> </form> Now let me run this page, IE 9 do not have the support for new form fields. I browsed the page using Firefox and the page appears as below. From the source of the rendered page, I saw the below markup for my email textbox <input name="TextBox1" type="email" id="TextBox1" /> Try to enter an invalid email and you will see the browser will ask you to enter a valid one by default. When rendered in non-supported browsers, these fields are behaving just as normal text boxes. So make sure you are using validation controls with these fields. See the browser support compatability matrix with these controls with various browser vendors. ASP.Net 4.5 introduced the support for these new form controls. You can build interactive forms using the newly added controls, keeping in mind that you need to validate the data for non-supported browsers.

    Read the article

  • Slides and Code from my Silverlight MVVM Talk at DevConnections

    - by dwahlin
    I had a great time at the DevConnections conference in Las Vegas this year where Visual Studio 2010 and Silverlight 4 were launched. While at the conference I had the opportunity to give a full-day Silverlight workshop as well as 4 different talks and met a lot of people developing applications in Silverlight. I also had a chance to appear on a live broadcast of Channel 9 with John Papa, Ward Bell and Shawn Wildermuth, record a video with Rick Strahl covering jQuery versus Silverlight and record a few podcasts on Silverlight and ASP.NET MVC 2.  It was a really busy 4 days but I had a lot of fun chatting with people and hearing about different business problems they were solving with ASP.NET and/or Silverlight. Thanks to everyone who attended my sessions and took the time to ask questions and stop by to talk one-on-one. One of the talks I gave covered the Model-View-ViewModel pattern and how it can be used to build architecturally sound applications. Topics covered in the talk included: Understanding the MVVM pattern Benefits of the MVVM pattern Creating a ViewModel class Implementing INotifyPropertyChanged in a ViewModelBase class Binding a ViewModel declaratively in XAML Binding a ViewModel with code ICommand and ButtonBase commanding support in Silverlight 4 Using InvokeCommandBehavior to handle additional commanding needs Working with ViewModels and Sample Data in Blend Messaging support with EventBus classes, EventAggregator and Messenger My personal take on code in a code-beside file (I’m all in favor of it when used appropriately for message boxes, child windows, animations, etc.) One of the samples I showed in the talk was intended to teach all of the concepts mentioned above while keeping things as simple as possible.  The sample demonstrates quite a few things you can do with Silverlight and the MVVM pattern so check it out and feel free to leave feedback about things you like, things you’d do differently or anything else. MVVM is simply a pattern, not a way of life so there are many different ways to implement it. If you’re new to the subject of MVVM check out the following resources. I wish this talk would’ve been recorded (especially since my live and canned demos all worked :-)) but these resources will help get you going quickly. Getting Started with the MVVM Pattern in Silverlight Applications Model-View-ViewModel (MVVM) Explained Laurent Bugnion’s Excellent Talk at MIX10     Download sample code and slides from my DevConnections talk     For more information about onsite, online and video training, mentoring and consulting solutions for .NET, SharePoint or Silverlight please visit http://www.thewahlingroup.com.

    Read the article

< Previous Page | 61 62 63 64 65 66 67 68 69 70 71 72  | Next Page >