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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

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  • iOS - UISlider - How to make a slider to auto-move [closed]

    - by drodri420
    its me again. Coming back with another noobish question: This time its , can you make a UISlider move by itself??? I've implemented this on the .m ///This right here makes a slider move 1point from 1 to 100, once it reaches 100 it goes backwards and so on... - (IBAction)moveSlider:(UISlider *)sender { int flag=0, counter=1; while(flag == 0) { counter = counter + (.25 * round); if(counter == 100) { flag = 1; } if(counter < 100 && counter > 1) { slider.value = counter; } } while(flag == 1) { counter = counter - (.25 * round); if(counter == 1) { flag = 0; } if(counter < 100 && counter > 1) { slider.value = counter; } } } And Implemented this on another action: -(void)startNewRound { round+=1; targetValue = 1 + (arc4random() % 100); self.slider.value = currentValue; [self moveSlider:slider]; } I think I lost it along the way and Im just typing pure nonsense but If anyone could point me in the right direction on to which is it that Im doing wrong??

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  • Can an Employer turn you down if you have said the fact about current work culture being bad [closed]

    - by MansonRix
    I had recently an interview where I scored good in 1st two round of technical interview . Then in the 3rd round was the managerial round where the guy started about my experience and whether I have vaptured any requirement and handled and trained any teams. This went pretty well for around 50 mins . Then there was the awkward question , Interviewer: why amI looking for a change? Me: coz I want to explore my carrier options? Interviewer: But your current company is big enough and you can explore options over there? (This was supposedly the trap) Me: Apart from that I am missing the flexibilty of working with Us and Europe based company as my current company is not that flexible. Interviewer: What exactly you don't find flexible. Me: The login time . Even if you get late by 1sec you might have to explin. Though this is not a big problem , still I will prefer flexibilty as we are working really hard. Interviewer: Allright ( Then couple of more questions) , Hope to C U Ya , that's pretty much it . Now I called up HR and they say , they are yet to get the feedback from Interviewer. Did I screw it? I mean does some one really have to pretend always by saying positive things about company and manager though not saying negative things?

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  • flash core engine by Dinesh [closed]

    - by hdinesh
    This post was a dump of the following code (without the highlights). No question, just a dump. Please update this q. with a real question to have it reopened. You (the asker) risk to be flagged as spammer (if not already) and a bad reputation. This is a q/a site, not a site to promote your own code libraries. package facers { import flash.display.*; import flash.events.*; import flash.geom.ColorTransform; import flash.utils.Dictionary; import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.events.FileLoadEvent; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; import caurina.transitions.*; public class Main extends Sprite { public var viewport :BasicView; public var displayObject :DisplayObject3D; private var light :PointLight3D; private var shadowPlane :Plane; private var dataArray :Array; private var material :BitmapFileMaterial; private var planeByContainer :Dictionary = new Dictionary(); private var paperSize :Number = 0.5; private var cloudSize :Number = 1500; private var rotSize :Number = 360; private var maxAlbums :Number = 50; private var num :Number = 0; public function Main():void { trace("START APPLICATION"); viewport = new BasicView(1024, 690, true, true, CameraType.FREE); viewport.camera.zoom = 50; viewport.camera.extra = { goPosition: new DisplayObject3D(),goTarget: new DisplayObject3D() }; addChild(viewport); displayObject = new DisplayObject3D(); viewport.scene.addChild(displayObject); createAlbum(); addEventListener(Event.ENTER_FRAME, onRenderEvent); } private function createAlbum() { dataArray = new Array("images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg", "images/thums/pic1.jpg", "images/thums/pic2.jpg", "images/thums/pic3.jpg", "images/thums/pic4.jpg", "images/thums/pic5.jpg", "images/thums/pic6.jpg", "images/thums/pic7.jpg", "images/thums/pic8.jpg", "images/thums/pic9.jpg", "images/thums/pic10.jpg"); for (var i:int = 0; i < dataArray.length; i++) { material = new BitmapFileMaterial(dataArray[i]); material.doubleSided = true; material.addEventListener(FileLoadEvent.LOAD_COMPLETE, loadMaterial); } } public function loadMaterial(event:Event) { var plane:Plane = new Plane(material, 300, 180); displayObject.addChild(plane); var _x:int = Math.random() * cloudSize - cloudSize/2; var _y:int = Math.random() * cloudSize - cloudSize/2; var _z:int = Math.random() * cloudSize - cloudSize/2; var _rotationX:int = Math.random() * rotSize; var _rotationY:int = Math.random() * rotSize; var _rotationZ:int = Math.random() * rotSize; Tweener.addTween(plane, { x:_x, y:_y, z:_z, rotationX:_rotationX, rotationY:_rotationY, rotationZ:_rotationZ, time:5, transition:"easeIn" } ); } protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; viewport.singleRender(); } } } package designLab.events { import flash.display.BlendMode; import flash.display.Sprite; import flash.events.Event; import flash.filters.BlurFilter; // Import designLab import designLab.layer.IntroLayer; import designLab.shadow.ShadowCaster; import designLab.utils.LayerConstant; // Import Papervision3D import org.papervision3d.cameras.*; import org.papervision3d.scenes.*; import org.papervision3d.objects.*; import org.papervision3d.objects.special.*; import org.papervision3d.objects.primitives.*; import org.papervision3d.materials.*; import org.papervision3d.materials.special.*; import org.papervision3d.materials.shaders.*; import org.papervision3d.materials.utils.*; import org.papervision3d.lights.*; import org.papervision3d.render.*; import org.papervision3d.view.*; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.events.*; import org.papervision3d.core.utils.*; import org.papervision3d.core.geom.renderables.Vertex3D; public class CoreEnging extends Sprite { public var viewport :BasicView; // Create BasicView public var displayObject :DisplayObject3D; // Create DisplayObject public var shadowCaster :ShadowCaster; // Create ShadowCaster private var light :PointLight3D; // Create PointLight private var shadowPlane :Plane; // Create Plane private var layer :LayerConstant; // Create constant resource layer private static var instance :CoreEnging; // Create CoreEnging class static instance // CoreEnging class static instance mathod function public static function getinstance() { if (instance != null) return instance; else { instance = new CoreEnging(); return instance; } } // CoreEnging constrictor public function CoreEnging () { trace("INFO: Design Lab Application : Core Enging v0.1"); layer = new LayerConstant(); viewport = new BasicView(900, 600, true, true, CameraType.FREE); // pass the width, height, scaleToStage, interactive, cameraType to BasicView viewport.camera.zoom = 100; // Define the zoom level of camera addChild(viewport); createFloor(); // Create the floor displayObject = new DisplayObject3D(); // Create new instance of DisplayObject viewport.scene.addChild(displayObject); // Add the DisplayObject to the BasicView light = new PointLight3D(); // Create new instance of PointLight light.z = -50; // Position the Z of create instance light.x = 0; //Position the X of create instance light.rotationZ = 45; //Position the rotation angel of the Z of create instance light.y = 500; //Position the Y of create instance shadowCaster = new ShadowCaster("shadow", 0x000000, BlendMode.MULTIPLY, .1, [new BlurFilter(20, 20, 1)]); // pass shadowcaster name, color, blend mode, alpha and filters shadowCaster.setType(ShadowCaster.SPOTLIGHT); // Define the shadow type addEventListener(Event.ENTER_FRAME, onRenderEvent); // Add frame render event } // Start create floor public function createFloor() { var spr:Sprite = new Sprite(); // Create Sprite spr.graphics.beginFill(0xFFFFFF); // Define the fill color for sprite spr.graphics.drawRect(0, 0, 600, 600); // Define the X, Y, width, height of the sprite var sprMaterial:MovieMaterial = new MovieMaterial(spr, true, true, true); //Create a texture from an existing sprite instance shadowPlane = new Plane(sprMaterial, 2000, 2000, 1, 1); // create new instance of the Plane and pass the texture material, width, height, segmentsW and segmentsH shadowPlane.rotationX = 80; //Position the rotation angel of the X of Plane shadowPlane.y = -200; //Position the Y of Plane viewport.scene.addChild(shadowPlane); // Add the Plane to the BasicView } // switch method function of the page layer control public function addLayer(type:String) { switch (type) { case layer.INTRO: var intro:IntroLayer = new IntroLayer(); break; } } // Create get mathod function for DisplayObject public function getDisplayObject():DisplayObject3D { return displayObject; } // Create get mathod function for BasicView public function getViewport():BasicView { return viewport; } // Rendering function protected function onRenderEvent(event:Event):void { var rotY: Number = (mouseY-(stage.stageHeight/2))/(900/2)*(1200); var rotX: Number = (mouseX-(stage.stageWidth/2))/(600/2)*(-1200); displayObject.rotationY = viewport.camera.x + (rotX - viewport.camera.x) / 50; displayObject.rotationX = viewport.camera.y + (rotY - viewport.camera.y) / 30; // Remove the shadow shadowCaster.invalidate(); // create new shadow on DisplayObject move shadowCaster.castModel(displayObject, light, shadowPlane); viewport.singleRender(); } } } package designLab.layer { import flash.display.Sprite; import flash.events.Event; // Import designLab import designLab.materials.iBusinessCard; import designLab.events.CoreEnging; // Import Papervision3D import org.papervision3d.objects.primitives.Cube; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.materials.MovieMaterial; public class IntroLayer { // IntroLayer constrictor public function IntroLayer() { trace("INFO: Load Intro layer"); var indexDP:DP_index = new DP_index(); //Create the library MovieClip var blackMaterial:MovieMaterial = new MovieMaterial(indexDP, true); //Create a texture from an existing library MovieClip instance blackMaterial.smooth = true; blackMaterial.doubleSided = false; var mycolor:ColorMaterial = new ColorMaterial(0x000000); //Create solid color material var mycard:iBusinessCard = new iBusinessCard(blackMaterial, blackMaterial, mycolor, 372, 10, 207); // Create custom 3D cube object to pass the Front, Back, All, CubeWidth, CubeDepth and CubeHeight CoreEnging.getinstance().getDisplayObject().addChild(mycard.create3DCube()); // Add the custom 3D cube to the DisplayObject } } } package designLab.materials { import flash.display.*; import flash.events.*; // Import Papervision3D import org.papervision3d.materials.*; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; public class iBusinessCard extends Sprite { private var materialsList :MaterialsList; private var cube :Cube; private var Front :MovieMaterial = new MovieMaterial(); private var Back :MovieMaterial = new MovieMaterial(); private var All :ColorMaterial = new ColorMaterial(); private var CubeWidth :Number; private var CubeDepth :Number; private var CubeHeight :Number; public function iBusinessCard(Front:MovieMaterial, Back:MovieMaterial, All:ColorMaterial, CubeWidth:Number, CubeDepth:Number, CubeHeight:Number) { setFront(Front); setBack(Back); setAll(All); setCubeWidth(CubeWidth); setCubeDepth(CubeDepth); setCubeHeight(CubeHeight); } public function create3DCube():Cube { materialsList = new MaterialsList(); materialsList.addMaterial(Front, "front"); materialsList.addMaterial(Back, "back"); materialsList.addMaterial(All, "left"); materialsList.addMaterial(All, "right"); materialsList.addMaterial(All, "top"); materialsList.addMaterial(All, "bottom"); cube = new Cube(materialsList, CubeWidth, CubeDepth, CubeHeight); cube.x = 0; cube.y = 0; cube.z = 0; cube.rotationY = 180; return cube; } public function setFront(Front:MovieMaterial) { this.Front = Front; } public function getFront():MovieMaterial { return Front; } public function setBack(Back:MovieMaterial) { this.Back = Back; } public function getBack():MovieMaterial { return Back; } public function setAll(All:ColorMaterial) { this.All = All; } public function getAll():ColorMaterial { return All; } public function setCubeWidth(CubeWidth:Number) { this.CubeWidth = CubeWidth; } public function getCubeWidth():Number { return CubeWidth; } public function setCubeDepth(CubeDepth:Number) { this.CubeDepth = CubeDepth; } public function getCubeDepth():Number { return CubeDepth; } public function setCubeHeight(CubeHeight:Number) { this.CubeHeight = CubeHeight; } public function getCubeHeight():Number { return CubeHeight; } } } package designLab.shadow { import flash.display.Sprite; import flash.filters.BlurFilter; import flash.geom.Point; import flash.geom.Rectangle; import flash.utils.Dictionary; import org.papervision3d.core.geom.TriangleMesh3D; import org.papervision3d.core.geom.renderables.Triangle3D; import org.papervision3d.core.geom.renderables.Vertex3D; import org.papervision3d.core.math.BoundingSphere; import org.papervision3d.core.math.Matrix3D; import org.papervision3d.core.math.Number3D; import org.papervision3d.core.math.Plane3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.MovieMaterial; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Plane; public class ShadowCaster { private var vertexRefs:Dictionary; private var numberRefs:Dictionary; private var lightRay:Number3D = new Number3D() private var p3d:Plane3D = new Plane3D(); public var color:uint = 0; public var alpha:Number = 0; public var blend:String = ""; public var filters:Array; public var uid:String; private var _type:String = "point"; private var dir:Number3D; private var planeBounds:Dictionary; private var targetBounds:Dictionary; private var models:Dictionary; public static var DIRECTIONAL:String = "dir"; public static var SPOTLIGHT:String = "spot"; public function ShadowCaster(uid:String, color:uint = 0, blend:String = "multiply", alpha:Number = 1, filters:Array=null) { this.uid = uid; this.color = color; this.alpha = alpha; this.blend = blend; this.filters = filters ? filters : [new BlurFilter()]; numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); planeBounds = new Dictionary(true); models = new Dictionary(true); } public function castModel(model:DisplayObject3D, light:PointLight3D, plane:Plane, faces:Boolean = true, cull:Boolean = false):void{ var ar:Array; if(models[model]) { ar = models[model]; }else{ ar = new Array(); getChildMesh(model, ar); models[model] = ar; } var reset:Boolean = true; for each(var t:TriangleMesh3D in ar){ if(faces) castFaces(light, t, plane, cull, reset); else castBoundingSphere(light, t, plane, 0.75, reset); reset = false; } } private function getChildMesh(do3d:DisplayObject3D, ar):void{ if(do3d is TriangleMesh3D) ar.push(do3d); for each(var d:DisplayObject3D in do3d.children) getChildMesh(d, ar); } public function setType(type:String="point"):void{ _type = type; } public function getType():String{ return _type; } public function castBoundingSphere(light:PointLight3D, target:TriangleMesh3D, plane:Plane, scaleRadius:Number=0.8, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); var b:BoundingSphere = target.geometry.boundingSphere; var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var tbounds:Object = targetBounds[target]; if(!tbounds){ tbounds = target.boundingBox(); targetBounds[target] = tbounds; } var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); var tlp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); var center:Number3D = new Number3D(tbounds.min.x+tbounds.size.x*0.5, tbounds.min.y+tbounds.size.y*0.5, tbounds.min.z+tbounds.size.z*0.5); var dif:Number3D = Number3D.sub(lp, center); dif.normalize(); var other:Number3D = new Number3D(); other.x = -dif.y; other.y = dif.x; other.z = 0; other.normalize(); var cross:Number3D = Number3D.cross(new Number3D(plane.transform.n12, plane.transform.n22, plane.transform.n32), p3d.normal); cross.normalize(); //cross = new Number3D(-dif.y, dif.x, 0); //cross.normalize(); cross.multiplyEq(b.radius*scaleRadius); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } //numberRefs = new Dictionary(true); var pos:Number3D; var c2d:Point; var r2d:Point; //_type = SPOTLIGHT; pos = projectVertex(new Vertex3D(center.x, center.y, center.z), lp, inv, target.world); c2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); pos = projectVertex(new Vertex3D(center.x+cross.x, center.y+cross.y, center.z+cross.z), lp, inv, target.world); r2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); var dx:Number = r2d.x-c2d.x; var dy:Number = r2d.y-c2d.y; var rad:Number = Math.sqrt(dx*dx+dy*dy); castClip.graphics.beginFill(color); castClip.graphics.moveTo(c2d.x, c2d.y); castClip.graphics.drawCircle(c2d.x, c2d.y, rad); castClip.graphics.endFill(); } public function getCastClip(plane:Plane):Sprite{ var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); var castClip:Sprite;// = new Sprite(); if(planeMovie.getChildByName("castClip"+uid)) return Sprite(planeMovie.getChildByName("castClip"+uid)); else{ castClip = new Sprite(); castClip.name = "castClip"+uid; castClip.scrollRect = new Rectangle(0, 0, movieSize.x, movieSize.y); //castClip.alpha = 0.4; planeMovie.addChild(castClip); return castClip; } } public function castFaces(light:PointLight3D, target:TriangleMesh3D, plane:Plane, cull:Boolean=false, clear:Boolean = true):void{ var planeVertices:Array = plane.geometry.vertices; //convert to target space? var world:Matrix3D = plane.world; var inv:Matrix3D = Matrix3D.inverse(plane.transform); var lp:Number3D = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(inv, lp); var tlp:Number3D; if(cull){ tlp = new Number3D(light.x, light.y, light.z); Matrix3D.multiplyVector(Matrix3D.inverse(target.world), tlp); } //Matrix3D.multiplyVector(Matrix3D.inverse(target.transform), tlp); //p3d.setThreePoints(planeVertices[0].getPosition(), planeVertices[1].getPosition(), planeVertices[2].getPosition()); p3d.setNormalAndPoint(plane.geometry.faces[0].faceNormal, new Number3D()); if(_type == DIRECTIONAL){ var oPos:Number3D = new Number3D(target.x, target.y, target.z); Matrix3D.multiplyVector(target.world, oPos); Matrix3D.multiplyVector(inv, oPos); dir = new Number3D(oPos.x-lp.x, oPos.y-lp.y, oPos.z-lp.z); } var bounds:Object = planeBounds[plane]; if(!bounds){ bounds = plane.boundingBox(); planeBounds[plane] = bounds; } var castClip:Sprite = getCastClip(plane); castClip.blendMode = this.blend; castClip.filters = this.filters; castClip.alpha = this.alpha; var planeMovie:Sprite = Sprite(MovieMaterial(plane.material).movie); var movieSize:Point = new Point(planeMovie.width, planeMovie.height); if(clear) castClip.graphics.clear(); vertexRefs = new Dictionary(true); //numberRefs = new Dictionary(true); var pos:Number3D; var p2d:Point; var s2d:Point; var hitVert:Number3D = new Number3D(); for each(var t:Triangle3D in target.geometry.faces){ if( cull){ hitVert.x = t.v0.x; hitVert.y = t.v0.y; hitVert.z = t.v0.z; if(Number3D.dot(t.faceNormal, Number3D.sub(tlp, hitVert)) <= 0) continue; } castClip.graphics.beginFill(color); pos = projectVertex(t.v0, lp, inv, target.world); s2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.moveTo(s2d.x, s2d.y); pos = projectVertex(t.v1, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); pos = projectVertex(t.v2, lp, inv, target.world); p2d = get2dPoint(pos, bounds.min, bounds.size, movieSize); castClip.graphics.lineTo(p2d.x, p2d.y); castClip.graphics.lineTo(s2d.x, s2d.y); castClip.graphics.endFill(); } } public function invalidate():void{ invalidateModels(); invalidatePlanes(); } public function invalidatePlanes():void{ planeBounds = new Dictionary(true); } public function invalidateTargets():void{ numberRefs = new Dictionary(true); targetBounds = new Dictionary(true); } public function invalidateModels():void{ models = new Dictionary(true); invalidateTargets(); } private function get2dPoint(pos3D:Number3D, min3D:Number3D, size3D:Number3D, movieSize:Point):Point{ return new Point((pos3D.x-min3D.x)/size3D.x*movieSize.x, ((-pos3D.y-min3D.y)/size3D.y*movieSize.y)); } private function projectVertex(v:Vertex3D, light:Number3D, invMat:Matrix3D, world:Matrix3D):Number3D{ var pos:Number3D = vertexRefs[v]; if(pos) return pos; var n:Number3D = numberRefs[v]; if(!n){ n = new Number3D(v.x, v.y, v.z); Matrix3D.multiplyVector(world, n); Matrix3D.multiplyVector(invMat, n); numberRefs[v] = n; } if(_type == SPOTLIGHT){ lightRay.x = light.x; lightRay.y = light.y; lightRay.z = light.z; }else{ lightRay.x = n.x-dir.x; lightRay.y = n.y-dir.y; lightRay.z = n.z-dir.z; } pos = p3d.getIntersectionLineNumbers(lightRay, n); vertexRefs[v] = pos; return pos; } } } package designLab.utils { public class LayerConstant { public const INTRO:String = "INTRO"; // Intro layer string constant } }*emphasized text*

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  • problem with sIFR 3 not displaying in IE just getting XXX

    - by user288306
    I am having a problem with sIFR 3 not displaying in IE. I get 3 larges black XXX in IE yet it displays fine in Firefox. I have checked i do have the most recent version of flash installed correctly. Here is the code on the page <div id="features"> <div id="mainmessage_advertisers"><h2>Advertisers</h2><br /><br /><h3><a href="">Reach your customers where they browse. Buy directly from top web publishers.</a></h3><br /><br /><br /><a href=""><img src="img/buyads.gif" border="0"></a></div> <div id="mainmessage_publishers"><h2>Publishers</h2><br /><br /><h3>Take control of your ad space and start generating more revenue than <u>ever before</u>.</h3><br /><br /><br /><a href=""><img src="img/sellads.gif" border="0"></a></div> </div>` Here is the code from my global.css #mainmessage_advertisers { width: 395px; height: 200px; padding: 90px 50px; border: 1px; float: left; } #mainmessage_publishers { width: 395px; height: 200px; padding: 90px 50px; float: right; } and here is what i have in my sifr.js /*********************************************************************** SIFR 3.0 (BETA 1) FUNCTIONS ************************************************************************/ var parseSelector=(function(){var _1=/\s*,\s*/;var _2=/\s*([\s>+~(),]|^|$)\s*/g;var _3=/([\s>+~,]|[^(]\+|^)([#.:@])/g;var _4=/^[^\s>+~]/;var _5=/[\s#.:>+~()@]|[^\s#.:>+~()@]+/g;function parseSelector(_6,_7){_7=_7||document.documentElement;var _8=_6.split(_1),_9=[];for(var i=0;i<_8.length;i++){var _b=[_7],_c=toStream(_8[i]);for(var j=0;j<_c.length;){var _e=_c[j++],_f=_c[j++],_10="";if(_c[j]=="("){while(_c[j++]!=")"&&j<_c.length){_10+=_c[j]}_10=_10.slice(0,-1)}_b=select(_b,_e,_f,_10)}_9=_9.concat(_b)}return _9}function toStream(_11){var _12=_11.replace(_2,"$1").replace(_3,"$1*$2");if(_4.test(_12)){_12=" "+_12}return _12.match(_5)||[]}function select(_13,_14,_15,_16){return (_17[_14])?_17[_14](_13,_15,_16):[]}var _18={toArray:function(_19){var a=[];for(var i=0;i<_19.length;i++){a.push(_19[i])}return a}};var dom={isTag:function(_1d,tag){return (tag=="*")||(tag.toLowerCase()==_1d.nodeName.toLowerCase())},previousSiblingElement:function(_1f){do{_1f=_1f.previousSibling}while(_1f&&_1f.nodeType!=1);return _1f},nextSiblingElement:function(_20){do{_20=_20.nextSibling}while(_20&&_20.nodeType!=1);return _20},hasClass:function(_21,_22){return (_22.className||"").match("(^|\\s)"+_21+"(\\s|$)")},getByTag:function(tag,_24){return _24.getElementsByTagName(tag)}};var _17={"#":function(_25,_26){for(var i=0;i<_25.length;i++){if(_25[i].getAttribute("id")==_26){return [_25[i]]}}return []}," ":function(_28,_29){var _2a=[];for(var i=0;i<_28.length;i++){_2a=_2a.concat(_18.toArray(dom.getByTag(_29,_28[i])))}return _2a},">":function(_2c,_2d){var _2e=[];for(var i=0,_30;i<_2c.length;i++){_30=_2c[i];for(var j=0,_32;j<_30.childNodes.length;j++){_32=_30.childNodes[j];if(_32.nodeType==1&&dom.isTag(_32,_2d)){_2e.push(_32)}}}return _2e},".":function(_33,_34){var _35=[];for(var i=0,_37;i<_33.length;i++){_37=_33[i];if(dom.hasClass([_34],_37)){_35.push(_37)}}return _35},":":function(_38,_39,_3a){return (pseudoClasses[_39])?pseudoClasses[_39](_38,_3a):[]}};parseSelector.selectors=_17;parseSelector.pseudoClasses={};parseSelector.util=_18;parseSelector.dom=dom;return parseSelector})(); var sIFR=new function(){var _3b=this;var _3c="sIFR-active";var _3d="sIFR-replaced";var _3e="sIFR-flash";var _3f="sIFR-ignore";var _40="sIFR-alternate";var _41="sIFR-class";var _42="sIFR-layout";var _43="http://www.w3.org/1999/xhtml";var _44=6;var _45=126;var _46=8;var _47="SIFR-PREFETCHED";var _48=" ";this.isActive=false;this.isEnabled=true;this.hideElements=true;this.replaceNonDisplayed=false;this.preserveSingleWhitespace=false;this.fixWrap=true;this.registerEvents=true;this.setPrefetchCookie=true;this.cookiePath="/";this.domains=[];this.fromLocal=true;this.forceClear=false;this.forceWidth=true;this.fitExactly=false;this.forceTextTransform=true;this.useDomContentLoaded=true;this.debugMode=false;this.hasFlashClassSet=false;var _49=0;var _4a=false,_4b=false;var dom=new function(){this.getBody=function(){var _4d=document.getElementsByTagName("body");if(_4d.length==1){return _4d[0]}return null};this.addClass=function(_4e,_4f){if(_4f){_4f.className=((_4f.className||"")==""?"":_4f.className+" ")+_4e}};this.removeClass=function(_50,_51){if(_51){_51.className=_51.className.replace(new RegExp("(^|\\s)"+_50+"(\\s|$)"),"").replace(/^\s+|(\s)\s+/g,"$1")}};this.hasClass=function(_52,_53){return new RegExp("(^|\\s)"+_52+"(\\s|$)").test(_53.className)};this.create=function(_54){if(document.createElementNS){return document.createElementNS(_43,_54)}return document.createElement(_54)};this.setInnerHtml=function(_55,_56){if(ua.innerHtmlSupport){_55.innerHTML=_56}else{if(ua.xhtmlSupport){_56=["<root xmlns=\"",_43,"\">",_56,"</root>"].join("");var xml=(new DOMParser()).parseFromString(_56,"text/xml");xml=document.importNode(xml.documentElement,true);while(_55.firstChild){_55.removeChild(_55.firstChild)}while(xml.firstChild){_55.appendChild(xml.firstChild)}}}};this.getComputedStyle=function(_58,_59){var _5a;if(document.defaultView&&document.defaultView.getComputedStyle){_5a=document.defaultView.getComputedStyle(_58,null)[_59]}else{if(_58.currentStyle){_5a=_58.currentStyle[_59]}}return _5a||""};this.getStyleAsInt=function(_5b,_5c,_5d){var _5e=this.getComputedStyle(_5b,_5c);if(_5d&&!/px$/.test(_5e)){return 0}_5e=parseInt(_5e);return isNaN(_5e)?0:_5e};this.getZoom=function(){return _5f.zoom.getLatest()}};this.dom=dom;var ua=new function(){var ua=navigator.userAgent.toLowerCase();var _62=(navigator.product||"").toLowerCase();this.macintosh=ua.indexOf("mac")>-1;this.windows=ua.indexOf("windows")>-1;this.quicktime=false;this.opera=ua.indexOf("opera")>-1;this.konqueror=_62.indexOf("konqueror")>-1;this.ie=false/*@cc_on || true @*/;this.ieSupported=this.ie&&!/ppc|smartphone|iemobile|msie\s5\.5/.test(ua)/*@cc_on && @_jscript_version >= 5.5 @*/;this.ieWin=this.ie&&this.windows/*@cc_on && @_jscript_version >= 5.1 @*/;this.windows=this.windows&&(!this.ie||this.ieWin);this.ieMac=this.ie&&this.macintosh/*@cc_on && @_jscript_version < 5.1 @*/;this.macintosh=this.macintosh&&(!this.ie||this.ieMac);this.safari=ua.indexOf("safari")>-1;this.webkit=ua.indexOf("applewebkit")>-1&&!this.konqueror;this.khtml=this.webkit||this.konqueror;this.gecko=!this.webkit&&_62=="gecko";this.operaVersion=this.opera&&/.*opera(\s|\/)(\d+\.\d+)/.exec(ua)?parseInt(RegExp.$2):0;this.webkitVersion=this.webkit&&/.*applewebkit\/(\d+).*/.exec(ua)?parseInt(RegExp.$1):0;this.geckoBuildDate=this.gecko&&/.*gecko\/(\d{8}).*/.exec(ua)?parseInt(RegExp.$1):0;this.konquerorVersion=this.konqueror&&/.*konqueror\/(\d\.\d).*/.exec(ua)?parseInt(RegExp.$1):0;this.flashVersion=0;if(this.ieWin){var axo;var _64=false;try{axo=new ActiveXObject("ShockwaveFlash.ShockwaveFlash.7")}catch(e){try{axo=new ActiveXObject("ShockwaveFlash.ShockwaveFlash.6");this.flashVersion=6;axo.AllowScriptAccess="always"}catch(e){_64=this.flashVersion==6}if(!_64){try{axo=new ActiveXObject("ShockwaveFlash.ShockwaveFlash")}catch(e){}}}if(!_64&&axo){this.flashVersion=parseFloat(/([\d,?]+)/.exec(axo.GetVariable("$version"))[1].replace(/,/g,"."))}}else{if(navigator.plugins&&navigator.plugins["Shockwave Flash"]){var _65=navigator.plugins["Shockwave Flash"];this.flashVersion=parseFloat(/(\d+\.?\d*)/.exec(_65.description)[1]);var i=0;while(this.flashVersion>=_46&&i<navigator.mimeTypes.length){var _67=navigator.mimeTypes[i];if(_67.type=="application/x-shockwave-flash"&&_67.enabledPlugin.description.toLowerCase().indexOf("quicktime")>-1){this.flashVersion=0;this.quicktime=true}i++}}}this.flash=this.flashVersion>=_46;this.transparencySupport=this.macintosh||this.windows;this.computedStyleSupport=this.ie||document.defaultView&&document.defaultView.getComputedStyle&&(!this.gecko||this.geckoBuildDate>=20030624);this.css=true;if(this.computedStyleSupport){try{var _68=document.getElementsByTagName("head")[0];_68.style.backgroundColor="#FF0000";var _69=dom.getComputedStyle(_68,"backgroundColor");this.css=!_69||/\#F{2}0{4}|rgb\(255,\s?0,\s?0\)/i.test(_69);_68=null}catch(e){}}this.xhtmlSupport=!!window.DOMParser&&!!document.importNode;this.innerHtmlSupport;try{var n=dom.create("span");if(!this.ieMac){n.innerHTML="x"}this.innerHtmlSupport=n.innerHTML=="x"}catch(e){this.innerHtmlSupport=false}this.zoomSupport=!!(this.opera&&document.documentElement);this.geckoXml=this.gecko&&(document.contentType||"").indexOf("xml")>-1;this.requiresPrefetch=this.ieWin||this.khtml;this.verifiedKonqueror=false;this.supported=this.flash&&this.css&&(!this.ie||this.ieSupported)&&(!this.opera||this.operaVersion>=8)&&(!this.webkit||this.webkitVersion>=412)&&(!this.konqueror||this.konquerorVersion>3.5)&&this.computedStyleSupport&&(this.innerHtmlSupport||!this.khtml&&this.xhtmlSupport)};this.ua=ua;var _6b=new function(){function capitalize($){return $.toUpperCase()}this.normalize=function(str){if(_3b.preserveSingleWhitespace){return str.replace(/\s/g,_48)}return str.replace(/(\s)\s+/g,"$1")};this.textTransform=function(_6e,str){switch(_6e){case "uppercase":str=str.toUpperCase();break;case "lowercase":str=str.toLowerCase();break;case "capitalize":var _70=str;str=str.replace(/^\w|\s\w/g,capitalize);if(str.indexOf("function capitalize")!=-1){var _71=_70.replace(/(^|\s)(\w)/g,"$1$1$2$2").split(/^\w|\s\w/g);str="";for(var i=0;i<_71.length;i++){str+=_71[i].charAt(0).toUpperCase()+_71[i].substring(1)}}break}return str};this.toHexString=function(str){if(typeof (str)!="string"||!str.charAt(0)=="#"||str.length!=4&&str.length!=7){return str}str=str.replace(/#/,"");if(str.length==3){str=str.replace(/(.)(.)(.)/,"$1$1$2$2$3$3")}return "0x"+str};this.toJson=function(obj){var _75="";switch(typeof (obj)){case "string":_75="\""+obj+"\"";break;case "number":case "boolean":_75=obj.toString();break;case "object":_75=[];for(var _76 in 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_87){if(_87[_88]==Object.prototype[_88]){continue}css.push(_88,":",_87[_88],";")}css.push("}")}return escape(css.join(""))}};this.util=_6b;var _5f={};_5f.fragmentIdentifier=new function(){this.fix=true;var _89;this.cache=function(){_89=document.title};function doFix(){document.title=_89}this.restore=function(){if(this.fix){setTimeout(doFix,0)}}};_5f.synchronizer=new function(){this.isBlocked=false;this.block=function(){this.isBlocked=true};this.unblock=function(){this.isBlocked=false;_8a.replaceAll()}};_5f.zoom=new function(){var _8b=100;this.getLatest=function(){return _8b};if(ua.zoomSupport&&ua.opera){var _8c=document.createElement("div");_8c.style.position="fixed";_8c.style.left="-65536px";_8c.style.top="0";_8c.style.height="100%";_8c.style.width="1px";_8c.style.zIndex="-32";document.documentElement.appendChild(_8c);function updateZoom(){if(!_8c){return}var _8d=window.innerHeight/_8c.offsetHeight;var _8e=Math.round(_8d*100)%10;if(_8e>5){_8d=Math.round(_8d*100)+10-_8e}else{_8d=Math.round(_8d*100)-_8e}_8b=isNaN(_8d)?100:_8d;_5f.synchronizer.unblock();document.documentElement.removeChild(_8c);_8c=null}_5f.synchronizer.block();setTimeout(updateZoom,54)}};this.hacks=_5f;var _8f={kwargs:[],replaceAll:function(){for(var i=0;i<this.kwargs.length;i++){_3b.replace(this.kwargs[i])}this.kwargs=[]}};var _8a={kwargs:[],replaceAll:_8f.replaceAll};function isValidDomain(){if(_3b.domains.length==0){return true}var _91="";try{_91=document.domain}catch(e){}if(_3b.fromLocal&&sIFR.domains[0]!="localhost"){sIFR.domains.unshift("localhost")}for(var i=0;i<_3b.domains.length;i++){if(_3b.domains[i]=="*"||_3b.domains[i]==_91){return true}}return false}this.activate=function(){if(!ua.supported||!this.isEnabled||this.isActive||!isValidDomain()){return}this.isActive=true;if(this.hideElements){this.setFlashClass()}if(ua.ieWin&&_5f.fragmentIdentifier.fix&&window.location.hash!=""){_5f.fragmentIdentifier.cache()}else{_5f.fragmentIdentifier.fix=false}if(!this.registerEvents){return}function handler(evt){_3b.initialize();if(evt&&evt.type=="load"){if(document.removeEventListener){document.removeEventListener("DOMContentLoaded",handler,false);document.removeEventListener("load",handler,false)}if(window.removeEventListener){window.removeEventListener("load",handler,false)}}}if(window.addEventListener){if(_3b.useDomContentLoaded&&ua.gecko){document.addEventListener("DOMContentLoaded",handler,false)}window.addEventListener("load",handler,false)}else{if(ua.ieWin){if(_3b.useDomContentLoaded&&!_4a){document.write("<scr"+"ipt id=__sifr_ie_onload defer 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Error("sIFR: Could not determine appropriate source")}if(ua.ie&&src.charAt(0)=="/"){src=window.location.toString().replace(/([^:]+)(:\/?\/?)([^\/]+).*/,"$1$2$3")+src}return src}this.prefetch=function(){if(!ua.requiresPrefetch||!ua.supported||!this.isEnabled||!isValidDomain()){return}if(this.setPrefetchCookie&&new RegExp(";?"+_47+"=true;?").test(document.cookie)){return}try{_4a=true;if(ua.ieWin){prefetchIexplore(arguments)}else{prefetchLight(arguments)}if(this.setPrefetchCookie){document.cookie=_47+"=true;path="+this.cookiePath}}catch(e){if(_3b.debugMode){throw e}}};function prefetchIexplore(_99){for(var i=0;i<_99.length;i++){document.write("<embed src=\""+getSource(_99[i])+"\" sIFR-prefetch=\"true\" style=\"display:none;\">")}}function prefetchLight(_9b){for(var i=0;i<_9b.length;i++){new Image().src=getSource(_9b[i])}}function clearPrefetch(){if(!ua.ieWin||!_4a){return}try{var _9d=document.getElementsByTagName("embed");for(var i=_9d.length-1;i>=0;i--){var _9f=_9d[i];if(_9f.getAttribute("sIFR-prefetch")=="true"){_9f.parentNode.removeChild(_9f)}}}catch(e){}}function getRatio(_a0){if(_a0<=10){return 1.55}if(_a0<=19){return 1.45}if(_a0<=32){return 1.35}if(_a0<=71){return 1.3}return 1.25}function getFilters(obj){var _a2=[];for(var _a3 in obj){if(obj[_a3]==Object.prototype[_a3]){continue}var _a4=obj[_a3];_a3=[_a3.replace(/filter/i,"")+"Filter"];for(var _a5 in _a4){if(_a4[_a5]==Object.prototype[_a5]){continue}_a3.push(_a5+":"+escape(_6b.toJson(_6b.toHexString(_a4[_a5]))))}_a2.push(_a3.join(","))}return _a2.join(";")}this.replace=function(_a6,_a7){if(!ua.supported){return}if(_a7){for(var _a8 in _a6){if(typeof (_a7[_a8])=="undefined"){_a7[_a8]=_a6[_a8]}}_a6=_a7}if(!_4b){return _8f.kwargs.push(_a6)}if(_5f.synchronizer.isBlocked){return _8a.kwargs.push(_a6)}var _a9=_a6.elements;if(!_a9&&parseSelector){_a9=parseSelector(_a6.selector)}if(_a9.length==0){return}this.setFlashClass();var src=getSource(_a6.src);var css=_6b.convertCssArg(_a6.css);var _ac=getFilters(_a6.filters);var _ad=(_a6.forceClear==null)?_3b.forceClear:_a6.forceClear;var _ae=(_a6.fitExactly==null)?_3b.fitExactly:_a6.fitExactly;var _af=_ae||(_a6.forceWidth==null?_3b.forceWidth:_a6.forceWidth);var _b0=parseInt(_6b.extractFromCss(css,".sIFR-root","leading"))||0;var _b1=_6b.extractFromCss(css,".sIFR-root","background-color",true)||"#FFFFFF";var _b2=_6b.extractFromCss(css,".sIFR-root","opacity",true)||"100";if(parseFloat(_b2)<1){_b2=100*parseFloat(_b2)}var _b3=_6b.extractFromCss(css,".sIFR-root","kerning",true)||"";var _b4=_a6.gridFitType||_6b.extractFromCss(css,".sIFR-root","text-align")=="right"?"subpixel":"pixel";var _b5=_3b.forceTextTransform?_6b.extractFromCss(css,".sIFR-root","text-transform",true)||"none":"none";var _b6="";if(_ae){_6b.extractFromCss(css,".sIFR-root","text-align",true)}if(!_a6.modifyCss){_b6=_6b.cssToString(css)}var _b7=_a6.wmode||"";if(_b7=="transparent"){if(!ua.transparencySupport){_b7="opaque"}else{_b1="transparent"}}for(var 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  • average velocity, as3

    - by VideoDnd
    Hello, I need something accurate I can plug equations in to if you can help. How would you apply the equation bellow? Thanks guys. AVERAGE VELOCITY AND DISPLACEMENT average velocity V=X/T displacement x=v*T more info example I have 30 seconds and a field that is 170 yards. What average velocity would I need my horse to travel at to reach the end of the field in 30 seconds. I moved the decimal places around and got this. Here's what I tried 'the return value is close, but not close enough' FLA here var TIMER:int = 10; var T:int = 0; var V:int = 5.6; var X:int = 0; var Xf:int = 17000/10*2; var timer:Timer = new Timer(TIMER,Xf); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); function formatCount(i:int):String { var fraction:int = Math.abs(i % 100); var whole:int = Math.abs(i / 100); return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } function incrementCounter(event:TimerEvent) { T++; X = Math.abs(V*T); text.text = formatCount(X); } tests TARGET 5.6yards * 30seconds = 168yards INTEGERS 135.00 in 30 seconds MATH.ROUND 135.00 in 30 seconds NUMBERS 140.00 in 30 seconds control timer 'I tested with this and the clock on my desk' var timetest:Timer = new Timer(1000,30); var Dplus:int = 17000; timetest.addEventListener(TimerEvent.TIMER, cow); timetest.start(); function cow(evt:TimerEvent):void { tx.text = String("30 SECONDS: " + timetest.currentCount); if(timetest.currentCount> Dplus){ timetest.stop(); } } //far as I got...couldn't get delta to work... T = (V*timer.currentCount); X += Math.round(T);

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  • Code-Golf: Friendly Number Abbreviator

    - by David Murdoch
    Based on this question: Is there a way to round numbers into a friendly format? THE CHALLENGE - UPDATED! (removed hundreds abbreviation from spec) The shortest code by character count that will abbreviate an integer (no decimals). Code should include the full program. Relevant range is from 0 - 9,223,372,036,854,775,807 (the upper limit for signed 64 bit integer). The number of decimal places for abbreviation will be positive. You will not need to calculate the following: 920535 abbreviated -1 place (which would be something like 0.920535M). Numbers in the tens and hundreds place (0-999) should never be abbreviated (the abbreviation for the number 57 to 1+ decimal places is 5.7dk - it is unneccessary and not friendly). Remember to round half away from zero (23.5 gets rounded to 24). Banker's rounding is verboten. Here are the relevant number abbreviations: h = hundred (102) k = thousand (103) M = million (106) G = billion (109) T = trillion (1012) P = quadrillion (1015) E = quintillion (1018) SAMPLE INPUTS/OUTPUTS (inputs can be passed as separate arguments): First argument will be the integer to abbreviate. The second is the number of decimal places. 12 1 => 12 // tens and hundreds places are never rounded 1500 2 => 1.5k 1500 0 => 2k // look, ma! I round UP at .5 0 2 => 0 1234 0 => 1k 34567 2 => 34.57k 918395 1 => 918.4k 2134124 2 => 2.13M 47475782130 2 => 47.48G 9223372036854775807 3 => 9.223E // ect... . . . Original answer from related question (javascript, does not follow spec): function abbrNum(number, decPlaces) { // 2 decimal places => 100, 3 => 1000, etc decPlaces = Math.pow(10,decPlaces); // Enumerate number abbreviations var abbrev = [ "k", "m", "b", "t" ]; // Go through the array backwards, so we do the largest first for (var i=abbrev.length-1; i>=0; i--) { // Convert array index to "1000", "1000000", etc var size = Math.pow(10,(i+1)*3); // If the number is bigger or equal do the abbreviation if(size <= number) { // Here, we multiply by decPlaces, round, and then divide by decPlaces. // This gives us nice rounding to a particular decimal place. number = Math.round(number*decPlaces/size)/decPlaces; // Add the letter for the abbreviation number += abbrev[i]; // We are done... stop break; } } return number; }

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  • Python: How best to parse a simple grammar?

    - by Rosarch
    Ok, so I've asked a bunch of smaller questions about this project, but I still don't have much confidence in the designs I'm coming up with, so I'm going to ask a question on a broader scale. I am parsing pre-requisite descriptions for a course catalog. The descriptions almost always follow a certain form, which makes me think I can parse most of them. From the text, I would like to generate a graph of course pre-requisite relationships. (That part will be easy, after I have parsed the data.) Some sample inputs and outputs: "CS 2110" => ("CS", 2110) # 0 "CS 2110 and INFO 3300" => [("CS", 2110), ("INFO", 3300)] # 1 "CS 2110, INFO 3300" => [("CS", 2110), ("INFO", 3300)] # 1 "CS 2110, 3300, 3140" => [("CS", 2110), ("CS", 3300), ("CS", 3140)] # 1 "CS 2110 or INFO 3300" => [[("CS", 2110)], [("INFO", 3300)]] # 2 "MATH 2210, 2230, 2310, or 2940" => [[("MATH", 2210), ("MATH", 2230), ("MATH", 2310)], [("MATH", 2940)]] # 3 If the entire description is just a course, it is output directly. If the courses are conjoined ("and"), they are all output in the same list If the course are disjoined ("or"), they are in separate lists Here, we have both "and" and "or". One caveat that makes it easier: it appears that the nesting of "and"/"or" phrases is never greater than as shown in example 3. What is the best way to do this? I started with PLY, but I couldn't figure out how to resolve the reduce/reduce conflicts. The advantage of PLY is that it's easy to manipulate what each parse rule generates: def p_course(p): 'course : DEPT_CODE COURSE_NUMBER' p[0] = (p[1], int(p[2])) With PyParse, it's less clear how to modify the output of parseString(). I was considering building upon @Alex Martelli's idea of keeping state in an object and building up the output from that, but I'm not sure exactly how that is best done. def addCourse(self, str, location, tokens): self.result.append((tokens[0][0], tokens[0][1])) def makeCourseList(self, str, location, tokens): dept = tokens[0][0] new_tokens = [(dept, tokens[0][1])] new_tokens.extend((dept, tok) for tok in tokens[1:]) self.result.append(new_tokens) For instance, to handle "or" cases: def __init__(self): self.result = [] # ... self.statement = (course_data + Optional(OR_CONJ + course_data)).setParseAction(self.disjunctionCourses) def disjunctionCourses(self, str, location, tokens): if len(tokens) == 1: return tokens print "disjunction tokens: %s" % tokens How does disjunctionCourses() know which smaller phrases to disjoin? All it gets is tokens, but what's been parsed so far is stored in result, so how can the function tell which data in result corresponds to which elements of token? I guess I could search through the tokens, then find an element of result with the same data, but that feel convoluted... What's a better way to approach this problem?

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  • Canvas scalable arc position

    - by Amay
    http://jsfiddle.net/cs5Sg/11/ I want to do the scalable canvas. I created two circles (arcs) and one line, when you click on circle and move it, the line will follow and change position. The problem is when I added code for resize: var canvas = document.getElementById('myCanvas'), context = canvas.getContext('2d'), radius = 12, p = null, point = { p1: { x:100, y:250 }, p2: { x:400, y:100 } }, moving = false; window.addEventListener("resize", OnResizeCalled, false); function OnResizeCalled() { var gameWidth = window.innerWidth; var gameHeight = window.innerHeight; var scaleToFitX = gameWidth / 800; var scaleToFitY = gameHeight / 480; var currentScreenRatio = gameWidth / gameHeight; var optimalRatio = Math.min(scaleToFitX, scaleToFitY); if (currentScreenRatio >= 1.77 && currentScreenRatio <= 1.79) { canvas.style.width = gameWidth + "px"; canvas.style.height = gameHeight + "px"; } else { canvas.style.width = 800 * optimalRatio + "px"; canvas.style.height = 480 * optimalRatio + "px"; } } function init() { return setInterval(draw, 10); } canvas.addEventListener('mousedown', function(e) { for (p in point) { var mouseX = e.clientX - 1, mouseY = e.clientY - 1, distance = Math.sqrt(Math.pow(mouseX - point[p].x, 2) + Math.pow(mouseY - point[p].y, 2)); if (distance <= radius) { moving = p; break; } } }); canvas.addEventListener('mouseup', function(e) { moving = false; }); canvas.addEventListener('mousemove', function(e) { if(moving) { point[moving].x = e.clientX - 1; point[moving].y = e.clientY - 1; } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.moveTo(point.p1.x,point.p1.y); context.lineTo(point.p2.x,point.p2.y); context.closePath(); context.fillStyle = '#8ED6FF'; context.fill(); context.stroke(); for (p in point) { context.beginPath(); context.arc(point[p].x,point[p].y,radius,0,2*Math.PI); context.fillStyle = 'red'; context.fill(); context.stroke(); } context.closePath(); } init(); The canvas is scalable, but the problem is with the points (circles). When you change the window size, they still have the same position on the canvas area, but the distance change (so the click option fails). How to fix that?

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  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

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  • PTLQueue : a scalable bounded-capacity MPMC queue

    - by Dave
    Title: Fast concurrent MPMC queue -- I've used the following concurrent queue algorithm enough that it warrants a blog entry. I'll sketch out the design of a fast and scalable multiple-producer multiple-consumer (MPSC) concurrent queue called PTLQueue. The queue has bounded capacity and is implemented via a circular array. Bounded capacity can be a useful property if there's a mismatch between producer rates and consumer rates where an unbounded queue might otherwise result in excessive memory consumption by virtue of the container nodes that -- in some queue implementations -- are used to hold values. A bounded-capacity queue can provide flow control between components. Beware, however, that bounded collections can also result in resource deadlock if abused. The put() and take() operators are partial and wait for the collection to become non-full or non-empty, respectively. Put() and take() do not allocate memory, and are not vulnerable to the ABA pathologies. The PTLQueue algorithm can be implemented equally well in C/C++ and Java. Partial operators are often more convenient than total methods. In many use cases if the preconditions aren't met, there's nothing else useful the thread can do, so it may as well wait via a partial method. An exception is in the case of work-stealing queues where a thief might scan a set of queues from which it could potentially steal. Total methods return ASAP with a success-failure indication. (It's tempting to describe a queue or API as blocking or non-blocking instead of partial or total, but non-blocking is already an overloaded concurrency term. Perhaps waiting/non-waiting or patient/impatient might be better terms). It's also trivial to construct partial operators by busy-waiting via total operators, but such constructs may be less efficient than an operator explicitly and intentionally designed to wait. A PTLQueue instance contains an array of slots, where each slot has volatile Turn and MailBox fields. The array has power-of-two length allowing mod/div operations to be replaced by masking. We assume sensible padding and alignment to reduce the impact of false sharing. (On x86 I recommend 128-byte alignment and padding because of the adjacent-sector prefetch facility). Each queue also has PutCursor and TakeCursor cursor variables, each of which should be sequestered as the sole occupant of a cache line or sector. You can opt to use 64-bit integers if concerned about wrap-around aliasing in the cursor variables. Put(null) is considered illegal, but the caller or implementation can easily check for and convert null to a distinguished non-null proxy value if null happens to be a value you'd like to pass. Take() will accordingly convert the proxy value back to null. An advantage of PTLQueue is that you can use atomic fetch-and-increment for the partial methods. We initialize each slot at index I with (Turn=I, MailBox=null). Both cursors are initially 0. All shared variables are considered "volatile" and atomics such as CAS and AtomicFetchAndIncrement are presumed to have bidirectional fence semantics. Finally T is the templated type. I've sketched out a total tryTake() method below that allows the caller to poll the queue. tryPut() has an analogous construction. Zebra stripping : alternating row colors for nice-looking code listings. See also google code "prettify" : https://code.google.com/p/google-code-prettify/ Prettify is a javascript module that yields the HTML/CSS/JS equivalent of pretty-print. -- pre:nth-child(odd) { background-color:#ff0000; } pre:nth-child(even) { background-color:#0000ff; } border-left: 11px solid #ccc; margin: 1.7em 0 1.7em 0.3em; background-color:#BFB; font-size:12px; line-height:65%; " // PTLQueue : Put(v) : // producer : partial method - waits as necessary assert v != null assert Mask = 1 && (Mask & (Mask+1)) == 0 // Document invariants // doorway step // Obtain a sequence number -- ticket // As a practical concern the ticket value is temporally unique // The ticket also identifies and selects a slot auto tkt = AtomicFetchIncrement (&PutCursor, 1) slot * s = &Slots[tkt & Mask] // waiting phase : // wait for slot's generation to match the tkt value assigned to this put() invocation. // The "generation" is implicitly encoded as the upper bits in the cursor // above those used to specify the index : tkt div (Mask+1) // The generation serves as an epoch number to identify a cohort of threads // accessing disjoint slots while s-Turn != tkt : Pause assert s-MailBox == null s-MailBox = v // deposit and pass message Take() : // consumer : partial method - waits as necessary auto tkt = AtomicFetchIncrement (&TakeCursor,1) slot * s = &Slots[tkt & Mask] // 2-stage waiting : // First wait for turn for our generation // Acquire exclusive "take" access to slot's MailBox field // Then wait for the slot to become occupied while s-Turn != tkt : Pause // Concurrency in this section of code is now reduced to just 1 producer thread // vs 1 consumer thread. // For a given queue and slot, there will be most one Take() operation running // in this section. // Consumer waits for producer to arrive and make slot non-empty // Extract message; clear mailbox; advance Turn indicator // We have an obvious happens-before relation : // Put(m) happens-before corresponding Take() that returns that same "m" for T v = s-MailBox if v != null : s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 // unlock slot to admit next producer and consumer return v Pause tryTake() : // total method - returns ASAP with failure indication for auto tkt = TakeCursor slot * s = &Slots[tkt & Mask] if s-Turn != tkt : return null T v = s-MailBox // presumptive return value if v == null : return null // ratify tkt and v values and commit by advancing cursor if CAS (&TakeCursor, tkt, tkt+1) != tkt : continue s-MailBox = null ST-ST barrier s-Turn = tkt + Mask + 1 return v The basic idea derives from the Partitioned Ticket Lock "PTL" (US20120240126-A1) and the MultiLane Concurrent Bag (US8689237). The latter is essentially a circular ring-buffer where the elements themselves are queues or concurrent collections. You can think of the PTLQueue as a partitioned ticket lock "PTL" augmented to pass values from lock to unlock via the slots. Alternatively, you could conceptualize of PTLQueue as a degenerate MultiLane bag where each slot or "lane" consists of a simple single-word MailBox instead of a general queue. Each lane in PTLQueue also has a private Turn field which acts like the Turn (Grant) variables found in PTL. Turn enforces strict FIFO ordering and restricts concurrency on the slot mailbox field to at most one simultaneous put() and take() operation. PTL uses a single "ticket" variable and per-slot Turn (grant) fields while MultiLane has distinct PutCursor and TakeCursor cursors and abstract per-slot sub-queues. Both PTL and MultiLane advance their cursor and ticket variables with atomic fetch-and-increment. PTLQueue borrows from both PTL and MultiLane and has distinct put and take cursors and per-slot Turn fields. Instead of a per-slot queues, PTLQueue uses a simple single-word MailBox field. PutCursor and TakeCursor act like a pair of ticket locks, conferring "put" and "take" access to a given slot. PutCursor, for instance, assigns an incoming put() request to a slot and serves as a PTL "Ticket" to acquire "put" permission to that slot's MailBox field. To better explain the operation of PTLQueue we deconstruct the operation of put() and take() as follows. Put() first increments PutCursor obtaining a new unique ticket. That ticket value also identifies a slot. Put() next waits for that slot's Turn field to match that ticket value. This is tantamount to using a PTL to acquire "put" permission on the slot's MailBox field. Finally, having obtained exclusive "put" permission on the slot, put() stores the message value into the slot's MailBox. Take() similarly advances TakeCursor, identifying a slot, and then acquires and secures "take" permission on a slot by waiting for Turn. Take() then waits for the slot's MailBox to become non-empty, extracts the message, and clears MailBox. Finally, take() advances the slot's Turn field, which releases both "put" and "take" access to the slot's MailBox. Note the asymmetry : put() acquires "put" access to the slot, but take() releases that lock. At any given time, for a given slot in a PTLQueue, at most one thread has "put" access and at most one thread has "take" access. This restricts concurrency from general MPMC to 1-vs-1. We have 2 ticket locks -- one for put() and one for take() -- each with its own "ticket" variable in the form of the corresponding cursor, but they share a single "Grant" egress variable in the form of the slot's Turn variable. Advancing the PutCursor, for instance, serves two purposes. First, we obtain a unique ticket which identifies a slot. Second, incrementing the cursor is the doorway protocol step to acquire the per-slot mutual exclusion "put" lock. The cursors and operations to increment those cursors serve double-duty : slot-selection and ticket assignment for locking the slot's MailBox field. At any given time a slot MailBox field can be in one of the following states: empty with no pending operations -- neutral state; empty with one or more waiting take() operations pending -- deficit; occupied with no pending operations; occupied with one or more waiting put() operations -- surplus; empty with a pending put() or pending put() and take() operations -- transitional; or occupied with a pending take() or pending put() and take() operations -- transitional. The partial put() and take() operators can be implemented with an atomic fetch-and-increment operation, which may confer a performance advantage over a CAS-based loop. In addition we have independent PutCursor and TakeCursor cursors. Critically, a put() operation modifies PutCursor but does not access the TakeCursor and a take() operation modifies the TakeCursor cursor but does not access the PutCursor. This acts to reduce coherence traffic relative to some other queue designs. It's worth noting that slow threads or obstruction in one slot (or "lane") does not impede or obstruct operations in other slots -- this gives us some degree of obstruction isolation. PTLQueue is not lock-free, however. The implementation above is expressed with polite busy-waiting (Pause) but it's trivial to implement per-slot parking and unparking to deschedule waiting threads. It's also easy to convert the queue to a more general deque by replacing the PutCursor and TakeCursor cursors with Left/Front and Right/Back cursors that can move either direction. Specifically, to push and pop from the "left" side of the deque we would decrement and increment the Left cursor, respectively, and to push and pop from the "right" side of the deque we would increment and decrement the Right cursor, respectively. We used a variation of PTLQueue for message passing in our recent OPODIS 2013 paper. ul { list-style:none; padding-left:0; padding:0; margin:0; margin-left:0; } ul#myTagID { padding: 0px; margin: 0px; list-style:none; margin-left:0;} -- -- There's quite a bit of related literature in this area. I'll call out a few relevant references: Wilson's NYU Courant Institute UltraComputer dissertation from 1988 is classic and the canonical starting point : Operating System Data Structures for Shared-Memory MIMD Machines with Fetch-and-Add. Regarding provenance and priority, I think PTLQueue or queues effectively equivalent to PTLQueue have been independently rediscovered a number of times. See CB-Queue and BNPBV, below, for instance. But Wilson's dissertation anticipates the basic idea and seems to predate all the others. Gottlieb et al : Basic Techniques for the Efficient Coordination of Very Large Numbers of Cooperating Sequential Processors Orozco et al : CB-Queue in Toward high-throughput algorithms on many-core architectures which appeared in TACO 2012. Meneghin et al : BNPVB family in Performance evaluation of inter-thread communication mechanisms on multicore/multithreaded architecture Dmitry Vyukov : bounded MPMC queue (highly recommended) Alex Otenko : US8607249 (highly related). John Mellor-Crummey : Concurrent queues: Practical fetch-and-phi algorithms. Technical Report 229, Department of Computer Science, University of Rochester Thomasson : FIFO Distributed Bakery Algorithm (very similar to PTLQueue). Scott and Scherer : Dual Data Structures I'll propose an optimization left as an exercise for the reader. Say we wanted to reduce memory usage by eliminating inter-slot padding. Such padding is usually "dark" memory and otherwise unused and wasted. But eliminating the padding leaves us at risk of increased false sharing. Furthermore lets say it was usually the case that the PutCursor and TakeCursor were numerically close to each other. (That's true in some use cases). We might still reduce false sharing by incrementing the cursors by some value other than 1 that is not trivially small and is coprime with the number of slots. Alternatively, we might increment the cursor by one and mask as usual, resulting in a logical index. We then use that logical index value to index into a permutation table, yielding an effective index for use in the slot array. The permutation table would be constructed so that nearby logical indices would map to more distant effective indices. (Open question: what should that permutation look like? Possibly some perversion of a Gray code or De Bruijn sequence might be suitable). As an aside, say we need to busy-wait for some condition as follows : "while C == 0 : Pause". Lets say that C is usually non-zero, so we typically don't wait. But when C happens to be 0 we'll have to spin for some period, possibly brief. We can arrange for the code to be more machine-friendly with respect to the branch predictors by transforming the loop into : "if C == 0 : for { Pause; if C != 0 : break; }". Critically, we want to restructure the loop so there's one branch that controls entry and another that controls loop exit. A concern is that your compiler or JIT might be clever enough to transform this back to "while C == 0 : Pause". You can sometimes avoid this by inserting a call to a some type of very cheap "opaque" method that the compiler can't elide or reorder. On Solaris, for instance, you could use :"if C == 0 : { gethrtime(); for { Pause; if C != 0 : break; }}". It's worth noting the obvious duality between locks and queues. If you have strict FIFO lock implementation with local spinning and succession by direct handoff such as MCS or CLH,then you can usually transform that lock into a queue. Hidden commentary and annotations - invisible : * And of course there's a well-known duality between queues and locks, but I'll leave that topic for another blog post. * Compare and contrast : PTLQ vs PTL and MultiLane * Equivalent : Turn; seq; sequence; pos; position; ticket * Put = Lock; Deposit Take = identify and reserve slot; wait; extract & clear; unlock * conceptualize : Distinct PutLock and TakeLock implemented as ticket lock or PTL Distinct arrival cursors but share per-slot "Turn" variable provides exclusive role-based access to slot's mailbox field put() acquires exclusive access to a slot for purposes of "deposit" assigns slot round-robin and then acquires deposit access rights/perms to that slot take() acquires exclusive access to slot for purposes of "withdrawal" assigns slot round-robin and then acquires withdrawal access rights/perms to that slot At any given time, only one thread can have withdrawal access to a slot at any given time, only one thread can have deposit access to a slot Permissible for T1 to have deposit access and T2 to simultaneously have withdrawal access * round-robin for the purposes of; role-based; access mode; access role mailslot; mailbox; allocate/assign/identify slot rights; permission; license; access permission; * PTL/Ticket hybrid Asymmetric usage ; owner oblivious lock-unlock pairing K-exclusion add Grant cursor pass message m from lock to unlock via Slots[] array Cursor performs 2 functions : + PTL ticket + Assigns request to slot in round-robin fashion Deconstruct protocol : explication put() : allocate slot in round-robin fashion acquire PTL for "put" access store message into slot associated with PTL index take() : Acquire PTL for "take" access // doorway step seq = fetchAdd (&Grant, 1) s = &Slots[seq & Mask] // waiting phase while s-Turn != seq : pause Extract : wait for s-mailbox to be full v = s-mailbox s-mailbox = null Release PTL for both "put" and "take" access s-Turn = seq + Mask + 1 * Slot round-robin assignment and lock "doorway" protocol leverage the same cursor and FetchAdd operation on that cursor FetchAdd (&Cursor,1) + round-robin slot assignment and dispersal + PTL/ticket lock "doorway" step waiting phase is via "Turn" field in slot * PTLQueue uses 2 cursors -- put and take. Acquire "put" access to slot via PTL-like lock Acquire "take" access to slot via PTL-like lock 2 locks : put and take -- at most one thread can access slot's mailbox Both locks use same "turn" field Like multilane : 2 cursors : put and take slot is simple 1-capacity mailbox instead of queue Borrow per-slot turn/grant from PTL Provides strict FIFO Lock slot : put-vs-put take-vs-take at most one put accesses slot at any one time at most one put accesses take at any one time reduction to 1-vs-1 instead of N-vs-M concurrency Per slot locks for put/take Release put/take by advancing turn * is instrumental in ... * P-V Semaphore vs lock vs K-exclusion * See also : FastQueues-excerpt.java dice-etc/queue-mpmc-bounded-blocking-circular-xadd/ * PTLQueue is the same as PTLQB - identical * Expedient return; ASAP; prompt; immediately * Lamport's Bakery algorithm : doorway step then waiting phase Threads arriving at doorway obtain a unique ticket number Threads enter in ticket order * In the terminology of Reed and Kanodia a ticket lock corresponds to the busy-wait implementation of a semaphore using an eventcount and a sequencer It can also be thought of as an optimization of Lamport's bakery lock was designed for fault-tolerance rather than performance Instead of spinning on the release counter, processors using a bakery lock repeatedly examine the tickets of their peers --

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Platform jumping problems with AABB collisions

    - by Vee
    See the diagram first: When my AABB physics engine resolves an intersection, it does so by finding the axis where the penetration is smaller, then "push out" the entity on that axis. Considering the "jumping moving left" example: If velocityX is bigger than velocityY, AABB pushes the entity out on the Y axis, effectively stopping the jump (result: the player stops in mid-air). If velocityX is smaller than velocitY (not shown in diagram), the program works as intended, because AABB pushes the entity out on the X axis. How can I solve this problem? Source code: public void Update() { Position += Velocity; Velocity += World.Gravity; List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this); for (int i = 0; i < toCheck.Count; i++) { SSSPBody body = toCheck[i]; body.Test.Color = Color.White; if (body != this && body.Static) { float left = (body.CornerMin.X - CornerMax.X); float right = (body.CornerMax.X - CornerMin.X); float top = (body.CornerMin.Y - CornerMax.Y); float bottom = (body.CornerMax.Y - CornerMin.Y); if (SSSPUtils.AABBIsOverlapping(this, body)) { body.Test.Color = Color.Yellow; Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom); Position += overlapVector; } if (SSSPUtils.AABBIsCollidingTop(this, body)) { if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) && (Position.Y + Height/2f == body.Position.Y - body.Height/2f)) { body.Test.Color = Color.Red; Velocity = new Vector2(Velocity.X, 0); } } } } } public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2) { if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; return true; } public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2) { if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X) return false; if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y) return false; if(mBody1.CornerMax.Y == mBody2.CornerMin.Y) return true; return false; } public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom) { Vector2 result = new Vector2(0, 0); if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0)) return result; if (Math.Abs(mLeft) < mRight) result.X = mLeft; else result.X = mRight; if (Math.Abs(mTop) < mBottom) result.Y = mTop; else result.Y = mBottom; if (Math.Abs(result.X) < Math.Abs(result.Y)) result.Y = 0; else result.X = 0; return result; }

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  • How'd they do it: Millions of tiles in Terraria

    - by William 'MindWorX' Mariager
    I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of interactable/harvestable tiles the game has at one time. Creating around 500.000 tiles, that is 1/20th of what's possible in Terraria, in my engine causes the frame-rate to drop from 60 to around 20, even tho I'm still only rendering the tiles in view. Mind you, I'm not doing anything with the tiles, only keeping them in memory. Update: Code added to show how I do things. This is part of a class, which handles the tiles and draws them. I'm guessing the culprit is the "foreach" part, which iterates everything, even empty indexes. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { foreach (Tile tile in this.Tiles) { if (tile != null) { if (tile.Position.X < -this.Offset.X + 32) continue; if (tile.Position.X > -this.Offset.X + 1024 - 48) continue; if (tile.Position.Y < -this.Offset.Y + 32) continue; if (tile.Position.Y > -this.Offset.Y + 768 - 48) continue; tile.Draw(spriteBatch, gameTime); } } } ... Also here is the Tile.Draw method, which could also do with an update, as each Tile uses four calls to the SpriteBatch.Draw method. This is part of my autotiling system, which means drawing each corner depending on neighboring tiles. texture_* are Rectangles, are set once at level creation, not each update. ... public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime) { if (this.type == TileType.TileSet) { spriteBatch.Draw(this.texture, this.realm.Offset + this.Position, texture_tl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 0), texture_tr, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(0, 8), texture_bl, this.BlendColor); spriteBatch.Draw(this.texture, this.realm.Offset + this.Position + new Vector2(8, 8), texture_br, this.BlendColor); } } ... Any critique or suggestions to my code is welcome. Update: Solution added. Here's the final Level.Draw method. The Level.TileAt method simply checks the inputted values, to avoid OutOfRange exceptions. ... public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { Int32 startx = (Int32)Math.Floor((-this.Offset.X - 32) / 16); Int32 endx = (Int32)Math.Ceiling((-this.Offset.X + 1024 + 32) / 16); Int32 starty = (Int32)Math.Floor((-this.Offset.Y - 32) / 16); Int32 endy = (Int32)Math.Ceiling((-this.Offset.Y + 768 + 32) / 16); for (Int32 x = startx; x < endx; x += 1) { for (Int32 y = starty; y < endy; y += 1) { Tile tile = this.TileAt(x, y); if (tile != null) tile.Draw(spriteBatch, gameTime); } } } ...

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  • Visual Studio: Add Item / Add as link rather than just Add

    - by Pete d'Oronzio
    I'm new to visual studio, coming from Delphi. I have a directory tree full of .cs files (root is \Common). I also have a directory tree full of Applications (root is \Applications) Finally, I've got a tree full of Assemblies (root is \Assemblies) I'd like to keep my .cs files in the Common tree and all the environment voodoo (solutions, projects, settings, metadata, debug data, bin, etc.) in the Assmblies tree. So, for a simple example, I've got an assembly called PdMagic.Common.Math.dll. The Solution and project is located in \Assemblies\Common\Math. All of its source (.cs) files are in \Common\Math. (matrix.cs, trig.cs, mathtypes.cs, mathfuncs.cs, stats.cs, etc.) When I use Add Existing Item to add matrix.cs to my project, a copy of it is added to the \Assemblies\Common\Math folder. I just want to reference it. I don't want multiple copies laying around. I've tried Add Existing Item, and used the drop down to "Add link" rather than just "Add", and that seems to do what I want. Question: What is the "best practice" for this sort of thing? Do most people just put those .cs files all in the same folder as the project? Why isn't "Add link" the default? Thanks!

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  • Convert RGB value to HSV

    - by marionmaiden
    I've found a method on the Internet to convert RGB values to HSV values. Unfortunately, when the values are R=G=B, I'm getting a NaN, because of the 0/0 operation. Do you know if there is an implemented method for this conversion in Java, or what do I have to do when I get the 0/0 division to get the right value of the HSV? Here comes my method, adapted from some code on the Internet: public static double[] RGBtoHSV(double r, double g, double b){ double h, s, v; double min, max, delta; min = Math.min(Math.min(r, g), b); max = Math.max(Math.max(r, g), b); // V v = max; delta = max - min; // S if( max != 0 ) s = delta / max; else { s = 0; h = -1; return new double[]{h,s,v}; } // H if( r == max ) h = ( g - b ) / delta; // between yellow & magenta else if( g == max ) h = 2 + ( b - r ) / delta; // between cyan & yellow else h = 4 + ( r - g ) / delta; // between magenta & cyan h *= 60; // degrees if( h < 0 ) h += 360; return new double[]{h,s,v}; }

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Problem in cropping the UIImage using CGContext?

    - by Rajendra Bhole
    Hi, I developing the simple UIApplication in which i want to crop the UIImage (in .jpg format) with help of CGContext. The developed code till now as follows, CGImageRef graphicOriginalImage = [originalImage.image CGImage]; UIGraphicsBeginImageContext(originalImage.image.size); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGBitmapContextCreateImage(graphicOriginalImage); CGFloat fltW = originalImage.image.size.width; CGFloat fltH = originalImage.image.size.height; CGFloat X = round(fltW/4); CGFloat Y =round(fltH/4); CGFloat width = round(X + (fltW/2)); CGFloat height = round(Y + (fltH/2)); CGContextTranslateCTM(ctx, 0, image.size.height); CGContextScaleCTM(ctx, 1.0, -1.0); CGRect rect = CGRectMake(X,Y ,width ,height); CGContextDrawImage(ctx, rect, graphicOriginalImage); croppedImage = UIGraphicsGetImageFromCurrentImageContext(); return croppedImage; } The above code is worked fine but it can't crop image. The original image memory and cropped image memory i will got same(equal to original image memory). The above code is right for cropping the image?????????????????? How i cropping the image (in behind pixels should also be crop) from the center of the image???????????? I already wasting a lot of time for developing the above code , but i didn't get answer or way to find out how to crop the image.Thanks for sending me answer in advanced.

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  • Python: combining making two scripts into one

    - by Alex
    I have two separately made python scripts one that makes a sine wave sound based off time, and another that produces a sine wave graph that is based off the same time factors. I need help combining them into one running file. Here's the first: from struct import pack from math import sin, pi import time def au_file(name, freq, freq1, dur, vol): fout = open(name, 'wb') # header needs size, encoding=2, sampling_rate=8000, channel=1 fout.write('.snd' + pack('>5L', 24, 8*dur, 2, 8000, 1)) factor = 2 * pi * freq/8000 factor1 = 2 * pi * freq1/8000 # write data for seg in range(8 * dur): # sine wave calculations sin_seg = sin(seg * factor) + sin(seg * factor1) fout.write(pack('b', vol * 64 * sin_seg)) fout.close() t = time.strftime("%S", time.localtime()) ti = time.strftime("%M", time.localtime()) tis = float(t) tis = tis * 100 tim = float(ti) tim = tim * 100 if __name__ == '__main__': au_file(name='timeSound.au', freq=tim, freq1=tis, dur=1000, vol=1.0) import os os.startfile('timeSound.au') and the second is this: from Tkinter import * import math import time t = time.strftime("%S", time.localtime()) ti = time.strftime("%M", time.localtime()) tis = float(t) tis = tis / 100 tim = float(ti) tim = tim / 100 root = Tk() root.title("This very moment") width = 400 height = 300 center = height//2 x_increment = 1 # width stretch x_factor1 = tis x_factor2 = tim # height stretch y_amplitude = 50 c = Canvas(width=width, height=height, bg='black') c.pack() str1 = "sin(x)=white" c.create_text(10, 20, anchor=SW, text=str1) center_line = c.create_line(0, center, width, center, fill='red') # create the coordinate list for the sin() curve, have to be integers xy1 = [] xy2 = [] for x in range(400): # x coordinates xy1.append(x * x_increment) xy2.append(x * x_increment) # y coordinates xy1.append(int(math.sin(x * x_factor1) * y_amplitude) + center) xy2.append(int(math.sin(x * x_factor2) * y_amplitude) + center) sinS_line = c.create_line(xy1, fill='white') sinM_line = c.create_line(xy2, fill='yellow') root.mainloop()

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  • How to get image's coordinate on JPanel

    - by Jessy
    This question is related to my previous question http://stackoverflow.com/questions/2376027/how-to-generate-cartesian-coordinate-x-y-from-gridbaglayout I have successfully get the coordinate of each pictures, however when I checked the coordinate through (System.out.println) and the placement of the images on the screen, it seems to be wrong. e.g. if on the screen it was obvious that the x point of the first picture is on cell 2 which is on coordinate of 20, but the program shows x=1. Here is part of the code: public Grid (){ setPreferredSize(new Dimension(600,600)); .... setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.BOTH; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myPics.jpg"); int r, c; do{ //pick random cell which is empty r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //randomly scale the images int x = rand.nextInt(50)+30; int y = rand.nextInt(50)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); // Instantiate GUI components gc.gridx = r; gc.gridy = c; add(lbl, gc); //add(component, constraintObj); label[r][c] = lbl; } I checked the coordinate through this code: Component[] components = getComponents(); for (Component component : components) { System.out.println(component.getBounds()); }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • Help with MySQL query - Product orders report without duplicate shipping charges

    - by Paul
    Hello, I have an issue creating a custom report for an e-commerce store running on osCommerce. The client wants the report to have the following columns: Date, Order ID, Product Class, Product Price, Product Tax, Shipping, Order Total The criteria for generating the report are Date Range and Product Class (Textbooks for example) The client wants the report to list each Textbook purchased on its own line. Orders with multiple textbooks would display a separate line for each Textbook in the order. I have it all working except for one part: the shipping amount is order-specific (based on the order total), not product-specific, and is displaying for each product. I need it to display only for the first product of each order, so it is not counted more than once. My current query is: SELECT op.date_funds_captured as 'Date', op.orders_id as 'Order ID', pc.class as 'Product Class', round(op.products_price,2) as 'Product Price', round(op.products_tax*op.products_price/100,2) as 'Product Tax', round(otship.value,2) as 'Shipping', round(ot.value,2) as 'Order Total' from orders_products op, orders_total ot, orders_total otship, productclasses pc, products p where ot.orders_id = op.orders_id and ot.class='ot_total' and op.orders_id = otship.orders_id and otship.class = 'ot_shipping' and p.products_class_id = pc.id and op.products_id = p.products_id and pc.id = 1 pc.id = 1 -- Product class = Textbook Here is an example of the current report output. You can see the problem with order 2256 showing the shipping value three times instead of once: Date Order Product Class Price Tax Shipping Total 2010-01-04 2253 Textbook 24.95 2.43 10.03 37.41 2010-01-04 2256 Textbook 34.95 0.00 18.09 240.37 2010-01-04 2256 Textbook 55.50 0.00 18.09 240.37 2010-01-04 2256 Textbook 36.95 0.00 18.09 240.37 2010-01-04 2258 Textbook 55.50 5.41 12.17 124.24 Please help!!! Thanks, Paul

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  • How to Display a Bmp in a RTF control in VB.net

    - by Gerolkae
    I Started with this C# Question I'm trying to Display a bmp image inside a rtf Box for a Bot program I'm making. This function is supposed to convert a bitmap to rtf code whis is inserted to another rtf formatter srtring with additional text. Kind of like Smilies being used in a chat program. For some reason the output of this function gets rejected by the RTF Box and Vanishes completly. I'm not sure if it the way I'm converting the bmp to a Binary string or if its tied in with the header tags 'returns the RTF string representation of our picture Public Shared Function PictureToRTF(ByVal Bmp As Bitmap) As String Dim stream As New MemoryStream() Bmp.Save(stream, System.Drawing.Imaging.ImageFormat.Bmp) Dim bytes As Byte() = stream.ToArray() Dim str As String = BitConverter.ToString(bytes, 0).Replace("-", String.Empty) 'header to string we want to insert Using g As Graphics = Main.CreateGraphics() xDpi = g.DpiX yDpi = g.DpiY End Using Dim _rtf As New StringBuilder() ' Calculate the current width of the image in (0.01)mm Dim picw As Integer = CInt(Math.Round((Bmp.Width / xDpi) * HMM_PER_INCH)) ' Calculate the current height of the image in (0.01)mm Dim pich As Integer = CInt(Math.Round((Bmp.Height / yDpi) * HMM_PER_INCH)) ' Calculate the target width of the image in twips Dim picwgoal As Integer = CInt(Math.Round((Bmp.Width / xDpi) * TWIPS_PER_INCH)) ' Calculate the target height of the image in twips Dim pichgoal As Integer = CInt(Math.Round((Bmp.Height / yDpi) * TWIPS_PER_INCH)) ' Append values to RTF string _rtf.Append("{\pict\wbitmap0") _rtf.Append("\picw") _rtf.Append(Bmp.Width.ToString) ' _rtf.Append(picw.ToString) _rtf.Append("\pich") _rtf.Append(Bmp.Height.ToString) ' _rtf.Append(pich.ToString) _rtf.Append("\wbmbitspixel24\wbmplanes1") _rtf.Append("\wbmwidthbytes40") _rtf.Append("\picwgoal") _rtf.Append(picwgoal.ToString) _rtf.Append("\pichgoal") _rtf.Append(pichgoal.ToString) _rtf.Append("\bin ") _rtf.Append(str.ToLower & "}") Return _rtf.ToString End Function

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