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  • jQuery selector issue finding image with usemap attribute

    - by Greg K
    I have an image map in my page: <div id="books"> <img src="images/books.png" width="330" height="298" border="0" \ usemap="#map_books" /> <map name="map_books" id="map_books" alt="books"> <area shape="poly" coords="17,73,81,288,210,248,254,264, ..." \ href="/about" alt="books" /> </map> </div> I have a function that tries to find the image in the document using this map: function(elemId) { // elemId = "#map_books" if ($(elemId).attr("tagName") == "MAP") { // find image using this map var selector = "img [usemap=\\" + elemId + "]"; var img = $(selector); if (img.length == 0) { console.log("Could not find image using " + selector); } } It fails to find the image. Could not find image using img [usemap=\#map_books] I've escaped the elemId because it starts with a hash and tried variations of selectors. $("img [usemap$=" + elemId.substring(1) + "]") $("img").find("[usemap=\\" + elemId + "]") Neither find the image. Any ideas?

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  • Recursion with an Array; can't get the right value to return

    - by Matt
    Recursive Solution: Not working! Explanation: An integer, time, is passed into the function. It's then used to provide an end to the FOR statement (counter<time). The IF section (time == 0) provides a base case where the recursion should terminate, returning 0. The ELSE section is where the recursive call occurs: total is a private variable defined in the header file, elsewhere. It's initialized to 0 in a constructor, elsewhere. The function calls itself, recursively, adding productsAndSales[time-1][0] to total, again, and again, until the base call. Then the total is returned, and printed out later. Well, that's what I hoped for anyway. What I imagined would happen is that I would add up all the values in this one column of the array and the value would get returned, and printed out. Instead if returns 0. If I set the IF section to "return 1", I noticed that it returns powers of 2, for whatever value time is. EG: Time = 3, it returns 2*2 + 1. If time = 5, it returns 2*2*2*2 + 1. I don't understand why it's not returning the value I'm expecting. int CompanySales::calcTotals( int time ) { cout << setw( 4 ); if ( time == 0 ) { return 0; } else { return total += calcTotals( productsAndSales[ time-1 ][ 0 ]); } } Iterative Solution: Working! Explanation: An integer, time, is passed into the function. It's then used to provide an end to the FOR statement (counter<time). The FOR statement cycles through an array, adding all of the values in one column together. The value is then returned (and elsewhere in the program, printed out). Works perfectly. int CompanySales::calcTotals( int time ) { int total = 0; cout << setw( 4 ); for ( int counter = 0; counter < time; counter++ ) { total += productsAndSales[counter][0]; } return total0; }

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  • How do I pass a multi-dimensional array as a GET parameter in PHP?

    - by Onema
    I have the following code. $connect = new Connection (); $response = $connect->putFile($fileName, $destination); header("Location: /test.php?response=" . $response); When I invoke header with the response, the file will stop execution, but I will have no error in the console... I am thinking maybe this array needs to be encoded for the url? if that is the case how? Thank you

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  • How can I extract an array from an executable file?

    - by bstpierre
    I want to do the inverse of this question. I am embedding a file into an executable as an array, and I would later like to extract the embedded file from the executable. It seems like objcopy might be useful here but I haven't figured out the proper incantation yet. (Edit: clarify question, I somehow removed the crux of it in editing originally...)

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  • How should I grab pairs from an array in python?

    - by tomaski
    Say I have an array that looks like this: ['item1', 'item2', 'item3', 'item4', 'item5', 'item6', 'item7', 'item8', 'item9', 'item10'] Using Python, how would I grab pairs from it, where each item is included in a pair with both the item before and after it? ['item1', 'item2'] ['item2', 'item3'] ['item3', 'item4'] ['item4', 'item5'] ['item5', 'item6'] ['item6', 'item7'] ['item7', 'item8'] ['item8', 'item9'] ['item9', 'item10'] Seems like something i could hack together, but I'm wondering if someone has an elegant solution they've used before?

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  • New article available in "SOA Suite Essentials for WLI Users" series: Dynamic Data Lookup in a Busin

    - by simone.geib
    It is my pleasure to announce the publishing of another article in our "SOA Suite Essentials for WLI Users" series: "Dynamic Data Lookup in a Business Process: Meta Data Cache Control in Oracle WebLogic Integration and Domain Value Maps in SOA Suite". This article explains how dynamic data can be retrieved in a business process using Domain Value Maps in SOA Suite and shows the similarities to the WLI XML MetaData Cache Control. Lots of customers have asked about this comparison and I hope they will find it useful. The article follows "Setting Web Service and JCA Adapter Endpoints Dynamically in Oracle SOA Suite" which describes how web services and JCA adapter endpoints in SOA Suite can be changed at run-time, and so completes the use case where a BPEL process writes to a file (via file adapter) and the output directory and the file name are set dynamically. Please let me know what you think about the series and this specific article.

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  • Level Editor + Game -> Duplicating rendering/game specific code?

    - by Utkarsh Sinha
    I've been reading about how to design code for a game. One thing I haven't been able to figure out is - how do you manage writing an outside-game level editor (not an 'in-game level editor') without 'copying' code from the game? For example, you might have to copy all code about the different types of entities you can have. You'll have to add the game rendering code. My guess is this can be done by making a DLL out of the 'engine' part of the game. Then, share it between the actual game and the level editor. Or is there a better/easier way to do this?

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  • What are some useful things you can do with Mvc Modelbinders?

    - by George Mauer
    It occurs to me that the ModelBinder mechanism in ASP MVC public interface IModelBinder { object BindModel(System.Web.Mvc.ControllerContext controllerContext, System.Web.Mvc.ModelBindingContext bindingContext); } Is insanely powerful. What are some cool uses of this mechanism that you've done/seen? I guess since the concept is similar in other frameworks there's no reason to limit it to Asp Mvc

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • GEO Tool - commercial use

    - by Jens
    what i want to do: offer my clients the possibility to display their store as a small graphic (like google maps). just a small png with the location of the store. only the specific client is able to see this images and he pays for this area (not only for that :) ). So i'm looking for a api or whatever else to geocode(?) the adress and render a small (280*160px) image. google offers a premium licence (not cheap) ms bing openstreetmap - i'm not able to understand the 10^10 licences ;( any ideas?

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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