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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • Relative Positions Of Player And Enemy Are Different In XNA 3D Game

    - by CoOlDud3
    I am having a problem in my 3D Jet Fighter Game using XNA. I have a Player Jet and a few enemy drones built from a separate class. The problem is that when I set Player position and a drone's position to a height 10f in y direction. They aren't at the same height. But if i move Drone's Position up 500f in the y direction then it is pretty much close to the player. Relatively They are supposedly at the same height but with different position values. Can Any One Help Please?

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • How can i make a gallery with web images from my website?

    - by ronhdoge
    I currently have two codes that i am trying to figure out how to mix or write a new code to have a gallery with image doing fill_parent but i can slide sideways to see the other url linked images from my site. here are both parts of code i have: package com.mandarich.gallerygrid; import java.io.InputStream; import java.net.URL; import android.app.Activity; import android.graphics.drawable.Drawable; import android.os.Bundle; import android.widget.ImageView; public class Gallery extends Activity { /** Called when the activity is first created. */ public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView imgView =(ImageView)findViewById(R.id.ImageView01); Drawable drawable = LoadImageFromWebOperations("http://www.mandarichmodels.com/hot-pics/"); imgView.setImageDrawable(drawable); } private Drawable LoadImageFromWebOperations(String url) { try { InputStream is = (InputStream) new URL(url).getContent(); Drawable d = Drawable.createFromStream(is, "src name"); return d; }catch (Exception e) { System.out.println("Exc="+e); return null; } } } and here is my gallery code package com.mandarich.Grid; import android.app.Activity; import android.content.Context; import android.content.res.TypedArray; import android.os.Bundle; import android.view.View; import android.view.ViewGroup; import android.widget.AdapterView; import android.widget.BaseAdapter; import android.widget.Gallery; import android.widget.ImageView; import android.widget.Toast; import android.widget.AdapterView.OnItemClickListener; public class gridfinal extends Activity { private Gallery gallery; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); gallery = (Gallery) findViewById(R.id.examplegallery); gallery.setAdapter(new AddImgAdp(this)); gallery.setOnItemClickListener(new OnItemClickListener() { @SuppressWarnings("unchecked") public void onItemClick(AdapterView parent, View v, int position, long id) { // Displaying the position when the gallery item in clicked Toast.makeText(gridfinal.this, "Position=" + position, Toast.LENGTH_SHORT).show(); } }); } public class AddImgAdp extends BaseAdapter { int GalItemBg; private Context cont; // Adding images. private Integer[] Imgid = { R.drawable.cindy, R.drawable.clinton, R.drawable.colin, R.drawable.cybil, R.drawable.david, R.drawable.demi, R.drawable.drew }; public AddImgAdp(Context c) { cont = c; TypedArray typArray = obtainStyledAttributes(R.styleable.GalleryTheme); GalItemBg = typArray.getResourceId(R.styleable.GalleryTheme_android_galleryItemBackground, 0); typArray.recycle(); } public int getCount() { return Imgid.length; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { ImageView imgView = new ImageView(cont); imgView.setImageResource(Imgid[position]); // Fixing width & height for image to display imgView.setLayoutParams(new Gallery.LayoutParams(430, 370)); imgView.setScaleType(ImageView.ScaleType.FIT_XY); imgView.setBackgroundResource(GalItemBg); return imgView; } } }

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  • Geolocation through Android's GPS Provider on a website?

    - by Corey Ogburn
    I'm trying to get the geolocation of the mobile device in a regular website, not a webview of an application or anything native like that. I'm getting a location, but it's highly inaccurate, the accuracy comes back as 3230 or some other outrageous number. I'm assuming that's in meters, either way it's not nearly accurate enough. By comparison, the same webpage on a laptop gets an accuracy of 30-40. My first thought was that it was using the Network Provider instead of the GPS Provider, telling me where I am based on tower location and reach. A little research later I found enableHighAccuracy and set it true in the options that I pass. After including that, I still notice no difference. Here's the test page's HTML/javascript: <html> <head> <script type="text/javascript" src="http://ecn.dev.virtualearth.net/mapcontrol/mapcontrol.ashx?v=7.0"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.3/jquery.min.js"></script> <script type="text/javascript"> function OnLoad() { $("#Status").text("Init"); if (navigator.geolocation) { $("#Status").text("Supports Geolocation"); navigator.geolocation.getCurrentPosition(HandleLocation, LocationError, { enableHighAccuracy: true }); $("#Status").text("Sent position request..."); } else { $("#Status").text("Doesn't support geolocation"); } } function HandleLocation(position) { $("#Status").text("Received response:"); $("#Position").text("(" + position.coords.latitude + ", " + position.coords.longitude + ") accuracy: " + position.coords.accuracy); var loc = new Microsoft.Maps.Location(position.coords.latitude, position.coords.longitude); GetMap(loc); } function LocationError(error) { switch(error.code) { case error.PERMISSION_DENIED: alert("Location not provided"); break; case error.POSITION_UNAVAILABLE: alert("Current location not available"); break; case error.TIMEOUT: alert("Timeout"); break; default: alert("unknown error"); break; } } function GetMap(loc) { var map = new Microsoft.Maps.Map(document.getElementById("mapDiv"), {credentials: "Aj59meaCR1e7rNgkfQy7j08Pd3mzfP1r04hGesGmLe2a3ZwZ3iGecwPX2SNPWq5a", center: loc, mapTypeId: Microsoft.Maps.MapTypeId.road, zoom: 15}); } </script> </head> <body onload="javascript:OnLoad()"> <div id="Status"></div> <div id="Position"></div><br/> <div id='mapDiv' style="position:relative; width:600px; height:400px;"></div> </body> </html> I'm testing this on a rooted MyTouch 3G running Cyanogen 6.1 stable, Android 2.2 and GPS is enabled. In case rooting was a problem, I have also had various friends and coworkers try the webpage on their non-rooted 2.0+ Android devices. Each phone had various effects on the accuracy, but none were better than 1000, I attribute this to the different carriers. I have not (but eventually will) tested with iPhone or other location-aware cell phones.

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  • How to make condition inside getView of Custom BaseAdapter

    - by user1501150
    I want to make a Custom ListView with Custom BaseAdapter, where the the status=1,I want to show a CheckBox, and else I want to show a textView.. My given condition is: if (NewtheStatus == 1) { alreadyOrderText .setVisibility(TextView.GONE); } else{ checkBox.setVisibility(CheckBox.GONE); } But Some times I obtain some row that has neither checkBox nor TextView. The Code of my Custom BaseAdapter is given below . private class MyCustomAdapter extends BaseAdapter { private static final int TYPE_ITEM = 0; private static final int TYPE_ITEM_WITH_HEADER = 1; // private static final int TYPE_MAX_COUNT = TYPE_SEPARATOR + 1; private ArrayList<WatchListAllEntity> mData = new ArrayList(); private LayoutInflater mInflater; private ArrayList<WatchListAllEntity> items = new ArrayList<WatchListAllEntity>(); public MyCustomAdapter(Context context, ArrayList<WatchListAllEntity> items) { mInflater = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); } public void addItem(WatchListAllEntity watchListAllEntity) { // TODO Auto-generated method stub items.add(watchListAllEntity); } public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; final int position1 = position; if (v == null) { LayoutInflater vi = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.listitempict, null); } watchListAllEntity = new WatchListAllEntity(); watchListAllEntity = items.get(position); Log.i("position: iteamsLength ", position + ", " + items.size()); if (watchListAllEntity != null) { ImageView itemImage = (ImageView) v .findViewById(R.id.imageviewproduct); if (watchListAllEntity.get_thumbnail_image_url1() != null) { Drawable image = ImageOperations(watchListAllEntity .get_thumbnail_image_url1().replace(" ", "%20"), "image.jpg"); // itemImage.setImageResource(R.drawable.icon); if (image != null) { itemImage.setImageDrawable(image); itemImage.setAdjustViewBounds(true); } else { itemImage.setImageResource(R.drawable.iconnamecard); } Log.i("status_ja , status", watchListAllEntity.get_status_ja() + " ," + watchListAllEntity.getStatus()); int NewtheStatus = Integer.parseInt(watchListAllEntity .getStatus()); CheckBox checkBox = (CheckBox) v .findViewById(R.id.checkboxproduct); TextView alreadyOrderText = (TextView) v .findViewById(R.id.alreadyordertext); if (NewtheStatus == 1) { alreadyOrderText .setVisibility(TextView.GONE); } else{ checkBox.setVisibility(CheckBox.GONE); } Log.i("Loading ProccardId: ", watchListAllEntity.get_proc_card_id() + ""); checkBox.setOnCheckedChangeListener(new OnCheckedChangeListener() { public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { WatchListAllEntity watchListAllEntity2 = items .get(position1); Log.i("Position: ", position1 + ""); // TODO Auto-generated method stub if (isChecked) { Constants.orderList.add(watchListAllEntity2 .get_proc_card_id()); Log.i("Proc Card Id Add: ", watchListAllEntity2 .get_proc_card_id() + ""); } else { Constants.orderList.remove(watchListAllEntity2 .get_proc_card_id()); Log.i("Proc Card Id Remove: ", watchListAllEntity2.get_proc_card_id() + ""); } } }); } } return v; } private Drawable ImageOperations(String url, String saveFilename) { try { InputStream is = (InputStream) this.fetch(url); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { return null; } catch (IOException e) { return null; } } public Object fetch(String address) throws MalformedURLException, IOException { URL url = new URL(address); Object content = url.getContent(); return content; } public int getCount() { // TODO Auto-generated method stub int sizef=items.size(); Log.i("Size", sizef+""); return items.size(); } public Object getItem(int position) { // TODO Auto-generated method stub return items.get(position); } public long getItemId(int position) { // TODO Auto-generated method stub return position; } }

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  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

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  • basic javascript question on geolocation and googlemaps

    - by ade
    hello all, Im hoping that somebody can help me out on what i feel is an easy answer but I just cant get it to work out. Im trying to trap the geolocation lat and long and place it into the google maps api so far i have var myOptions = { zoom:7, trips:1, mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById("map"), myOptions); directionsDisplay.setMap(map); var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; this works fine for what i want. how ever I want to be able to change Origin to the users lat long using the following script from google.maps.api. their code is: if(navigator.geolocation) { navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); var placeMarker = new google.maps.Marker({ position: initialLocation, map: map, }); map.setCenter(initialLocation); }, function() { handleNoGeolocation(browserSupportFlag); }); } else { // Browser doesn't support Geolocation handleNoGeolocation(); } function handleNoGeolocation() { initialLocation = newyork; map.setCenter(initialLocation); } I want to pull out the navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); and allocate it two 2 varibles, myLat and myLong. I then want to be able to change my orignal script from var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; to var request = { origin: myLat,myLong destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; Does this make sense..? Im currently having a pig with it and as im not a JS developer its what i think should be a simple bit of coding that im losing the battle with.. any thoughts..?

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  • Generics with constraints hierarchy

    - by devoured elysium
    I am currently facing a very disturbing problem: interface IStateSpace<Position, Value> where Position : IPosition // <-- Problem starts here where Value : IValue // <-- and here as I don't { // know how to get away this // circular dependency! // Notice how I should be // defining generics parameters // here but I can't! Value GetStateAt(Position position); void SetStateAt(Position position, State state); } As you'll down here, both IPosition, IValue and IState depend on each other. How am I supposed to get away with this? I can't think of any other design that will circumvent this circular dependency and still describes exactly what I want to do! interface IState<StateSpace, Value> where StateSpace : IStateSpace where Value : IValue { StateSpace StateSpace { get; }; Value Value { get; set; } } interface IPosition { } interface IValue<State> where State : IState { State State { get; } } Basically I have a state space IStateSpace that has states IState inside. Their position in the state space is given by an IPosition. Each state then has one (or more) values IValue. I am simplifying the hierarchy, as it's a bit more complex than described. The idea of having this hierarchy defined with generics is to allow for different implementations of the same concepts (an IStateSpace will be implemented both as a matrix as an graph, etc). Would can I get away with this? How do you generally solve this kind of problems? Which kind of designs are used in these cases? Thanks

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  • How to do OrderBY on XML column in SQL SERVER 2008

    - by Rohit
    I am creating a comma seperated values of columns specified in dbName attribute of below xml. Now i want to concatenate those columns on the basic of Position attribute. DECLARE @varXML AS XML = '<gridFormat> <column property="FacilityInternalID" dbName="Pname" HeaderText="TAT Health" IsVisible="1" Position="1" /> <column property="FacilityInternalID" dbName="Priority" HeaderText="Priority" IsVisible="1" Position="2" /> <column property="FacilityInternalID" dbName="JobID" HeaderText="Job Number" IsVisible="1" Position="3" /> <column property="FacilityInternalID" dbName="Status" HeaderText="Status" IsVisible="1" Position="6" /> <column property="FacilityInternalID" dbName="name" HeaderText="Customer" IsVisible="1" Position="4" /> <column property="FacilityInternalID" dbName="sname" HeaderText="Facility " IsVisible="1" Position="5" /> </gridFormat>' PRINT @varXML This is the query by which I am generating CSV of columns. I have to use it is select list. SELECT @ColumnsToDisplay = LEFT(MyCsvList, LEN(MyCsvList) - 1) FROM ( SELECT ( SELECT row.value('@property', 'varchar(200)') + ', ' AS [text()] FROM @varXML.nodes('gridFormat/column') AS d ( row ) FOR XML PATH('') ) AS MyCsvList ) AS MyCsvListFinal SET @SQL = 'SELECT ' + @ColumnsToDisplay + ' FROM JobListingDetails' Result should be select Pname,Priority,JobID,name,sname,status FROM JobListingDetails. Please help.

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  • Pong: How does the paddle know where the ball will hit?

    - by Roflcoptr
    After implementing Pacman and Snake I'm implementing the next very very classic game: Pong. The implementation is really simple, but I just have one little problem remaining. When one of the paddle (I'm not sure if it is called paddle) is controlled by the computer, I have trouble to position it at the correct position. The ball has a current position, a speed (which for now is constant) and a direction angle. So I could calculate the position where it will hit the side of the computer controlled paddle. And so Icould position the paddle right there. But however in the real game, there is a probability that the computer's paddle will miss the ball. How can I implement this probability? If I only use a probability of lets say 0.5 that the computer's paddle will hit the ball, the problem is solved, but I think it isn't that simple. From the original game I think the probability depends on the distance between the current paddle position and the position the ball will hit the border. Does anybody have any hints how exactly this is calculated?

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  • Python: deleting rows in a text file

    - by Jenny
    A sample of the following text file i have is: > 1 -4.6 -4.6 -7.6 > > 2 -1.7 -3.8 -3.1 > > 3 -1.6 -1.6 -3.1 the data is separated by tabs in the text file and the first column indicates the position. I need to iterate through every value in the text file apart from column 0 and find the lowest value. once the lowest value has been found that value needs to be written to a new text file along with the column name and position. Column 0 has the name "position" Column 1 "fifteen", column 2 "sixteen" and column 3 "seventeen" for example the lowest value in the above data is "-7.6" and is in column 3 which has the name "seventeen". Therefore "7.6", "seventeen" and its position value which in this case is 1 need to be written to the new text file. I then need a number of rows deleted from the above text file. E.G. the lowest value above is "-7.6" and is found at position "1" and is found in column 3 which as the name "seventeen". I therefore need seventeen rows deleted from the text file starting from and including position 1 so the the column in which the lowest value is found denotes the amount of rows that needs to be deleted and the position it is found at states the start point of the deletion

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  • How to tell if you touched a CCLabel? (Cocos2d Question)

    - by RexOnRoids
    How to tell if you touched a CCLabel? The following code obviously does not work well enough because it only tests for point equality. Naturally touch point will not necessarily be equal to the position property of the CCLabel (CCNode). How to I tell if a Touch point has fallen within the "rectangle?" of the CCLabel? - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; self.myGraphManager.isSliding = NO; if(CGPointEqualToPoint(location, label1.position)){ NSLog(@"Label 1 Touched"); }else if(CGPointEqualToPoint(location, label2.position)){ NSLog(@"Label 2 Touched"); }else if(CGPointEqualToPoint(location, label3.position)){ NSLog(@"Label 3 Touched"); }else if(CGPointEqualToPoint(location, label4.position)){ NSLog(@"Label 4 Touched"); }else if(CGPointEqualToPoint(location, label5.position)){ NSLog(@"Label 5 Touched"); }else if(CGPointEqualToPoint(location, label6.position)){ NSLog(@"Label 6 Touched"); } NSLog(@"Touch Made!"); } }

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  • error in a pygame code

    - by mekasperasky
    # INTIALISATION import pygame, math, sys from pygame.locals import * screen = pygame.display.set_mode((1024, 768)) car = pygame.image.load('car.png') clock = pygame.time.Clock() k_up = k_down = k_left = k_right = 0 speed = direction = 0 position = (100, 100) TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = ­5 BLACK = (0,0,0) while 1: # USER INPUT clock.tick(30) for event in pygame.event.get(): if not hasattr(event, 'key'): continue down = event.type == KEYDOWN # key down or up? if event.key == K_RIGHT: k_right = down * ­5 elif event.key == K_LEFT: k_left = down * 5 elif event.key == K_UP: k_up = down * 2 elif event.key == K_DOWN: k_down = down * ­2 elif event.key == K_ESCAPE: sys.exit(0) # quit the game screen.fill(BLACK) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up + k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right + k_left) # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += ­speed*math.sin(rad) y += ­speed*math.cos(rad) position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() enter code here the error i get is this Non-ASCII character '\xc2' in file race1.py on line 13, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Not able to understand what the error is and how to get rid of it?

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  • Why does my Google maps api v3 and side panel not fill my page upon resizing?

    - by Gavin
    I'm developing a web page and I have a side panel on the left with a search bar and a Google maps api v3 filling the rest of the page to the right. When I make the browser very small vertically, there is a white space between the side panel and the map, and the bottom of the browser. However, the text continues to the bottom of the browser. It looks like: Here's my css code: <style type="text/css"> body {margin:0;} #panel {height:100%; width:300px; position:absolute; padding:0;background-color:#8C95A0;} #header {padding:2px; text-align:center} #address_instruction {position:relative; top:7%; padding:2px; text-align:center} #geocoder {position:relative; top:8%; padding:2px; text-align:center} #toggle_instruction {position:relative; top:22%; padding:2px; text-align:center} #layers {position:relative; top:25%; padding:2px; text-align:center} #layer0 {padding:2px; text-align:center} #layer1 {padding:2px; text-align:center} #layer2 {padding:2px; text-align:center} #link {top:50%; position:relative; padding:2px; text-align:center} #map_canvas {height:100%; left:300px; right:0px; position:absolute; padding:0;} </style> The IDs within #panel refer to the items on the left hand side in the panel. Why don't the side panel background color and map extend to the bottom of the browser?

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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • XAML PixelGrid to Prevent Blurry Text

    - by Bodekaer
    Hi, Just wanted to share a small Grid I created, which can help prevent blurry text etc. as it adjusts the margin of the Grid to ensure a pixel perfect position and size of the grid. Works great e.g. for inside StackPanels with auto height Labels/TextBlocks. Here is the code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace Controls { class PixelGrid : Grid { protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) { // POSITION Vector position = VisualTreeHelper.GetOffset(this); double targetX = Math.Round(position.X, MidpointRounding.ToEven); double targetY = Math.Round(position.Y, MidpointRounding.ToEven); double marginLeft = targetX - position.X; double marginTop = targetY - position.Y; // SIZE double targetHeight = Math.Round(sizeInfo.NewSize.Height, MidpointRounding.ToEven); double targetWidth = Math.Round(sizeInfo.NewSize.Width, MidpointRounding.ToEven); double marginBottom = targetHeight - sizeInfo.NewSize.Height; double marginRight = targetWidth - sizeInfo.NewSize.Width; // Adjust margin to ensure pixel width this.Margin = new Thickness(marginLeft, marginTop, marginRight, marginBottom); base.OnRenderSizeChanged(sizeInfo); } } }

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • On counting pairs of words that differ by one letter

    - by Quintofron
    Let us consider n words, each of length k. Those words consist of letters over an alphabet (whose cardinality is n) with defined order. The task is to derive an O(nk) algorithm to count the number of pairs of words that differ by one position (no matter which one exactly, as long as it's only a single position). For instance, in the following set of words (n = 5, k = 4): abcd, abdd, adcb, adcd, aecd there are 5 such pairs: (abcd, abdd), (abcd, adcd), (abcd, aecd), (adcb, adcd), (adcd, aecd). So far I've managed to find an algorithm that solves a slightly easier problem: counting the number of pairs of words that differ by one GIVEN position (i-th). In order to do this I swap the letter at the ith position with the last letter within each word, perform a Radix sort (ignoring the last position in each word - formerly the ith position), linearly detect words whose letters at the first 1 to k-1 positions are the same, eventually count the number of occurrences of each letter at the last (originally ith) position within each set of duplicates and calculate the desired pairs (the last part is simple). However, the algorithm above doesn't seem to be applicable to the main problem (under the O(nk) constraint) - at least not without some modifications. Any idea how to solve this?

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  • Binary Search Tree, cannot do traversal

    - by ihm
    Please see BST codes below. It only outputs "5". what did I do wrong? #include <iostream> class bst { public: bst(const int& numb) : root(new node(numb)) {} void insert(const int& numb) { root->insert(new node(numb), root); } void inorder() { root->inorder(root); } private: class node { public: node(const int& numb) : left(NULL), right(NULL) { value = numb; } void insert(node* insertion, node* position) { if (position == NULL) position = insertion; else if (insertion->value > position->value) insert(insertion, position->right); else if (insertion->value < position->value) insert(insertion, position->left); } void inorder(node* tree) { if (tree == NULL) return; inorder(tree->left); std::cout << tree->value << std::endl; inorder(tree->right); } private: node* left; node* right; int value; }; node* root; }; int main() { bst tree(5); tree.insert(4); tree.insert(2); tree.insert(10); tree.insert(14); tree.inorder(); return 0; }

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • How to add Editext and Button to Efficent Adapter which has a Icon and text

    - by jayanthgande
    Hi, I want to create a layout in such a way that on top edittext and button should be there in one row. The search text I enter in editext and click on search button. Then I want to display a custom list view where each row contains image and text.(As per the API demos example list14 I have tried). But when I run the application, button and edittext are being added to each row (i.e., Each row contains a image, text, editext, button. Can Any one guide how to resolve this issue. Below is my xml file: <!-- <FrameLayout android:layout_width="wrap_content" android:layout_height="0dip" android:layout_weight="1"></FrameLayout> --> <ImageView android:id="@+id/icon" android:layout_width="48dip" android:layout_height="48dip" /> <TextView android:id="@+id/text" android:layout_gravity="center_vertical" android:layout_width="0dip" android:layout_weight="1.0" android:layout_height="wrap_content" /> <!-- <EditText android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/prdsearchtb" android:text="@string/tb_prd_search_lbl"></EditText> --> <!-- <TableLayout android:id="@+id/TableLayout01" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TableRow> --> <Button android:id="@+id/prdsrcbutton" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/btn_lbl_prd_search" android:layout_x="2px" android:layout_y="410px"></Button> <!-- </TableRow> </TableLayout> -- and Java File: /** * */ package org.techdata.activity; import android.app.AlertDialog; import android.app.ListActivity; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.Bundle; import android.util.Log; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.widget.BaseAdapter; import android.widget.Button; import android.widget.EditText; import android.widget.ImageView; import android.widget.ListView; import android.widget.TextView; /** * @author jayanthg * */ public class ProductSearch extends ListActivity { private static class ProductSearchAdapter extends BaseAdapter { private LayoutInflater mInflater; private Bitmap mIcon1; private Bitmap mIcon2; public ProductSearchAdapter(Context context) { mInflater = LayoutInflater.from(context); // Icons bound to the rows. mIcon1 = BitmapFactory.decodeResource(context.getResources(), R.drawable.icon48x48_1); mIcon2 = BitmapFactory.decodeResource(context.getResources(), R.drawable.icon48x48_2); } @Override public int getCount() { return DATA.length; } @Override public Object getItem(int position) { return position; } @Override public long getItemId(int position) { return position; } @Override public View getView(final int position, View convertView, ViewGroup parent) { ViewHolder holder; Button btn=null; if (convertView == null) { convertView = mInflater.inflate(R.layout.productsearch, null); // Creates a ViewHolder and store references to the two children // views // we want to bind data to. holder = new ViewHolder(); holder.text = (TextView) convertView.findViewById(R.id.text); holder.icon = (ImageView) convertView.findViewById(R.id.icon); btn=(Button)convertView.findViewById(R.id.prdsrcbutton); convertView.setTag(holder); } else { // Get the ViewHolder back to get fast access to the TextView // and the ImageView. holder = (ViewHolder) convertView.getTag(); } // Bind the data efficiently with the holder. holder.text.setText(DATA[position]); holder.icon.setImageBitmap((position & 1) == 1 ? mIcon1 : mIcon2); holder.icon.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.i("image", " u clicked on icon Position" + position); } }); holder.text.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.i("Text", " u clicked on text Position" + position); } }); btn.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.i("Button","U clicked on button"); } }); return convertView; } static class ViewHolder { TextView text; ImageView icon; } private static final String[] DATA = { "Abbaye de Belloc", "Abbaye du Mont des Cats" }; } ListView product_search_list; Button srch_btn; EditText srch_text; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setListAdapter(new ProductSearchAdapter(this)); // setContentView(R.layout.productsearch); // getListView().setEmptyView(findViewById(R.id.text)); // srch_text = (EditText)findViewById(R.id.prdsearchtb); // srch_btn = (Button) findViewById(R.id.prdsearchtb); // srch_btn.setOnClickListener(new View.OnClickListener() { // // @Override // public void onClick(View v) { // callProductSearchAdapter(); // // } // }); } void callProductSearchAdapter() { setListAdapter(new ProductSearchAdapter(this)); } private void createDialog(String title, String text, final Intent i) { if (i == null) { AlertDialog ad = new AlertDialog.Builder(this).setIcon( R.drawable.alert_dialog_icon).setPositiveButton("Ok", null) .setTitle(title).setMessage(text).create(); ad.show(); } } } Regards: Jayanth

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  • Make Your Mouse Pointers Left-hand Friendly

    - by Matthew Guay
    It’s a right-centric world, with everything from pencils to computer mice expecting you to be right-handed.  Here’s how you can train your mouse and cursors in Windows 7 and Vista to respect your left-handedness. Using your Left Hand the Right Way It’s easy to switch your mouse to left-handed mode.  Enter “mouse” in your Start menu search, and select the first entry. Check the “Switch primary and secondary buttons” box to make your mouse more left-hand friendly.  Now your primary select button is your right button, and the secondary button (commonly referred to as right-click) is the left button. But, it can still be awkward to select items on screen with your left hand using the default cursors.  MSDN has a free set of cursors designed for left-handed users, that can fix this problem for you.  These cursors are exactly like the default Aero cursors in Windows 7 and Vista, except they are reversed to make them better for left-handed use. The cursors are available in 3 sizes: normal, large, and extra large.  The normal ones are the same size as the default ones in Windows 7; feel free to choose the other sizes if you prefer them.  Click each link to download all 6 cursors for your size (link below). Click “I Agree” after selecting the cursors to accept the license agreement and download them. Once you have all 6 cursors downloaded, select the Pointers tab in the Mouse Properties dialog.  Click the cursor to change, and then click Browse to select the new cursor. Browse to the folder you downloaded your new cursors to, select the correct cursor, and click Open. Do this for each of the 6 cursors to be changed.  Strangely, the Busy cursor (the spinning blue orb) is a static cursor, so you may not wish to change it.  All the other ones look and act like their standard counterparts. Here’s the cursors to be changed, and their equivalents in the default cursors: Normal Select: aero_arrow_left.cur Help Select: aero_helpsel_left.cur Working in Background: aero_working_left.ani Busy: aero_busy_left.cur Handwriting: aero_pen_left.cur Link Select: aero_link_left.cur After changing all the cursors, click Save As… to save this mouse scheme so you can easily select it in the future.  Finally click Ok to close the Mouse Properties dialog and accept the changes. Now your pointers will be easier to use left-handed! Conclusion Whether you’re right-handed or left-handed, you can enjoy the Aero cursors in Windows 7 or Vista in the way that works best for you.  Unfortunately, many mice are still designed for right-handed people, but this trick will help you make the best out of your mouse. We included all of the 6 cursors for you in a zip file you can download Here. This will make it easier for you to get them all together without having to download them individually. Link Download Left-Handed Mouse Pointers from MSDN Similar Articles Productive Geek Tips Prevent Themes From Modifying Icons and Cursors in Windows 7How To Personalize Windows 7 StarterShow Two Time Zones in Your Outlook 2007 CalendarMake Mouse Navigation Faster in WindowsWhy Doesn’t Tab Work for Drop-down Controls in Firefox on OS X? TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff

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