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  • What is the most effective way to test for combined keyboard arrow direction in ActionScript 3.0?

    - by Relee
    I need to monitor the direction a user is indicating using the four directional arrow keys on a keyboard in ActionScript 3.0 and I want to know the most efficient and effective way to do this. I've got several ideas of how to do it, and I'm not sure which would be best. I've found that when tracking Keyboard.KEY_DOWN events, the event repeats as long as the key is down, so the event function is repeated as well. This broke the method I had originally chosen to use, and the methods I've been able to think of require a lot of comparison operators. The best way I've been able to think of would be to use bitwise operators on a uint variable. Here's what I'm thinking var _direction:uint = 0x0; // The Current Direction That's the current direction variable. In the Keyboard.KEY_DOWN event handler I'll have it check what key is down, and use a bitwise AND operation to see if it's already toggled on, and if it's not, I'll add it in using basic addition. So, up would be 0x1 and down would be 0x2 and both up and down would be 0x3, for example. It would look something like this: private function keyDownHandler(e:KeyboardEvent):void { switch(e.keyCode) { case Keyboard.UP: if(!(_direction & 0x1)) _direction += 0x1; break; case Keyboard.DOWN: if(!(_direction & 0x2)) _direction += 0x2; break; // And So On... } } The keyUpHandler wouldn't need the if operation since it only triggers once when the key goes up, instead of repeating. I'll be able to test the current direction by using a switch statement labeled with numbers from 0 to 15 for the sixteen possible combinations. That should work, but it doesn't seem terribly elegant to me, given all of the if statements in the repeating keyDown event handler, and the huge switch. private function checkDirection():void { switch(_direction) { case 0: // Center break; case 1: // Up break; case 2: // Down break; case 3: // Up and Down break; case 4: // Left break; // And So On... } } Is there a better way to do this?

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  • How can i put the thumbnail beside the list item in Android?

    - by Srikanth Naidu
    public class ShootList extends ListActivity implements OnItemClickListener { String[] listItems = {"HeadShot", "BodyShot ", "ExtraShot", "Video Take1", "Video Take2", "Video Take3", }; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.list); setListAdapter(new ArrayAdapter(this,android.R.layout.simple_list_item_1, listItems)); ListView shot = getListView(); shot.setOnItemClickListener(this); } @Override public void onItemClick(AdapterView<?> arg0, View arg1, int Position, long arg3) { // TODO Auto-generated method stub int P = Position; switch ( P ) { case 0: Intent intent = new Intent("android.media.action.IMAGE_CAPTURE"); startActivityForResult(intent, 1); break; case 1: AlertDialog.Builder alertbox1 = new AlertDialog.Builder(this); alertbox1.setMessage("BodyShot").show(); break; case 2: AlertDialog.Builder alertbox2 = new AlertDialog.Builder(this); alertbox2.setMessage("ExtraShot").show(); break; case 3: Intent Take1 = new Intent("android.media.action.VIDEO_CAPTURE"); startActivityForResult(Take1, 0); break; case 4: AlertDialog.Builder alertbox4 = new AlertDialog.Builder(this); alertbox4.setMessage("Take2").show(); break; case 5: AlertDialog.Builder alertbox5 = new AlertDialog.Builder(this); alertbox5.setMessage("Take3").show(); break; default: break; } } public void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); int i; // if Activity was canceled, display a Toast message if (resultCode == RESULT_CANCELED) { Toast toast = Toast.makeText(this,"camera cancelled", 10000); toast.show(); return; } // lets check if we are really dealing with a picture if (requestCode == 1 && resultCode == RESULT_OK) { Bundle extras = data.getExtras(); Bitmap b = (Bitmap) extras.get("data"); //setContentView(R.layout.main); ImageView mImg; mImg = (ImageView) findViewById(R.id.img); mImg.setImageBitmap(b); // save image to gallery String timestamp = Long.toString(System.currentTimeMillis()); MediaStore.Images.Media.insertImage(getContentResolver(), b, timestamp, timestamp); } } }

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  • BroadcastReciever doesn't show SMS not Send or Not delivered

    - by user1657111
    While using broadcastreciver for checking sms status, it shows the toast when sms is sent but shows nothing when sms is not sent or delivered (im testing it by putting an abrupt number). the code im using is the one ive seen the most on every site of checking sms delivery status. But my code is only showing the status when sms is sent successfully. Can any one get a hint of what am i doing wrong ? I hav this method in doInBackground() and so obviously im using AsyncTask. Thanks guys public void send_SMS(String list, String msg, AtaskClass task) { String SENT = "SMS_SENT"; String DELIVERED = "SMS_DELIVERED"; SmsManager sms = SmsManager.getDefault(); PendingIntent sentPI = PendingIntent.getBroadcast(this, 0, new Intent(SENT), 0); PendingIntent deliveredPI = PendingIntent.getBroadcast(this, 0, new Intent(DELIVERED), 0); //---when the SMS has been sent--- registerReceiver(new BroadcastReceiver(){ @Override public void onReceive(Context context, Intent arg1) { switch (getResultCode()) { case Activity.RESULT_OK: Toast.makeText(context, "SMS sent", Toast.LENGTH_SHORT).show(); break; case SmsManager.RESULT_ERROR_GENERIC_FAILURE: Toast.makeText(context, "Generic failure", Toast.LENGTH_SHORT).show(); break; case SmsManager.RESULT_ERROR_NO_SERVICE: Toast.makeText(context, "No service", Toast.LENGTH_SHORT).show(); break; case SmsManager.RESULT_ERROR_NULL_PDU: Toast.makeText(context, "Null PDU", Toast.LENGTH_SHORT).show(); break; case SmsManager.RESULT_ERROR_RADIO_OFF: Toast.makeText(context, "Radio off", Toast.LENGTH_SHORT).show(); break; } } }, new IntentFilter(SENT)); //---when the SMS has been delivered--- registerReceiver(new BroadcastReceiver(){ @Override public void onReceive(Context context, Intent arg1) { switch (getResultCode()) { case Activity.RESULT_OK: Toast.makeText(context, "SMS delivered", Toast.LENGTH_SHORT).show(); break; case Activity.RESULT_CANCELED: Toast.makeText(context, "SMS not delivered", Toast.LENGTH_SHORT).show(); break; } } }, new IntentFilter(DELIVERED)); StringTokenizer st = new StringTokenizer(list,","); int count= st.countTokens(); int i =1; count = 1; while(st.hasMoreElements()) { // PendingIntent pi = PendingIntent.getActivity(this,0,new Intent(this, SMS.class),0); String tempMobileNumber = (String)st.nextElement(); //SmsManager sms = SmsManager.getDefault(); sms.sendTextMessage(tempMobileNumber, null, msg , sentPI, deliveredPI); Double cCom = ((double)i/count) * 100; int j = cCom.intValue(); task.doProgress(j); i++; count ++; } // class ends }

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  • Rails 3.0.0.beta and Facebooker: anyone else seeing the following?

    - by nafe
    Hi all, My rails server seems to break after installing the facebooker plugin. Any suggestions on fixing this would be great. I'm using rails 3.0.0.beta and facebooker. Here are the steps and the error that I'm seeing: $ rails -v Rails 3.0.0.beta $ rails break; cd break $ ./script/rails plugin install git://github.com/mmangino/facebooker.git $ vim Rakefile #and add "require 'tasks/facebooker'" $ ./script/rails server => Booting WEBrick => Rails 3.0.0.beta application starting in development on http://0.0.0.0:3000 => Call with -d to detach => Ctrl-C to shutdown server Exiting /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:456:in `load_missing_constant': uninitialized constant ActiveSupport::CoreExtensions (NameError) from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:91:in `const_missing' from /path/break/vendor/plugins/facebooker/lib/facebooker/adapters/adapter_base.rb:6 from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:537:in `new_constants_in' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /path/break/vendor/plugins/facebooker/lib/facebooker.rb:252 from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:537:in `new_constants_in' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /path/break/vendor/plugins/facebooker/rails/../init.rb:5 from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:537:in `new_constants_in' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /path/break/vendor/plugins/facebooker/rails/init.rb:1 from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/plugin.rb:49 from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/initializable.rb:25:in `instance_exec' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/initializable.rb:25:in `run' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/initializable.rb:55:in `run_initializers' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/initializable.rb:54:in `each' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/initializable.rb:54:in `run_initializers' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/application.rb:71:in `initialize!' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/application.rb:41:in `send' from /Library/Ruby/Gems/1.8/gems/railties-3.0.0.beta/lib/rails/application.rb:41:in `method_missing' from /path/break/config/environment.rb:5 from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:537:in `new_constants_in' from /Library/Ruby/Gems/1.8/gems/activesupport-3.0.0.beta/lib/active_support/dependencies.rb:167:in `require' from config.ru:3 from /Library/Ruby/Gems/1.8/gems/rack-1.1.0/lib/rack/builder.rb:46:in `instance_eval' from /Library/Ruby/Gems/1.8/gems/rack-1.1.0/lib/rack/builder.rb:46:in `initialize' from config.ru:1:in `new' from config.ru:1

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  • Bash vs. Gnu screen : Replace Ctrl-A with Ctrl-Shift-A

    - by Stefan Lasiewski
    I'm a new user to GNU Screen. I've been using Bash for a very long time, and I want to give GNU Screen a try. As you know, GNU Screen uses 'C-a' (Control-A) as as the command character. Trouble is, this interferes with the Line Editing feature in Bash (and GNU Readline), because Control-A in Bash will Move to the start of the line." I know I can set the Command Character to another key sequence, like "^Q" or "``" (Backtick), but I have trouble finding another key sequence which isn't already in use (^Q is used by the terminal, backtick is used when writing shell scripts). It appears that the Command Character may only be one or two characters in length. Can I set the GNU Screen control character to be something like "Control-Shift-A"? (I can't use more then one hyperlink yet, so I cannot link to the Bash documentation)

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  • Parsing xml files locally from assets folder using XmlPullParser

    - by Randolphg
    Im trying to parse a local xml file that I place in my assets folder. I've been trying to do this for almost a week now. Here is my test xml file Test1 Test2 Test3 Test4 Test5 I keep getting the same error: W/System.err(22458): org.xmlpull.v1.XmlPullParserException: unexpected type (position:TEXT Code: public void xmlParser() throws XmlPullParserException, IOException, ParserConfigurationException, SAXException { Log.d("tag", "xmlParsing...."); Arithmetic arthm = new Arithmetic(); XmlPullParserFactory xmlPF = XmlPullParserFactory.newInstance(); xmlPF.setValidating(false); XmlPullParser xml = xmlPF.newPullParser(); InputStream raw = getApplication().getAssets().open("menu.xml"); xml.setInput(raw, null); xml.nextTag(); Log.d("tag", "start parsing...."); String elementText = null; String elemName = null; int nofTags = 0; while (xml.getEventType() != XmlPullParser.END_DOCUMENT) { Log.d("tag", "while(xml.next)..."); switch (xml.getEventType()) { case XmlPullParser.START_DOCUMENT: Log.d("tag", "while (xml.getEventType() != XmlPullParser.END_DOCUMENT)"); break; case XmlPullParser.START_TAG: Log.d("tag", " case XmlPullParser.START_TAG"); elementText = xml.getName(); Log.d("tag", "elementText = " + elementText); if (xml.getEventType() != XmlPullParser.END_TAG) { xml.nextTag(); } break; case XmlPullParser.TEXT: Log.d("tag", "case TEXT"); if (elementText.equals("menu") && xml.isWhitespace()) { Log.d("tag", "<" + elementText + ">"); arthm.menu_name = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("item")) { arthm.description = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY NAME")) { arthm.subcategoryDesc.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY DESC")) { arthm.subcategoryName.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } break; case XmlPullParser.END_TAG: Log.d("tag", "case END_TAG"); nofTags += 1; String tags = Integer.toString(nofTags); Log.d("tags", elementText + " number of tags" + tags); if (xml.nextTag() != XmlPullParser.START_TAG) { xml.next(); } break; case XmlPullParser.END_DOCUMENT: Log.d("tag", "case END_DOCUMENT"); break; default: break; } } Log.d("tag", "Success!"); } Thanks in advance.

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  • grep -v -A not working properly (actually not working at all)

    - by Lo'oris
    I have to filter lines like the following: [javac] /Users/looris/Sviluppo/android/projects/toutry/src/net/looris/toutry/Stuff.java:23: warning: unmappable character for encoding ascii [javac] return (poked=false); // NOTA: è un'assegnazione, non un controllo! [javac] ^ I've tried |grep -v -A2 "unmappable character for encoding ascii" but it just does nothing. If I just do |grep -v "unmappable character for encoding ascii" it does filter that line, but I need to filter the following two lines too. (using "grep (GNU grep) 2.5.1" under OSX 10.5)

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  • Excel Smart Find and Replace only specific characters

    - by Asim
    I want to change INT to INTERNATIONAL and NA to NATIONAL ASSEMBLY in whole excel workbook through an excel Macro or Find and Replace dialogue box. But when I run the macro or change it through Find and Replace dialogue box it also replace NA from CHINA last 2 characters and it became CHINATIONAL ASSEMBLY and INTERIOR to INTERNATIONALERIOR. Now, I want that Excel should only smartly find the character NA in the workbook which is not included with any other character likewise character INT which is not attach to any other character. I would be grateful if anyone give any formula, Excel Macro or anything else to overcome this issue. Thanks,

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  • Nginx + Haproxy + Thin + Rails - 503 Service Unavailable -

    - by Luca G. Soave
    I don't know how troubleshoot this. I get "503 Service Unavailable" http error for all "nginx upstreams" proxy passing calls to haproxy fast_thin and slow_thin ( server 127.0.0.1:3100 and server 127.0.0.1:3200 ), which loadbalance on 6 Thin servers ( 127.0.0.1:3000 .. 3005 ). Static files like /blog are currently fine. The falldown is: nginx on port 80 - haproxy on 3100 and 3200 - thin on 3000 .. 3005 and then Rails. Here it is /etc/nginx/nginx.conf : user nginx; worker_processes 2; pid /var/run/nginx.pid; events { worker_connections 1024; } http { include /etc/nginx/mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] "$request" ' '$status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; sendfile on; tcp_nopush on; keepalive_timeout 65; tcp_nodelay on; include /etc/nginx/conf.d/*.conf; } then /etc/nginx/conf.d/default.conf upstream fast_thin { server 127.0.0.1:3100; } upstream slow_thin { server 127.0.0.1:3200; } server { listen 80; server_name www.gitwatcher.com; rewrite ^/(.*) http://gitwatcher.com/$1 permanent; } server { listen 80; server_name gitwatcher.com; access_log /var/www/gitwatcher/log/access.log; error_log /var/www/gitwatcher/log/error.log; root /var/www/gitwatcher/public; # index index.html; location /about { proxy_pass http://fast_thin; break; } location /trends { proxy_pass http://slow_thin; break; } location /categories { proxy_pass http://slow_thin; break; } location /signout { proxy_pass http://slow_thin; break; } location /auth/github { proxy_pass http://slow_thin; break; } location / { proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Host $http_host; proxy_redirect off; if (-f $request_filename/index.html) { rewrite (.*) $1/index.html break; } if (-f $request_filename.html) { rewrite (.*) $1.html break; } if (!-f $request_filename) { proxy_pass http://slow_thin; break; } } } then haproxy config file /etc/haproxy/haproxy.cfg : global log 127.0.0.1 local0 log 127.0.0.1 local1 notice #log loghost local0 info maxconn 4096 #chroot /usr/share/haproxy user haproxy group haproxy daemon #debug #quiet nbproc 1 # number of processing cores defaults log global retries 3 maxconn 2000 contimeout 5000 mode http clitimeout 60000 # maximum inactivity time on the client side srvtimeout 30000 # maximum inactivity time on the server side timeout connect 4000 # maximum time to wait for a connection attempt to a server to succeed option httplog option dontlognull option redispatch option httpclose # disable keepalive (HAProxy does not yet support the HTTP keep-alive mode) option abortonclose # enable early dropping of aborted requests from pending queue option httpchk # enable HTTP protocol to check on servers health option forwardfor # enable insert of X-Forwarded-For headers balance roundrobin # each server is used in turns, according to assigned weight stats enable # enable web-stats at /haproxy?stats stats auth haproxy:pr0xystats # force HTTP Auth to view stats stats refresh 5s # refresh rate of stats page listen rails_proxy 127.0.0.1:3100 # - equal weights on all servers # - maxconn will queue requests at HAProxy if limit is reached # - minconn dynamically scales the connection concurrency (bound my maxconn) depending on size of HAProxy queue # - check health every 20000 microseconds server web1 127.0.0.1:3000 weight 1 minconn 3 maxconn 6 check inter 20000 server web1 127.0.0.1:3001 weight 1 minconn 3 maxconn 6 check inter 20000 server web1 127.0.0.1:3002 weight 1 minconn 3 maxconn 6 check inter 20000 listen slow_proxy 127.0.0.1:3200 # cluster for slow requests, lower the queues, check less frequently server slow1 127.0.0.1:3003 weight 1 minconn 1 maxconn 3 check inter 40000 server slow2 127.0.0.1:3004 weight 1 minconn 1 maxconn 3 check inter 40000 server slow3 127.0.0.1:3005 weight 1 minconn 1 maxconn 3 check inter 40000 and the Thin config file /etc/thin/gitwatcher.yml : --- chdir: /var/www/gitwatcher environment: production address: 0.0.0.0 port: 3000 timeout: 30 log: log/thin.log pid: tmp/pids/thin.pid max_conns: 1024 max_persistent_conns: 100 require: [] wait: 30 servers: 6 daemonize: true if I look into open listen ports, I got the following : root@fullness:/var/www/gitwatcher# lsof | grep TCP | egrep "nginx|haproxy|thin" nginx 834 root 8u IPv4 921 0t0 TCP *:http (LISTEN) nginx 835 nginx 8u IPv4 921 0t0 TCP *:http (LISTEN) nginx 837 nginx 8u IPv4 921 0t0 TCP *:http (LISTEN) haproxy 1908 haproxy 4u IPv4 11699 0t0 TCP localhost:3100 (LISTEN) haproxy 1908 haproxy 6u IPv4 11701 0t0 TCP localhost:3200 (LISTEN) root@fullness:/var/www/gitwatcher# iptables -L get me the following : Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- anywhere anywhere tcp dpt:22222 ACCEPT tcp -- anywhere anywhere tcp dpt:http ACCEPT tcp -- anywhere anywhere tcp dpt:https ACCEPT all -- anywhere anywhere DROP all -- anywhere anywhere Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination ACCEPT all -- anywhere anywhere Any help ?

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  • jQuery .append() not working in IE, Safari, and Chrome

    - by mkmcdonald
    So I'm using jQuery's AJAX function to read some XML for me and it's worked just fine. But now I'm trying to manipulate the display property of 4 different dynamically generated divs. The size and x/y of the divs are determined by the XML and are parsed through. My problem lies in the face that these divs either aren't being generated or just don't show up in IE, Safari, and Chrome. In Firefox and Opera, they do work. I'm using jQuery's .append() to create the divs and then the .css() functino to manipulate them. Looking in Chrome's developer tools, I am seeing that the css property being changed in the script is being overridden by the property in the stylesheet. Any fixes? $(document).ready(function(){ $.ajax({ type: "GET", url: "generate?test", dataType: "xml", success: function(xml) { $(xml).find('template').each(function(){ var portion = $(this).attr('portion'); var select; var name = $(this).find('$(this):first').text(); var mutability = $(this).attr('mutability'); var x = (parseInt($(this).find('x:first').text())*96)/72; var y = (parseInt($(this).find('y:first').text())*96)/72; switch(portion){ case "stub": select = $('#StubTemplates'); select.append(""+name+""); break; case "body": select = $('#BodyTemplates'); select.append(""+name+""); y = y + 90; break; } switch(mutability){ case "dynamic": var width = (parseInt($(this).find('width:first').text())*96)/72; var height = (parseInt($(this).find('height:first').text())*96)/72; var n = name; switch(portion){ case "stub": $('.ticket').append("") break; case "body": $('.ticket').append(""); break; } var top = $('#'+n).position().top; var left = parseInt($('#'+n).css('margin-left')); $('#'+n).css('top', (y+top)+"px"); $('#'+n).css('margin-left', (x+left)+"px"); $('#'+n).css('width', width+"px"); $('#'+n).css('height', height+"px"); break; case "static": var n = name; switch(portion){ case "stub": $('.ticket').append(""); break; case "body": $('.ticket').append(""); break; } break; } }); var stubActive = false; var bodyActive = false; $('#StubTemplates').find('.ddindent').mouseup(function(){ var tVal = $(this).val(); var tTitle = $(this).attr('title'); if(!stubActive){ $('.stubEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); stubActive = true; }else{ $('.stubEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); stubActive = false; } }); $('#StubTemplates').find('#stubTempNone').mouseup(function(){ $('.stubEditable').css('display', 'none'); }); $('#BodyTemplates').find('.ddindent').mouseup(function(){ var tVal = $(this).val(); var tTitle = $(this).attr('title'); if(!bodyActive){ $('.bodyEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); bodyActive = true; }else{ $('.bodyEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); bodyActive = false; } }); $('#BodyTemplates').find('#bodyTempNone').mouseup(function(){ $('.bodyEditable').css('display', 'none'); }); } }); });

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  • Is zip's encryption really bad?

    - by Nifle
    The standard advice for many years regarding compression and encryption has been that the encryption strength of zip is bad. Is this really the case in this day and age? I read this article about WinZip (it has had the same bad reputation). According to that article the problem is removed provided you follow a few rules when choosing your password. At least 12 characters in length Be random not contain any dictionary, common words or names At least one Upper Case Character Have at least one Lower Case Character Have at least one Numeric Character Have at least one Special Character e.g. $,£,*,%,&,! This would result in roughly 475,920,314,814,253,000,000,000 possible combinations to brute force Please provide recent (say past five years) links to back up your information.

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  • How to add a footer to a table in Microsoft Word?

    - by dewalla
    I have a table that is longer than one page. I have found the option to make the header of the table to be added to the second portion of the table after the page break. Is there a way to do the same thing but with a footer on the table? I want to add a footer so that if my table was 1000 entries long (12 pages), that the first and last row of each page would be consistant; a header and footer for the table. If I edit the rest of the document (above the table) the table will shift up/down and I want to header and footer of the table to remain at the pagge breaks. Any Ideas? PAGE BREAK HEADER OF TABLE TBL TBL TBL TBL TBL TBL TBL TBL TBL TBL TBL TBL FOOTER OF TABLE PAGE BREAK HEADER OF TABLE TBL TBL TBL TBL TBL TBL FOOTER OF TABLE TEXT TEXT TEXT TEXT TEXT TEXT PAGE BREAK

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  • Hide non printable characters in vim

    - by knittl
    Vim shows non-printable characters prefixed with a ^ (for instance ^@ for a NUL byte). I have a column based file containing both printable and non-printable characters which is difficult to read, since each non-printable character shifts all remaining columns one character to the right. Is there a way to hide non-printable characters or simply display a placeholder char instead? I also don't mind having every character be represented by two characters.

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  • Converting switch statements to more elegant solution.

    - by masfenix
    I have a 9 x 9 matrix. (think of suduko). 4 2 1 6 8 1 8 5 8 3 1 5 8 1 1 7 5 8 1 1 4 0 5 6 7 0 4 6 2 5 5 4 4 8 1 2 6 8 8 2 8 1 6 3 5 8 4 2 6 4 7 4 1 1 1 3 5 3 8 8 5 2 2 2 6 6 0 8 8 8 0 6 8 7 2 3 3 1 1 7 4 now I wanna be able to get a "quadrant". for example (according to my code) the quadrant 2 , 2 returns the following: 5 4 4 2 8 1 6 4 7 If you've noticed, this is the matrix from the very center of the 9 x 9. I've split everything up in to pairs of "3" if you know what i mean. the first "ROW" is from 0 - 3, the second from 3 - 6, the third for 6 - 9.. I hope this makes sense ( I am open to alternate ways to go about this) anyways, heres my code. I dont really like this way, even though it works. I do want speed though beccause i am making a suduko solver. //a quadrant returns the mini 3 x 3 //row 1 has three quads,"1", "2", 3" //row 2 has three quads "1", "2", "3" etc public int[,] GetQuadrant(int rnum, int qnum) { int[,] returnMatrix = new int[3, 3]; int colBegin, colEnd, rowBegin, rowEnd, row, column; //this is so we can keep track of the new matrix row = 0; column = 0; switch (qnum) { case 1: colBegin = 0; colEnd = 3; break; case 2: colBegin = 3; colEnd = 6; break; case 3: colBegin = 6; colEnd = 9; break; default: colBegin = 0; colEnd = 0; break; } switch (rnum) { case 1: rowBegin = 0; rowEnd = 3; break; case 2: rowBegin = 3; rowEnd = 6; break; case 3: rowBegin = 6; rowEnd = 9; break; default: rowBegin = 0; rowEnd = 0; break; } for (int i = rowBegin ; i < rowEnd; i++) { for (int j = colBegin; j < colEnd; j++) { returnMatrix[row, column] = _matrix[i, j]; column++; } column = 0; row++; } return returnMatrix; }

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  • Is there a more elegant way to apply conditions in nginx?

    - by Ryan Detzel
    Is there a better way to do this? I can't find a way to nest or apply boolean operators to conditions in nginx. Basically if there is a cookie set(non-anonymous user) we want to hit the server. If the cookie is not set and the file exists we want to server the file otherwise hit the server. set $test "D"; if ($http_cookie ~* "session" ) { set $test "${test}C"; } if (-f $request_filename/index.html$is_args$args) { set $test "${test}F"; } if ($test = DF){ rewrite (.*)/ $1/index.html$is_args$args? break; } if ($test = DCF){ proxy_pass http://django; break; } if ($test = DC){ proxy_pass http://django; break; } if ($test = D){ proxy_pass http://django; break; }

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  • Convert apache rewrite rules to nginx

    - by Shiyu Sekam
    I want to migrate an Apache setup to Nginx, but I can't get the rewrite rules working in Nginx. I had a look on the official nginx documentation, but still some trouble converting it. http://nginx.org/en/docs/http/converting_rewrite_rules.html I've used http://winginx.com/en/htaccess to convert my rules, but this just works partly. The / part looks okay, the /library part as well, but the /public part doesn't work at all. Apache part: ServerAdmin webmaster@localhost DocumentRoot /srv/www/Web Order allow,deny Allow from all RewriteEngine On RewriteRule ^$ public/ [L] RewriteRule (.*) public/$1 [L] Order Deny,Allow Deny from all RewriteEngine On RewriteCond %{QUERY_STRING} ^pid=([0-9]*)$ RewriteRule ^places(.*)$ index.php?url=places/view/%1 [PT,L] # Extract search query in /search?q={query}&l={location} RewriteCond %{QUERY_STRING} ^q=(.*)&l=(.*)$ RewriteRule ^(.*)$ index.php?url=search/index/%1/%2 [PT,L] # Extract search query in /search?q={query} RewriteCond %{QUERY_STRING} ^q=(.*)$ RewriteRule ^(.*)$ index.php?url=search/index/%1 [PT,L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # Rewrite all other URLs to index.php/URL RewriteRule ^(.*)$ index.php?url=$1 [PT,L] Order deny,allow deny from all ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn AddHandler php5-fcgi .php Action php5-fcgi /php5-fcgi Alias /php5-fcgi /usr/lib/cgi-bin/php5-fcgi FastCgiExternalServer /usr/lib/cgi-bin/php5-fcgi -socket /var/run/php5-fpm.sock -pass-header Authorization CustomLog ${APACHE_LOG_DIR}/access.log combined Nginx config: server { #listen 80; ## listen for ipv4; this line is default and implied root /srv/www/Web; index index.html index.php; server_name localhost; location / { rewrite ^/$ /public/ break; rewrite ^(.*)$ /public/$1 break; } location /library { deny all; } location /public { if ($query_string ~ "^pid=([0-9]*)$"){ rewrite ^/places(.*)$ /index.php?url=places/view/%1 break; } if ($query_string ~ "^q=(.*)&l=(.*)$"){ rewrite ^(.*)$ /index.php?url=search/index/%1/%2 break; } if ($query_string ~ "^q=(.*)$"){ rewrite ^(.*)$ /index.php?url=search/index/%1 break; } if (!-e $request_filename){ rewrite ^(.*)$ /index.php?url=$1 break; } } location ~ \.php$ { fastcgi_pass unix:/var/run/php5-fpm.sock; fastcgi_index index.php; include fastcgi_params; } } I haven't written the original ruleset, so I've a hard time converting it. Would you mind giving me a hint how to do it easily or can you help me to convert it, please? I really want to switch over to php5-fpm and nginx :) Thanks

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  • Mallocing an unsigned char array to store ints

    - by Max Desmond
    I keep getting a segmentation fault when i test the following code. I am currently unable to find an answer after having searched the web. a = (byte *)malloc(sizeof(byte) * x ) ; for( i = 0 ; i < x-1 ; i++ ) { scanf("%d", &y ) ; a[i] = y ; } Both y and x are initialized. X is the size of the array determined by the user. The segmentation fault is on the second to last integer to be added, i found this by adding printf("roar") ; before setting a[i] to y and entering one number at a time. Byte is a typedef of an unsigned char. Note: I've also tried using a[i] = (byte)y ; A is ininitalized as follows byte *a ; If you need to view the entire code it is this: #include <stdio.h> #include <stdlib.h> #include "sort.h" int p_cmp_f () ; int main( int argc, char *argv[] ) { int x, y, i, choice ; byte *a ; while( choice !=2 ) { printf( "Would you like to sort integers?\n1. Yes\n2. No\n" ) ; scanf("%d", &choice ) ; switch(choice) { case 1: printf( "Enter the length of the array: " ) ; scanf( "%d", &x ) ; a = (byte *)malloc(sizeof( byte ) * x ) ; printf( "Enter %d integers to add to the array: ", x ) ; for( i = 0 ; i < x -1 ; i++ ) { scanf( "%d", &y ) ; a[i] = y ; } switch( choice ) { case 1: bubble_sort( a, x, sizeof(int), p_cmp_f ) ; for( i = 0 ; i < x ; i++ ) printf( "%d", a[i] ; break ; case 2: selection_sort( a, x, sizeof(int), p_cmp_f ) ; for( i = 0 ; i < x; i++ ) printf( "%d", a[i] ; break ; case 3: insertion_sort( a, x, sizeof(int), p_cmp_f ) ; for( i = 0 ; i < x ; i++ ) printf( "%d", a[i] ; break ; case 4: merge_sort( a, x, sizeof(int), p_cmp_f ) ; for( i = 0 ; i < x ; i++ ) printf( "%d", a[i] ; break ; case 5: quick_sort( a, x, sizeof(int), p_cmp_f ) ; for( i = 0 ; i < x ; i++ ) printf( "%d", a[i] ; break ; default: printf("Enter either 1,2,3,4, or 5" ) ; break ; } case 2: printf( "Thank you for using this program\n" ) ; return 0 ; break ; default: printf( "Enter either 1 or 2: " ) ; break ; } } free(a) ; return 0 ; } int p_cmp_f( byte *element1, byte *element2 ) { return *((int *)element1) - *((int *)element2) ; }

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • WebCenter Implementation Specialist Exam Preparation Webcasts: WebCenter Content And WebCenter Portal

    - by swalker
    Oracle PartnerNetwork would like to invite you to Refresh Courses for WebCenter Content and WebCenter Portal, to help partners to prepare for the WebCenter Implementation Specialist EXAMS. This is a 3 hours intensive refresher partner-only training session, providing attendees with an overview of WebCenter Content and WebCenter Portal functions and related topics. After the refresher part you will be able to take the relevant Implementation Specialist EXAM depending on your personal focus. NOTE: This is only suitable for experienced WebCenter Content or WebCenter Portal practitioners Who should attend? Partner Consultants who want to become an Oracle WebCenter Content or a WebCenter Portal Certified Implementation Specialist or both, that will help them to differentiate themselves in front of customers and support their Companies to become Specialized. Webcast Details: Date Topic Speaker Web Call Details Intercall Details December 14th WebCenter Content Refresh Course Markus Neubauer, Silbury WebCenter Content Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249533/1412 Date Topic Speaker Web Call Details Intercall Details January 10th WebCenter Portal Refresh Course Yannick Ongena, InfoMentum WebCenter Portal Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249375/1001 Date Topic Speaker Web Call Details Intercall Details February 22nd WebCenter Content Refresh Course Markus Neubauer, Silbury WebCenter Content Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249541/2202 Date Topic Speaker Web Call Details Intercall Details March 13th WebCenter Portal Refresh Course Yannick Ongena, InfoMentum WebCenter Portal Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249549/1303 Local dial-in numbers can be found here . Next Steps: After the Webcast you will receive the Training material and FREE Vouchers to book and take the: Oracle ECM 11g Certified Implementation Specialist EXAM Oracle WebCenter 11g Essentials EXAM Booking with Voucher can be done on www.pearsonvue.com. Note: FREE Vouchers will be send after attending the webcast.

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • What do you think of this generator syntax?

    - by ChaosPandion
    I've been working on an ECMAScript dialect for quite some time now and have reached a point where I am comfortable adding new language features. I would love to hear some thoughts and suggestions on the syntax. Example generator { yield 1; yield 2; yield 3; if (true) { yield break; } yield continue generator { yield 4; yield 5; yield 6; }; } Syntax GeneratorExpression:     generator  {  GeneratorBody  } GeneratorBody:     GeneratorStatementsopt GeneratorStatements:     StatementListopt GeneratorStatement GeneratorStatementsopt GeneratorStatement:     YieldStatement     YieldBreakStatement     YieldContinueStatement YieldStatement:     yield  Expression  ; YieldBreakStatement:     yield  break  ; YieldContinueStatement:     yield  continue  Expression  ; Semantics The YieldBreakStatement allows you to end iteration early. This helps avoid deeply indented code. You'll be able to write something like this: generator { yield something1(); if (condition1 && condition2) yield break; yield something2(); if (condition3 && condition4) yield break; yield something3(); } instead of: generator { yield something1(); if (!condition1 && !condition2) { yield something2(); if (!condition3 && !condition4) { yield something3(); } } } The YieldContinueStatement allows you to combine generators: function generateNumbers(start) { return generator { yield 1 + start; yield 2 + start; yield 3 + start; if (start < 100) { yield continue generateNumbers(start + 1); } }; }

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  • INVITATION: WEBCENTER IMPLEMENTATION SPECIALIST EXAM PREPARATION WEBCASTS

    - by mseika
    Oracle Partner Network would like to invite you to Refresh Courses for WebCenter Content and WebCenter Portal, to help partners to prepare for the WebCenter Implementation Specialist EXAMS. This is a 3 hours intensive refresher partner-only training session, providing attendees with an overview of WebCenter Content and WebCenter Portal functions and related topics. After the refresher part you will be able to take the relevant Implementation Specialist EXAM depending on your personal focus.NOTE: This is only suitable for experienced WebCenter Content or WebCenter Portal practitioners Who should attend? Partner Consultants who want to become an Oracle WebCenter Content or a WebCenter Portal Certified Implementation Specialist or both, that will help them to differentiate themselves in front of customers and support their Companies to become Specialized. Webcast Details: Date Topic Speaker Web Call Details Intercall Details December 14th WebCenter Content Refresh Course Markus Neubauer, Silbury WebCenter Content Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249533/1412 Date Topic Speaker Web Call Details Intercall Details January 10th WebCenter Portal Refresh Course Yannick Ongena, InfoMentum WebCenter Portal Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249375/1001 Date Topic Speaker Web Call Details Intercall Details February 22nd WebCenter Content Refresh Course Markus Neubauer, Silbury WebCenter Content Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249541/2202 Date Topic Speaker Web Call Details Intercall Details March 13th WebCenter Portal Refresh Course Yannick Ongena, InfoMentum WebCenter Portal Specialized Partner Join Webcast Dial-in numbers: CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249549/1303 Local dial-in numbers can be found here . Next Steps: After the Webcast you will receive the Training material and FREE Vouchers to book and take the: Oracle ECM 11g Certified Implementation Specialist EXAM Oracle WebCenter 11g Essentials EXAM Booking with Voucher can be done on www.pearsonvue.com. Note: FREE Vouchers will be send after attending the webcast.  

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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