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  • AABB vs OBB Collision Resolution jitter on corners

    - by patt4179
    I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with using several OBBs to make one, and it's working great except for one glaring issue; The collision resolution on the corner of an OBB makes the player's AABB jitter up and down constantly. I've tried a few things I've thought of, but I just can't wrap my head around what's going on exactly. Here's a video of what's happening as well as my code: Here's the function to get the collision resolution (I'm likely not doing this the right way, so this may be where the issue lies): public Vector2 GetCollisionResolveAmount(RectangleCollisionObject resolvedObject, OrientedRectangleCollisionObject b) { Vector2 overlap = Vector2.Zero; LineSegment edge = GetOrientedRectangleEdge(b, 0); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.X = axisRange.Maximum - rProjection.Minimum; } else { overlap.X = rProjection.Maximum - axisRange.Minimum; overlap.X = -overlap.X; } } edge = GetOrientedRectangleEdge(b, 1); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.Y = axisRange.Maximum - rProjection.Minimum; overlap.Y = -overlap.Y; } else { overlap.Y = rProjection.Maximum - axisRange.Minimum; } } return overlap; } And here is what I'm doing to resolve it right now: if (collisionDetection.OrientedRectangleAndRectangleCollide(obb, player.PlayerCollision)) { var resolveAmount = collisionDetection.GetCollisionResolveAmount(player.PlayerCollision, obb); if (Math.Abs(resolveAmount.Y) < Math.Abs(resolveAmount.X)) { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else if (Math.Abs(resolveAmount.Y) <= 30.0f) //Catch cases where the player should be able to step over the top of something { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else { var roundedAmount = (float)Math.Floor(resolveAmount.X); player.PlayerCollision._position.X -= roundedAmount; } } Can anyone see what might be the issue here, or has anyone experienced this before that knows a possible solution? I've tried for a few days to figure this out on my own, but I'm just stumped.

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  • Going from webforms, VS 2008, 3.5 framework to the "next level" based on my goals

    - by Caveatrob
    I've got a few choices to make as I develop some business websites that will run for the next two to three years. Currently I run ASP.NET 3.5 with Visual Studio 2008. I do my development rather crudely in WebForms because that's what I learned and am most productive with. I don't use Membership or any other frameworks in my projects. I use a simple class that maintains a few session keys for each user based on basic database tables for users and roles. (I have about 3,000 users). So far I've kept the data simple, using ADO.NET against SQL Server and a data access class (Circa 2000, I know) to build my sites. My questions are as follows: Under what conditions would I be better off moving to MVC? Under what conditions would I find LINQ and ORM a better way to go than standard ADO.NET? Would I benefit, in my current state of development, from going from Studio 2008 to Studio 2010?

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Multiple parameters vs single parameter(object with multiple properties)

    - by Shwetanka
    I have an Entity Student with following properties - (name, joinedOn, birthday, age, batch, etc.) and a function fetchStudents(<params>). I want to fetch students based on multiple filters. In my method I have two ways to pass filters. Pass all filters as params to the method Make a class StudentCriteria with filters as fields and then pass the object of this class While working in java I always go with the second option but recently I'm working in php and I was advised to go with the first way. I am unable to figure out which way is better in maintaining the code, reusability and performance wise. Thanks.

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  • Setting an instanced class property overwrites the property in all instances.

    - by Peter Moore
    I have two instances of a class. Setting a property in the first instance will set it for the second instance too. Why? It shouldn't. The property is not a "prototype property". Check the code below, what happens to Peter Griffin? Two objects are created and given the name "Peter Griffin" and "Roger Moore" but the alert boxes will say "Peter Moore" and "Roger Moore". What happened to Peter Griffin? var BaseClass = function(){ this.name = ""; this.data = {}; this.data.lastname = ""; } var ExtendedClass = function(){ this.setName = function(fname, lname){ this.name = fname; this.data.lastname = lname; } this.hello = function(){ alert("Full name: " + this.name + " " + this.data.lastname); } } ExtendedClass.prototype = new BaseClass(); pilot = new ExtendedClass(); driver = new ExtendedClass(); pilot.setName("Peter", "Griffin"); driver.setName("Roger", "Moore"); pilot.hello(); // Full name: Peter Moore driver.hello(); // Full name: Roger Moore

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  • Compile error on inheritance of generic inner class extending with bounds

    - by Arne Burmeister
    I have a problem when compiling a generic class with an inner class. The class extends a generic class, the inner class also. Here the interface implemented: public interface IndexIterator<Element> extends Iterator<Element> { ... } The generic super class: public abstract class CompoundCollection<Element, Part extends Collection<Element>> implements Collection<Element> { ... protected class CompoundIterator<Iter extends Iterator<Element>> extends ImmutableIterator<Element> { ... } } The generic subclass with the compiler error: public class CompoundList<Element> extends CompoundCollection<Element, List<Element>> implements List<Element> { ... private class CompoundIndexIterator extends CompoundIterator<IndexIterator<Element>> implements IndexIterator<Element> { ... } } The error is: type parameter diergo.collect.IndexIterator<Element> is not within its bound extends CompoundIterator<IndexIterator<Element>> ^ What is wrong? The code compiles with eclipse, but bot with java 5 compiler (I use ant with java 5 on a mac and eclipse 3.5). No, I cannot convert it to a static inner class.

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  • jQuery - IF then Remove class on .hover

    - by danit
    I have the following jQuery function: $(function(){ if ($(".menu li").hasClass("active")) { $(".active").css("margin-top", "6px"); } }); This is applied to a CSS/jQuery menu, which expands and contracts when each menu item is hovered over. The onClick event adds a margin-top of 6px to give the impressions of a button depress. I'm then using PHP to detect which page the user is visiting to add an .active class to the relevant menu item. The question, the .active class should remain in place until the user hovers over a different menu item. At which point the .active class should be removed from this element - As the .active class is reused on the .hover events. Here is the basic HTML Markup: <ul id="menu"> <li> <div class="inner"> <div class="button"><img src="images/insightbutton.png" /></div> <div class="description">&nbsp;</div> </div> </li> <li> <div class="inner"> <div class="button"><img src="images/insightbutton.png" /></div> <div class="description">&nbsp;</div> </div> </li> </ul> How can I keep the .active class applied to the active menu item, but remove it when .inner is hovered over?

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  • pointer-to-pointer of derived class in multiple inheritance

    - by Abdul jalil
    i have 3 classes A,B and C. C is derived from A and B. i get pointer to pointer of class C and cast to A** , and B ** , the variable that hold the the B** has the address of A** in my example B ** BdoublePtr hold the address of A** .i am using the following code #include "conio.h" #include "stdio.h" #include "string.h" class A{ public: A() { strA=new char[30]; strcpy(strA,"class A"); } char *strA; }; class B { public: B() { strB=new char[30]; strcpy(strB,"class B"); } char *strB; }; class C :public A, public B { public: C() { strC=new char[30]; strcpy(strC,"class C"); } char *strC; }; int main(void) { C* ptrC=new C(); A * Aptr=(A*)ptrC; printf("\n class A value : %s",Aptr-strA); B * Bptr=(B*)ptrC; printf("\n class B value :%s",Bptr-strB); printf("\n\nnow with double pointer "); A ** AdoublePtr=(A **)&ptrC; Aptr=AdoublePtr; printf("\n class A value : %s",Aptr-strA); B * BdoublePtr=(B **)&ptrC; Bptr=*BdoublePtr; printf("\n class B value : %s",Bptr-strB); getch(); return 0; }

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  • Is extending a base class with non-virtual destructor dangerous in C++

    - by Akusete
    Take the following code class A { }; class B : public A { }; class C : public A { int x; }; int main (int argc, char** argv) { A* b = new B(); A* c = new C(); //in both cases, only ~A() is called, not ~B() or ~C() delete b; //is this ok? delete c; //does this line leak memory? return 0; } when calling delete on a class with a non-virtual destructor with member functions (like class C), can the memory allocator tell what the proper size of the object is? If not, is memory leaked? Secondly, if the class has no member functions, and no explicit destructor behaviour (like class B), is everything ok? I ask this because I wanted to create a class to extend std::string, (which I know is not recommended, but for the sake of the discussion just bear with it), and overload the +=,+ operator. -Weffc++ gives me a warning because std::string has a non virtual destructor, but does it matter if the sub-class has no members and does not need to do anything in its destructor? -- FYI the += overload was to do proper file path formatting, so the path class could be used like class path : public std::string { //... overload, +=, + //... add last_path_component, remove_path_component, ext, etc... }; path foo = "/some/file/path"; foo = foo + "filename.txt"; //and so on... I just wanted to make sure someone doing this path* foo = new path(); std::string* bar = foo; delete bar; would not cause any problems with memory allocation

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  • Return type from DAL class (Sql ce, Linq to Sql)

    - by bretddog
    Hi, Using VS2008 and Sql CE 3.5, and preferably Linq to Sql. I'm learning database, and unsure about DAL methods return types and how/where to map the data over to my business objects: I don't want direct UI binding. A business object class UserData, and a class UserDataList (Inherits List(Of UserData)), is represented in the database by the table "Users". I use SQL Compact and run SqlMetal which creates dbml/designer.vb file. This gives me a class with a TableAttribute: <Table()> _ Partial Public Class Users I'm unsure how to use this class. Should my business object know about this class, such that the DAL can return the type Users, or List(Of Users) ? So for example the "UserDataService Class" is a part of the DAL, and would have for example the functions GetAll and GetById. Will this be correct : ? Public Class UserDataService Public Function GetAll() As List(Of Users) Dim ctx As New MyDB(connection) Dim q As List(Of Users) = From n In ctx.Users Select n Return q End Function Public Function GetById(ByVal id As Integer) As Users Dim ctx As New MyDB(connection) Dim q As Users = (From n In ctx.Users Where n.UserID = id Select n).Single Return q End Function And then, would I perhaps have a method, say in the UserDataList class, like: Public Class UserDataList Inherits List(Of UserData) Public Sub LoadFromDatabase() Me.clear() Dim database as New UserDataService dim users as List(Of Users) users = database.GetAll() For each u in users dim newUser as new UserData newUser.Id = u.Id newUser.Name = u.Name Me.Add(newUser) Next End Sub End Class Is this a sensible approach? Would appreciate any suggestions/alternatives, as this is my first attempt on a database DAL. cheers!

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  • how to get the value from a CSS class object in javascript

    - by amit
    I have to select an <a> element from the given class of objects. when i click on the anchor tag in the showcase_URL class, i want the jquery function to get the value from <a> tag. How can this be done? I cannot make this an id as I am running a while loop to construct all the elements in php. there would be multiple objects of this class. there is no definite selector through which I can get the value of the anchor tag. Help would be much appreciated. echo '<div id="content">'; echo '<div class="showcase_data">'; echo '<div class="showcase_HEAD">'.$row->title.'</div>'; echo '<div class="showcase_TYPE">'.$row->type.'</div>'; echo '<div class="showcase_date">&nbsp;&nbsp;'.$row->date.'</div>'; echo '<div class="showcase_THUMB" style="float: left;" ></div>'; echo '<div class="showcase_TEXT">'.$row->details.'</div><br/>'; echo '<div class="showcase_URL"><a class="purl" value='.$row->num.'href="'.$row->url.'">PROJECT URL</a></div>'; echo '</div>'; echo '</div>';

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  • How to avoid using the same identifier for Class Names and Property Names?

    - by Wololo
    Here are a few example of classes and properties sharing the same identifier: public Coordinates Coordinates { get; set; } public Country Country { get; set; } public Article Article { get; set; } public Color Color { get; set; } public Address Address { get; set; } This problem occurs more frequently when using POCO with the Entity Framework as the Entity Framework uses the Property Name for the Relationships. So what to do? Use non-standard class names? public ClsCoordinates Coordinates { get; set; } public ClsCountry Country { get; set; } public ClsArticle Article { get; set; } public ClsColor Color { get; set; } public ClsAddress Address { get; set; } public ClsCategory Category { get; set; } Yuk Or use more descriptive Property Names? public Coordinates GeographicCoordinates { get; set; } public Country GeographicCountry { get; set; } public Article WebArticle { get; set; } public Color BackgroundColor { get; set; } public Address HomeAddress { get; set; } public Category ProductCategory { get; set; } Less than ideal, but can live with it I suppose. Or JUST LIVE WITH IT? What are you best practices?

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  • C As Principal Class For Mac App

    - by CodaFi
    So, I've got a c file raring to go and be the main class behind an all-C mac-app, however, a combination of limiting factors are preventing the application from being launched. As it currently stands, the project is just a main.m and a class called AppDelegate.c, so I entered "AppDelegate" as the name of the principal class in the info.plist, and to my complete surprise, the log printed: Unable to find class: AppDelegate, exiting This would work perfectly well in iOS, because the main function accepts the name of a delegate class, and handles it automatically, but NSApplicationMain() takes no such argument. Now, I know this stems from the fact that there are no @interface/@implementation directives in C, and that's really what the OS seems to be looking for, so I wrote a simple NSApplication subclass and provided it as the Principal Class to the plist, and it launched perfectly well. My question is, how could one go about setting a c file as the principal class in a mac application and have it launch correctly? PS, don't ask what or why I'm doing this for, the foundation must be dug. For @millimoose's amusement, here be the AppDelegate.c file: #include <objc/runtime.h> #include <objc/message.h> struct AppDel { Class isa; id window; }; // This is a strong reference to the class of the AppDelegate // (same as [AppDelegate class]) Class AppDelClass; BOOL AppDel_didFinishLaunching(struct AppDel *self, SEL _cmd, void *application, void *options) { self->window = objc_msgSend(objc_getClass("NSWindow"), sel_getUid("alloc")); self->window = objc_msgSend(self->window, sel_getUid("init")); objc_msgSend(self->window, sel_getUid("makeKeyAndOrderFront:"), self); return YES; }

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  • images not showing up in tab body on class change in IE

    - by user347352
    I can't get any images to show up when I'm using IE with these makeshift tabs I made, everything shows up and space is allocated for the image but the image doesn't show up when I change the class. I'm using the css property visiblity to make it work. function findJournalId(d){ var parent=jQuery(d).parent(); while(!parent.hasClass("journal-content-article")) { parent=parent.parent(); } var parentID=parent.attr("id"); var ret="#"+parentID.replace(/(:|\.)/g,"\\$1"); return ret; };/*]]>*/ </script> </head> <body> <div class="journal-content-article" id="article_66742_350610_1.0"> <ul id="newsTabs"> <li class="tab"> <a class="1">first tab</a> </li> <li class="tab"> <a class="2">second tab</a> </li> <li class="tab"> <a class="3">third tab</a> </li> </ul> <div class="news 1"> This is the first portlet <img width="200px" src="banner head.jpg" /> </div> <div class="news 2"> what up 2 </div> <div class="news 3"> hello 3 </div>

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