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  • Quickly close all Word and Excel instances?

    - by dyenatha
    Suppose I open 10 Word files and 10 Excel files and make no changes, how do I quickly taskkill all at once? Because I must repeat several attempts to replicate race, I'm hoping for a command-line solution. I'm willing to try PowerShell and cygwin (1.5) if necessary. The OS is Windows XP SP3 with current patches (still IE7). I tried "taskkill /pid 1 /pid 2 /t" where 1 is PID of EXCEL.EXE and 2 is PID of WINWORD.EXE, but it closed only 1 window of each program. I'm trying to replicate a race where an add-in for Microsoft Office 2007 fails to exclusive-lock one of its own files, which caused the 2nd Office program to stop exiting with a warning: System.IO.IOException: The process cannot access the file 'C:\Documents and Settings\me\Application Data\ExpensiveProduct\Add-InForMicrosoftOffice\4.2\egcred' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options) at System.IO.StreamWriter.CreateFile(String path, Boolean append) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize) at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding) at System.IO.File.WriteAllText(String path, String contents, Encoding encoding) at ExpensiveProduct.EG.DataAccess.Credentials.CredentialManager.SaveUserTable() at ExpensiveProduct.OfficeAddin.OfficeAddinBase.Dispose(Boolean disposing) at ExpensiveProduct.OfficeAddin.WordAddin.Dispose(Boolean disposing) at ExpensiveProduct.OfficeAddin.OfficeAddinBase.OnHostShutdown() at ExpensiveProduct.OfficeAddin.OfficeAddinBase.Unload(ext_DisconnectMode mode)

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • android spinning image

    - by user270811
    hi, i am trying to create two spinning wheels, as in pulleys, so everytime the attached rope moves, the two pulleys will rotate. i have tried two approaches: 1) use Matrix.postRotate within the onDraw() method of the View class, which calls the following: private void drawSpinningWheel(Canvas canvas) { try { canvas.save(); Bitmap bitmapOrg = null; int iDrawable = R.drawable.spinning_button; bitmapOrg = BitmapFactory.decodeResource(getResources(), iDrawable); if(bitmapOrg != null) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 24; int newHeight = 24; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); matrix.postRotate((float) mDegrees++); Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); canvas.drawBitmap(resizedBitmap, matrix, null); } canvas.restore(); } catch(Exception e) { Log.e(TAG + "drawSpinningWheel", e.getMessage()); } } but it seems like the image not only spins but rotates around another axis 2) use SurfaceView and a separate thread, in the run() call this: private void doDraw(Canvas canvas) { // Draw the background image. Operations on the Canvas accumulate // so this is like clearing the screen. canvas.drawBitmap(mBackgroundImage, 0, 0, null); int yTop = mCanvasHeight - ((int) mY + mSpinningWheelImageHeight / 2); int xLeft = (int) mX - mSpinningWheelImageWidth / 2; ... // Draw the ship with its current rotation canvas.save(); canvas.rotate((float) mHeading++, (float) mX, mCanvasHeight - (float) mY); mSpinningWheelImage.setBounds(xLeft, yTop, xLeft + mSpinningWheelImageWidth, yTop + mSpinningWheelImageHeight); mSpinningWheelImage.draw(canvas); canvas.restore(); } i get the spinning to work but i can't add another spinning wheel. i even tried to create another thread for the second spinning wheel, only one shows up. can someone point me in the right direction? thanks.

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  • Cannot create a row of size 8074 which is greater than the allowable maximum row size of 8060.

    - by Lieven Cardoen
    I have already asked a question about this, but the problems keeps on hitting me ;-) I have two tables that are identical. I want to add a xml column. In the first table this is no problem, but in the second table I get the sqlException (title). However, apart from the data in it, they are the same. So, can I get the sqlException because of data in the table? I have also tried to store the field off page with EXEC sp_tableoption 'dbo.PackageSessionNodesFinished', 'large value types out of row', 1 but without any succes. The same SqlException keeps coming. First table: PackageSessionNodes CREATE TABLE [dbo].[PackageSessionNodes]( [PackageSessionNodeId] [int] IDENTITY(1,1) NOT NULL, [PackageSessionId] [int] NOT NULL, [TreeNodeId] [int] NOT NULL, [Duration] [int] NULL, [Score] [float] NOT NULL, [ScoreMax] [float] NOT NULL, [Interactions] [xml] NOT NULL, [BrainTeaser] [bit] NULL, [DateCreated] [datetime] NULL, [CompletionStatus] [int] NOT NULL, [ReducedScore] [float] NOT NULL, [ReducedScoreMax] [float] NOT NULL, [ContentInteractions] [xml] NOT NULL, CONSTRAINT [PK_PackageSessionNodes] PRIMARY KEY CLUSTERED ( [PackageSessionNodeId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] Second table: PackageSessionNodesFinished CREATE TABLE [dbo].[PackageSessionNodesFinished]( [PackageSessionNodeFinishedId] [int] IDENTITY(1,1) NOT NULL, [PackageSessionId] [int] NOT NULL, [TreeNodeId] [int] NOT NULL, [Duration] [int] NULL, [Score] [float] NOT NULL, [ScoreMax] [float] NOT NULL, [Interactions] [xml] NOT NULL, [BrainTeaser] [bit] NULL, [DateCreated] [datetime] NULL, [CompletionStatus] [int] NOT NULL, [ReducedScore] [float] NOT NULL, [ReducedScoreMax] [float] NOT NULL, [ContentInteractions] [xml] NULL, CONSTRAINT [PK_PackageSessionNodesFinished] PRIMARY KEY CLUSTERED ( [PackageSessionNodeFinishedId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] First script I tried to run (First two ALTER TABLE work fine, the third crashes on SqlException) ALTER TABLE dbo.PackageSessionNodes ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodes_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodes DROP CONSTRAINT DF_PackageSessionNodes_ContentInteractions ALTER TABLE dbo.PackageSessionNodesFinished ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodesFinished DROP CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions Second script I tried to run with the same result as previous script: EXEC sp_tableoption 'dbo.PackageSessionNodes', 'large value types out of row', 1 ALTER TABLE dbo.PackageSessionNodes ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodes_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodes DROP CONSTRAINT DF_PackageSessionNodes_ContentInteractions EXEC sp_tableoption 'dbo.PackageSessionNodesFinished', 'large value types out of row', 1 ALTER TABLE dbo.PackageSessionNodesFinished ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodesFinished DROP CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions Now, In PackageSessionNodes there are 234 records, in PackageSessionNodesFinished there are 4256946 records. Really would appreciate some help here as I'm stuck.

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  • Jquery flowplayer - tabs - content inside div tags not displaying

    - by Gublooo
    Hey guys, I'm looking for a simple example of JQuery tabs in which I am planning to show two different forms. I came across this example http://flowplayer.org/tools/demos/tabs/index.htm which is perfect for my needs. So I implemented the simple example. The code in question is: <div class="panes" <divFirst tab content. Tab contents are called "panes"</div <divSecond tab content</div <divThird tab content</div </div Now my content for the first tab is a form which has several of its own div tags - when I put that form with div tags as the content for the first tab - nothing appears. So I made a simple change and added another div tag to the content of the first tab as shown below and still nothing appears: <div class="panes" <div<divFirst tab content. Tab contents are called "panes"</div</div <divSecond tab content</div <divThird tab content</div </div Is there a simple way to fix this. This is the content that I want to display in my first tab - Thanks for your help <div id="formbox" class="formbox" <form id="shopping_form" method="post" <div id="3" style="width:520px;" <textarea id="message" name="message" rows="3" cols="50"</textarea </div <div id="store_row" style="width:220px;float:left;padding-bottom:10px;"<bStore</b <input type="text" id="store" name="store" class="required" size="20" / <input type="hidden" id="store_id"/ </div <div id="city_column" style="width:200px;float:left;padding-bottom:10px;"<bCity</b <input type="text" id="city" name="city" size="15"/ </div <div id="findbutton_column" style="vertical-align:top;width:80px;float:left;" <input class="find_address" id="findaddress" type="button" value="Find Store"/ </div <div id="googlerow" style="width:120px;float:left;padding-bottom:10px;" <bSelect Store</b<select id="google_stores" name="google_stores"</select <input type="hidden" id="google_address"/ </div <div id="google_message" style="float:left;padding-bottom:10px;display:none;"</div <div id="locationrow" style="float:left;padding-bottom:10px;display:none;" <bAddress/Country</b <input type="text" id="address" name="address" size="20" / <input type="text" id="country" name="country" size="20"/ </div <div style="width:520px;float:left;padding-bottom:10px;" <bPrice    <input type="text" id="price" name="price" size="20" / </div <div id="buttonrow" style="width:200px;float:right;display:none;" <input id="it" type="image" src="http://images.pe.com.s3.amazonaws.com/it.png" height="35px"/ </div </form </div

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  • Function pointers with default parameters in C++

    - by user308926
    How does C++ handle function pointers in relation to functions with defaulted parameters? If I have: void foo(int i, float f = 0.0f); void bar(int i, float f); void (*func_ptr1)(int); void (*func_ptr2)(int, float); void (*func_ptr3)(int, float = 10.0f); Which function pointers can I use in relation to which function?

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  • comparing data via a function

    - by tigermain
    I have two sets of data (locations) in seperate tables and I need to compare if they match or not. I have a UDF which performs a calculation based upon 5 values from each table. How do I perform a select with a join using this udf? my udf is basically defined by.... ALTER FUNCTION [dbo].[MatchRanking] ( @Latitude FLOAT , @Longitude FLOAT , @Postcode VARCHAR(16) , @CompanyName VARCHAR(256) , @TelephoneNumber VARCHAR(32) , @Latitude2 FLOAT , @Longitude2 FLOAT , @Postcode2 VARCHAR(16) , @CompanyName2 VARCHAR(256) , @TelephoneNumber2 VARCHAR(32) ) RETURNS INT

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  • Image Hover-HTML CSS

    - by LostSchemer
    I am having trouble creating a different image to appear when you place your curser over the original image. Heres my code without the rest of my listed buttons: <nav class="buttons"> <ul> <li class="left"> <a class="home" href="www.google.com"> <img src="img/Home_2.png"></a></li> </ul> </nav> Css: .buttons img{width: 190px; margin:0px; padding:0px; margin:0 auto; margin-top:55px;} .buttons ul{list-style-type: none; margin:0px; padding:0px} .left{float:left} .home:hover {background: url(../img/Home_crack.PNG)} Any suggestions? EDIT: Okay great suggestions, however when I hover over the "home button" now the stuff in the float tweeks out. Heres the code with the full float properties: HTML: <nav class="buttons"> <ul> <li class="left"> <a class="home" href="www.google.com"> <img src="img/Home_2.png"></a></li> <li class="left"> <a href="www.google.com" class="menu"> <img src="img/Menu_2.png"></a></li> <li class="right"> <a href="www.google.com" class="about"> <img src="img/About_2.png"></a></li> <li class="right"> <a href="www.google.com" class="contact"> <img src="img/Contact_2.png"></a></li> </ul> </nav> CSS: .buttons img{width: 190px; margin:0px; padding:0px; margin:0 auto; margin-top:55px;} .buttons ul{list-style-type: none; margin:0px; padding:0px} .left{float:left} .home:hover img{display:none} .home:hover {background: url(../img/Home_crack.PNG);} .right{float:right} Basically i wanted to separate 4 buttons.... one in the left float and one in the right float, then on the hover, the buttons would change to a different image....With the new img{display:none} the left float rapidly flashes.

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  • Why does this code sometimes return NaN?

    - by carrots
    This often returns NAN ("Not A Number") depending on input: #define PI 3.1415f GLfloat sineEaseIn(GLfloat ratio) { return 1.0f-cosf(ratio * (PI / 2.0f)); } I tried making PI a few digits smaller to see if that would help. No dice. Then I thought it might be a datatype mismatch, but float and glfloat seem to be equivalent: gl.h typedef float GLfloat; math.h extern float cosf( float ); Is this a casting issue?

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • How to generate real UTF-8 XML with grails without the escape characters?

    - by AngeDeLaMort
    I have been wondering why when I set the encoding to UTF-8 and rendering the XML it replace the extended characters by escape characters (or character reference) like &#x2019; instead of '? I'm using the Render method render(contentType:"text/xml", encoding:"UTF-8") {...} with a proper header render(contentType:"text/xml", encoding:"UTF-8", text:"<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n") Any idea if there is a way to write it properly? Thanks.

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  • % operator for time calculation

    - by Chris
    I am trying to display minutes and seconds based on a number of seconds. I have: float seconds = 200; float mins = seconds / 60.0; float sec = mins % 60.0; [timeIndexLabel setText:[NSString stringWithFormat:@"%.2f , %.2f", mins,seconds]]; But I get an error: invalid operands of types 'float' and 'double' to binary 'operator%' And I don't understand why... Can someone throw me a bone!?

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  • Configuring varnish and django (apache/modwsgi)

    - by Hedde
    I am trying to work out why my application keeps hitting the database while I have setup varnish infront of apache. I think I am missing some vital configuration, any tips are welcome This is my curl result: HTTP/1.1 200 OK Server: Apache/2.2.16 (Debian) Content-Language: en-us Vary: Accept,Accept-Encoding,Accept-Language,Cookie Cache-Control: s-maxage=60, no-transform, max-age=60 Content-Type: application/json; charset=utf-8 Date: Sat, 15 Sep 2012 08:19:17 GMT Connection: keep-alive My varnishlog: 13 BackendClose - apache 13 BackendOpen b apache 127.0.0.1 47665 127.0.0.1 8000 13 TxRequest b GET 13 TxURL b /api/v1/events/?format=json 13 TxProtocol b HTTP/1.1 13 TxHeader b User-Agent: curl/7.19.7 (universal-apple-darwin10.0) libcurl/7.19.7 OpenSSL/0.9.8r zlib/1.2.3 13 TxHeader b Host: foobar.com 13 TxHeader b Accept: */* 13 TxHeader b X-Forwarded-For: 92.64.200.145 13 TxHeader b X-Varnish: 979305817 13 TxHeader b Accept-Encoding: gzip 13 RxProtocol b HTTP/1.1 13 RxStatus b 200 13 RxResponse b OK 13 RxHeader b Date: Sat, 15 Sep 2012 08:21:28 GMT 13 RxHeader b Server: Apache/2.2.16 (Debian) 13 RxHeader b Content-Language: en-us 13 RxHeader b Content-Encoding: gzip 13 RxHeader b Vary: Accept,Accept-Encoding,Accept-Language,Cookie 13 RxHeader b Cache-Control: s-maxage=60, no-transform, max-age=60 13 RxHeader b Content-Length: 6399 13 RxHeader b Content-Type: application/json; charset=utf-8 13 Fetch_Body b 4(length) cls 0 mklen 1 13 Length b 6399 13 BackendReuse b apache 11 SessionOpen c 92.64.200.145 53236 :80 11 ReqStart c 92.64.200.145 53236 979305817 11 RxRequest c HEAD 11 RxURL c /api/v1/events/?format=json 11 RxProtocol c HTTP/1.1 11 RxHeader c User-Agent: curl/7.19.7 (universal-apple-darwin10.0) libcurl/7.19.7 OpenSSL/0.9.8r zlib/1.2.3 11 RxHeader c Host: foobar.com 11 RxHeader c Accept: */* 11 VCL_call c recv lookup 11 VCL_call c hash 11 Hash c /api/v1/events/?format=json 11 Hash c foobar.com 11 VCL_return c hash 11 VCL_call c miss fetch 11 Backend c 13 apache apache 11 TTL c 979305817 RFC 60 -1 -1 1347697289 0 1347697288 0 60 11 VCL_call c fetch deliver 11 ObjProtocol c HTTP/1.1 11 ObjResponse c OK 11 ObjHeader c Date: Sat, 15 Sep 2012 08:21:28 GMT 11 ObjHeader c Server: Apache/2.2.16 (Debian) 11 ObjHeader c Content-Language: en-us 11 ObjHeader c Content-Encoding: gzip 11 ObjHeader c Vary: Accept,Accept-Encoding,Accept-Language,Cookie 11 ObjHeader c Cache-Control: s-maxage=60, no-transform, max-age=60 11 ObjHeader c Content-Type: application/json; charset=utf-8 11 Gzip c u F - 6399 69865 80 80 51128 11 VCL_call c deliver deliver 11 TxProtocol c HTTP/1.1 11 TxStatus c 200 11 TxResponse c OK 11 TxHeader c Server: Apache/2.2.16 (Debian) 11 TxHeader c Content-Language: en-us 11 TxHeader c Vary: Accept,Accept-Encoding,Accept-Language,Cookie 11 TxHeader c Cache-Control: s-maxage=60, no-transform, max-age=60 11 TxHeader c Content-Type: application/json; charset=utf-8 11 TxHeader c Date: Sat, 15 Sep 2012 08:21:29 GMT 11 TxHeader c Connection: keep-alive 11 Length c 0 11 ReqEnd c 979305817 1347697288.292612076 1347697289.456128597 0.000086784 1.163468122 0.000048399

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  • Apache/2.2.20 (Ubuntu 11.10) gzip compression won't work on php pages, content is chunked

    - by FamousInteractive
    I'm running into a problem with a new production server whereto I'm transferring projects. The HTML output of the PHP applications isn't compressed by the Apache mod_deflate module. Other resources, as stylesheet and javascript files, even html pages, which are served with the same Content-type (text/html) as the PHP output, are compressed! The projects use the following rules (from HTML5 boilerplate) in the .htaccess: <IfModule mod_deflate.c> # Force deflate for mangled headers developer.yahoo.com/blogs/ydn/posts/2010/12/pushing-beyond-gzipping/ <IfModule mod_setenvif.c> <IfModule mod_headers.c> SetEnvIfNoCase ^(Accept-EncodXng|X-cept-Encoding|X{15}|~{15}|-{15})$ ^((gzip|deflate)\s*,?\s*)+|[X~-]{4,13}$ HAVE_Accept-Encoding RequestHeader append Accept-Encoding "gzip,deflate" env=HAVE_Accept-Encoding </IfModule> </IfModule> # HTML, TXT, CSS, JavaScript, JSON, XML, HTC: <IfModule filter_module> FilterDeclare COMPRESS FilterProvider COMPRESS DEFLATE resp=Content-Type $text/html FilterProvider COMPRESS DEFLATE resp=Content-Type $text/css FilterProvider COMPRESS DEFLATE resp=Content-Type $text/plain FilterProvider COMPRESS DEFLATE resp=Content-Type $text/xml FilterProvider COMPRESS DEFLATE resp=Content-Type $text/x-component FilterProvider COMPRESS DEFLATE resp=Content-Type $application/javascript FilterProvider COMPRESS DEFLATE resp=Content-Type $application/json FilterProvider COMPRESS DEFLATE resp=Content-Type $application/xml FilterProvider COMPRESS DEFLATE resp=Content-Type $application/xhtml+xml FilterProvider COMPRESS DEFLATE resp=Content-Type $application/rss+xml FilterProvider COMPRESS DEFLATE resp=Content-Type $application/atom+xml FilterProvider COMPRESS DEFLATE resp=Content-Type $application/vnd.ms-fontobject FilterProvider COMPRESS DEFLATE resp=Content-Type $image/svg+xml FilterProvider COMPRESS DEFLATE resp=Content-Type $image/x-icon FilterProvider COMPRESS DEFLATE resp=Content-Type $application/x-font-ttf FilterProvider COMPRESS DEFLATE resp=Content-Type $font/opentype FilterChain COMPRESS FilterProtocol COMPRESS DEFLATE change=yes;byteranges=no </IfModule> </IfModule> We have a testing machine that runs the same Apache, OS and PHP version. On that machine the compression works just fine on the PHP output. I've checked and compared Apache and PHP config files, all the same as far as I can tell. I've tried several manners of outputting the content of the PHP, using output buffering or just plain echoing the content. Same thing, no compression. Example response headers of a PHP output: HTTP/1.1 200 OK Date: Wed, 25 Apr 2012 23:30:59 GMT Server: Apache Accept-Ranges: bytes Expires: Thu, 19 Nov 1981 08:52:00 GMT Cache-Control: public Pragma: no-cache Vary: User-Agent Keep-Alive: timeout=5, max=98 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: text/html; charset=utf-8 Example of response headers on a css file: HTTP/1.1 200 OK Date: Wed, 25 Apr 2012 23:30:59 GMT Server: Apache Last-Modified: Mon, 04 Jul 2011 19:12:36 GMT Vary: Accept-Encoding,User-Agent Content-Encoding: gzip Cache-Control: public Expires: Fri, 25 May 2012 23:30:59 GMT Content-Length: 714 Keep-Alive: timeout=5, max=100 Connection: Keep-Alive Content-Type: text/css; charset=utf-8 Does anyone has a clue or experienced the same "problem"? thanks!

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  • View a pdf with quick webview though apache proxy

    - by Musa
    I have a site(IIS) that is accessed via a proxy in apache(on an IBM i). This site serves PDFs which has quick web view and if I access a pdf directly from the IIS server the PDFs starts to display immediately but if I go through the proxy I have to wait until the entire pdf downloads before I can view it. In the apache config file I use ProxyPass /path/ http://xxx.xxx.xxx.xxx/ <LocationMatch "/path/"> Header set Cache-Control "no-cache" </LocationMatch> I tried adding SetEnv proxy-sendcl to LocationMatch directive this had no effect. The PDFs that view quickly makes a lot of partial requests This is the initial request and response headers GET http://xxx.xxx.xxx.xxx/xxx.PDF HTTP/1.1 Host: xxx.xxx.xxx.xxx Proxy-Connection: keep-alive Cache-Control: no-cache Accept: text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,*/*;q=0.8 Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Cookie: chocolatechip HTTP/1.1 200 OK Via: 1.1 xxxxxxxx Connection: Keep-Alive Proxy-Connection: Keep-Alive Content-Length: 15330238 Date: Mon, 25 Aug 2014 12:48:31 GMT Content-Type: application/pdf ETag: "b6262940bbecf1:0" Server: Microsoft-IIS/7.5 Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes X-Powered-By: ASP.NET This is a partial request and response GET http://xxx.xxx.xxx.xxx/xxx.PDF HTTP/1.1 Host: xxx.xxx.xxx.xxx Proxy-Connection: keep-alive Cache-Control: no-cache Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept: */* Referer: http://xxx.xxx.xxx.xxx/xxxx.PDF Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Cookie: chocolatechip Range: bytes=0-32767 HTTP/1.1 206 Partial Content Via: 1.1 xxxxxxxx Connection: Keep-Alive Proxy-Connection: Keep-Alive Content-Length: 32768 Date: Mon, 25 Aug 2014 12:48:31 GMT Content-Range: bytes 0-32767/15330238 Content-Type: application/pdf ETag: "b6262940bbecf1:0" Server: Microsoft-IIS/7.5 Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes X-Powered-By: ASP.NET These are the headers I get if I go through he proxy GET /path/xxx.PDF HTTP/1.1 Host: domain:xxxx Connection: keep-alive Cache-Control: no-cache Accept: text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,*/*;q=0.8 Pragma: no-cache User-Agent: Mozilla/5.0 (Windows NT 6.2; rv:9.0.1) Gecko/20100101 Firefox/9.0.1 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 HTTP/1.1 200 OK Date: Mon, 25 Aug 2014 13:28:42 GMT Server: Microsoft-IIS/7.5 Content-Type: application/pdf Last-Modified: Fri, 22 Aug 2014 13:16:14 GMT Accept-Ranges: bytes ETag: "b6262940bbecf1:0"-gzip X-Powered-By: ASP.NET Cache-Control: no-cache Expires: Thu, 24 Aug 2017 13:28:42 GMT Vary: Accept-Encoding Content-Encoding: gzip Keep-Alive: timeout=300, max=100 Connection: Keep-Alive Transfer-Encoding: chunked I'm guessing its because the proxy uses Transfer-Encoding: chunked but I'm not sure and wasn't able to turn it off to check. Browser Chrome 36.0.1985.143 m Using the native PDF viewer Any help to get the pdf quick web view through the proxy working would be appreciated.

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • Creating a new instance, C#

    - by Dave Voyles
    This sounds like a very n00b question, but bear with me here: I'm trying to access the position of my bat (paddle) in my pong game and use it in my ball class. I'm doing this because I want a particle effect to go off at the point of contact where the ball hits the bat. Each time the ball hits the bat, I receive an error stating that I haven't created an instance of the bat. I understand that I have to (or can use a static class), but I'm not sure of how to do so in this example. I've included both my Bat and Ball classes. namespace Pong { #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion public class Ball { #region Fields private readonly Random rand; private readonly Texture2D texture; private readonly SoundEffect warp; private double direction; private bool isVisible; private float moveSpeed; private Vector2 position; private Vector2 resetPos; private Rectangle size; private float speed; private bool isResetting; private bool collided; private Vector2 oldPos; private ParticleEngine particleEngine; private ContentManager contentManager; private SpriteBatch spriteBatch; private bool hasHitBat; private AIBat aiBat; private Bat bat; #endregion #region Constructors and Destructors /// <summary> /// Constructor for the ball /// </summary> public Ball(ContentManager contentManager, Vector2 ScreenSize) { moveSpeed = 15f; speed = 0; texture = contentManager.Load<Texture2D>(@"gfx/balls/redBall"); direction = 0; size = new Rectangle(0, 0, texture.Width, texture.Height); resetPos = new Vector2(ScreenSize.X / 2, ScreenSize.Y / 2); position = resetPos; rand = new Random(); isVisible = true; hasHitBat = false; // Everything to do with particles List<Texture2D> textures = new List<Texture2D>(); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/circle")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/star")); textures.Add(contentManager.Load<Texture2D>(@"gfx/particle/diamond")); particleEngine = new ParticleEngine(textures, new Vector2()); } #endregion #region Public Methods and Operators /// <summary> /// Checks for the collision between the bat and the ball. Sends ball in the appropriate /// direction /// </summary> public void BatHit(int block) { if (direction > Math.PI * 1.5f || direction < Math.PI * 0.5f) { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(aiBat.Position.X, aiBat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(200); break; case 2: direction = MathHelper.ToRadians(195); break; case 3: direction = MathHelper.ToRadians(180); break; case 4: direction = MathHelper.ToRadians(180); break; case 5: direction = MathHelper.ToRadians(165); break; } } else { hasHitBat = true; particleEngine.EmitterLocation = new Vector2(bat.Position.X, bat.Position.Y); switch (block) { case 1: direction = MathHelper.ToRadians(310); break; case 2: direction = MathHelper.ToRadians(345); break; case 3: direction = MathHelper.ToRadians(0); break; case 4: direction = MathHelper.ToRadians(15); break; case 5: direction = MathHelper.ToRadians(50); break; } } if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(3)); } else { direction -= MathHelper.ToRadians(rand.Next(3)); } AudioManager.Instance.PlaySoundEffect("hit"); } /// <summary> /// JEP - added method to slow down ball after powerup deactivates /// </summary> public void DecreaseSpeed() { moveSpeed -= 0.6f; } /// <summary> /// Draws the ball on the screen /// </summary> public void Draw(SpriteBatch spriteBatch) { if (isVisible) { spriteBatch.Begin(); spriteBatch.Draw(texture, size, Color.White); spriteBatch.End(); // Draws sprites for particles when contact is made particleEngine.Draw(spriteBatch); } } /// <summary> /// Checks for the current direction of the ball /// </summary> public double GetDirection() { return direction; } /// <summary> /// Checks for the current position of the ball /// </summary> public Vector2 GetPosition() { return position; } /// <summary> /// Checks for the current size of the ball (for the powerups) /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Grows the size of the ball when the GrowBall powerup is used. /// </summary> public void GrowBall() { size = new Rectangle(0, 0, texture.Width * 2, texture.Height * 2); } /// <summary> /// Was used to increased the speed of the ball after each point is scored. /// No longer used, but am considering implementing again. /// </summary> public void IncreaseSpeed() { moveSpeed += 0.6f; } /// <summary> /// Check for the ball to return normal size after the Powerup has expired /// </summary> public void NormalBallSize() { size = new Rectangle(0, 0, texture.Width, texture.Height); } /// <summary> /// Check for the ball to return normal speed after the Powerup has expired /// </summary> public void NormalSpeed() { moveSpeed += 15f; } /// <summary> /// Checks to see if ball went out of bounds, and triggers warp sfx /// </summary> public void OutOfBounds() { // Checks if the player is still alive or not if (isResetting) { AudioManager.Instance.PlaySoundEffect("warp"); { // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = false; AudioManager.Instance.Dispose(); } } } /// <summary> /// Speed for the ball when Speedball powerup is activated /// </summary> public void PowerupSpeed() { moveSpeed += 20.0f; } /// <summary> /// Check for where to reset the ball after each point is scored /// </summary> public void Reset(bool left) { if (left) { direction = 0; } else { direction = Math.PI; } // Used to stop the the issue where the ball hit sfx kept going off when detecting collison isResetting = true; position = resetPos; // Resets the ball to the center of the screen isVisible = true; speed = 15f; // Returns the ball back to the default speed, in case the speedBall was active if (rand.Next(2) == 0) { direction += MathHelper.ToRadians(rand.Next(30)); } else { direction -= MathHelper.ToRadians(rand.Next(30)); } } /// <summary> /// Shrinks the ball when the ShrinkBall powerup is activated /// </summary> public void ShrinkBall() { size = new Rectangle(0, 0, texture.Width / 2, texture.Height / 2); } /// <summary> /// Stops the ball each time it is reset. Ex: Between points / rounds /// </summary> public void Stop() { isVisible = true; speed = 0; } /// <summary> /// Updates position of the ball /// </summary> public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; oldPos.X = position.X; oldPos.Y = position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); bool collided = CheckWallHit(); particleEngine.Update(); // Stops the issue where ball was oscillating on the ceiling or floor if (collided) { position.X = oldPos.X + speed * (float)Math.Cos(direction); position.Y = oldPos.Y + speed * (float)Math.Sin(direction); } } #endregion #region Methods /// <summary> /// Checks for collision with the ceiling or floor. 2*Math.pi = 360 degrees /// </summary> private bool CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; return true; } while (direction < 0) { direction += 2 * Math.PI; return true; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; return true; } return true; } #endregion } } namespace Pong { using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using System; public class Bat { public Vector2 Position; public float moveSpeed; public Rectangle size; private int points; private int yHeight; private Texture2D leftBat; public float turbo; public float recharge; public float interval; public bool isTurbo; /// <summary> /// Constructor for the bat /// </summary> public Bat(ContentManager contentManager, Vector2 screenSize, bool side) { moveSpeed = 7f; turbo = 15f; recharge = 100f; points = 0; interval = 5f; leftBat = contentManager.Load<Texture2D>(@"gfx/bats/batGrey"); size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); // True means left bat, false means right bat. if (side) Position = new Vector2(30, screenSize.Y / 2 - size.Height / 2); else Position = new Vector2(screenSize.X - 30, screenSize.Y / 2 - size.Height / 2); yHeight = (int)screenSize.Y; } public void IncreaseSpeed() { moveSpeed += .5f; } /// <summary> /// The speed of the bat when Turbo is activated /// </summary> public void Turbo() { moveSpeed += 8.0f; } /// <summary> /// Returns the speed of the bat back to normal after Turbo is deactivated /// </summary> public void DisableTurbo() { moveSpeed = 7.0f; isTurbo = false; } /// <summary> /// Returns the bat to the nrmal size after the Grow/Shrink powerup has expired /// </summary> public void NormalSize() { size = new Rectangle(0, 0, leftBat.Width, leftBat.Height); } /// <summary> /// Checks for the size of the bat /// </summary> public Rectangle GetSize() { return size; } /// <summary> /// Adds point to the player or the AI after scoring. Currently Disabled. /// </summary> public void IncrementPoints() { points++; } /// <summary> /// Checks for the number of points at the moment /// </summary> public int GetPoints() { return points; } /// <summary> /// Sets thedefault starting position for the bats /// </summary> /// <param name="position"></param> public void SetPosition(Vector2 position) { if (position.Y < 0) { position.Y = 0; } if (position.Y > yHeight - size.Height) { position.Y = yHeight - size.Height; } this.Position = position; } /// <summary> /// Checks for the current position of the bat /// </summary> public Vector2 GetPosition() { return Position; } /// <summary> /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } /// <summary> /// Resets the bat to the center location after a new game starts /// </summary> public void ResetPosition() { SetPosition(new Vector2(GetPosition().X, yHeight / 2 - size.Height)); } /// <summary> /// Used for the Growbat powerup /// </summary> public void GrowBat() { // Doubles the size of the bat collision size = new Rectangle(0, 0, leftBat.Width * 2, leftBat.Height * 2); } /// <summary> /// Used for the Shrinkbat powerup /// </summary> public void ShrinkBat() { // 1/2 the size of the bat collision size = new Rectangle(0, 0, leftBat.Width / 2, leftBat.Height / 2); } /// <summary> /// Draws the bats /// </summary> public virtual void Draw(SpriteBatch batch) { batch.Draw(leftBat, size, Color.White); } } }

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  • Lighting and OpenGL ES

    - by FX
    Hi all, I'm working on getting a simple lighting right on my OpenGL ES iPhone scene. I'm displaying a simple object centered on the origin, and using an arcball to rotate it by touching the screen. All this works nicely, except I try to add one fixed light (fixed w.r.t. eye position) and it is badly screwed: the whole object (an icosahedron in this example) is lit uniformly, i.e. it all appears in the same color. I have simplified my code as much as possible so it's standalone and still reproduces what I experience: glClearColor (0.25, 0.25, 0.25, 1.); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_DEPTH_TEST); glEnable(GL_LIGHTING); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrthof(-1, 1, -(float)backingWidth/backingHeight, (float)backingWidth/backingHeight, -10, 10); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f }; GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat position[] = { -1.5f, 1.0f, -400.0f, 0.0f }; glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT0, GL_POSITION, position); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); float currRot[4]; [arcball getCurrentRotation:currRot]; glRotatef (currRot[0], currRot[1], currRot[2], currRot[3]); float f[4]; f[0] = 0.5; f[1] = 0; f[2] = 0; f[3] = 1; glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, f); glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, f); f[0] = 0.2; f[1] = 0.2; f[2] = 0.2; f[3] = 1; glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, f); glEnableClientState (GL_VERTEX_ARRAY); drawSphere(0, 0, 0, 1); where the drawSphere function actually draws an icosahedron: static void drawSphere (float x, float y, float z, float rad) { glPushMatrix (); glTranslatef (x, y, z); glScalef (rad, rad, rad); // Icosahedron const float vertices[] = { 0., 0., -1., 0., 0., 1., -0.894427, 0., -0.447214, 0.894427, 0., 0.447214, 0.723607, -0.525731, -0.447214, 0.723607, 0.525731, -0.447214, -0.723607, -0.525731, 0.447214, -0.723607, 0.525731, 0.447214, -0.276393, -0.850651, -0.447214, -0.276393, 0.850651, -0.447214, 0.276393, -0.850651, 0.447214, 0.276393, 0.850651, 0.447214 }; const GLubyte indices[] = { 1, 11, 7, 1, 7, 6, 1, 6, 10, 1, 10, 3, 1, 3, 11, 4, 8, 0, 5, 4, 0, 9, 5, 0, 2, 9, 0, 8, 2, 0, 11, 9, 7, 7, 2, 6, 6, 8, 10, 10, 4, 3, 3, 5, 11, 4, 10, 8, 5, 3, 4, 9, 11, 5, 2, 7, 9, 8, 6, 2 }; glVertexPointer (3, GL_FLOAT, 0, vertices); glDrawElements (GL_TRIANGLES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_BYTE, indices); glPopMatrix (); } A movie of what I see as the result is here. Thanks to anyone who can shed some light into this (no kidding!). I'm sure it will look embarassingly trivial to someone, but I swear I have looked at many lighting tutorials before this and am stuck.

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  • how to speed up the code??

    - by kaushik
    i have very huge code about 600 lines plus. cant post the whole thing here. but a particular code snippet is taking so much time,leading to problems. here i post that part of code please tell me what to do speed up the processing.. please suggest the part which may be the reason and measure to improve them if this small part of code is understandable. using_data={} def join_cost(a , b): global using_data #print a #print b save_a=[] save_b=[] print 1 #for i in range(len(m)): #if str(m[i][0])==str(a): save_a=database_index[a] #for i in range(len(m)): # if str(m[i][0])==str(b): #print 'save_a',save_a #print 'save_b',save_b print 2 save_b=database_index[b] using_data[save_a[0]]=save_a s=str(save_a[1]).replace('phone','text') s=str(s)+'.pm' p=os.path.join("c:/begpython/wavnk/",s) x=open(p , 'r') print 3 for i in range(6): x.readline() k2='a' j=0 o=[] while k2 is not '': k2=x.readline() k2=k2.rstrip('\n') oj=k2.split(' ') o=o+[oj] #print o[j] j=j+1 #print j #print o[2][0] temp=long(1232332) end_time=save_a[4] #print end_time k=(j-1) for i in range(k): diff=float(o[i][0])-float(end_time) if diff<0: diff=diff*(-1) if temp>diff: temp=diff pm_row=i #print pm_row #print temp #print o[pm_row] #pm_row=3 q=[] print 4 l=str(p).replace('.pm','.mcep') z=open(l ,'r') for i in range(pm_row): z.readline() k3=z.readline() k3=k3.rstrip('\n') q=k3.split(' ') #print q print 5 s=str(save_b[1]).replace('phone','text') s=str(s)+'.pm' p=os.path.join("c:/begpython/wavnk/",s) x=open(p , 'r') for i in range(6): x.readline() k2='a' j=0 o=[] while k2 is not '': k2=x.readline() k2=k2.rstrip('\n') oj=k2.split(' ') o=o+[oj] #print o[j] j=j+1 #print j #print o[2][0] temp=long(1232332) strt_time=save_b[3] #print strt_time k=(j-1) for i in range(k): diff=float(o[i][0])-float(strt_time) if diff<0: diff=diff*(-1) if temp>diff: temp=diff pm_row=i #print pm_row #print temp #print o[pm_row] #pm_row=3 w=[] l=str(p).replace('.pm','.mcep') z=open(l ,'r') for i in range(pm_row): z.readline() k3=z.readline() k3=k3.rstrip('\n') w=k3.split(' ') #print w cost=0 for i in range(12): #print q[i] #print w[i] h=float(q[i])-float(w[i]) cost=cost+math.pow(h,2) j_cost=math.sqrt(cost) #print cost return j_cost def target_cost(a , b): a=(b+1)*3 b=(a+1)*2 t_cost=(a+b)*5/2 return t_cost r1='shht:ra_77' r2='grx_18' g=[] nodes=[] nodes=nodes+[[r1]] for i in range(len(y_in_db_format)): g=y_in_db_format[i] #print g #print g[0] g.remove(str(g[0])) nodes=nodes+[g] nodes=nodes+[[r2]] print nodes print "lenght of nodes",len(nodes) lists=[] #lists=lists+[r1] for i in range(len(nodes)): for j in range(len(nodes[i])): lists=lists+[nodes[i][j]] #lists=lists+[r2] print lists distance={} for i in range(len(lists)): if i==0: distance[str(lists[i])]=0 else: distance[str(lists[i])]=long(123231223) #print distance group_dist=[] infinity=long(123232323) for i in range(len(nodes)): distances=[] for j in range(len(nodes[i])): #distances=[] if i==0: distances=distances+[[nodes[i][j], 0]] else: distances=distances+[[nodes[i][j],infinity]] group_dist=group_dist+[distances] #print distances print "group_distances",group_dist #print "check",group_dist[0][0][1] #costs={} #for i in range(len(lists)): #if i==0: # costs[str(lists[i])]=1 #else: # costs[str(lists[i])]=get_selfcost(lists[i]) path=[] for i in range(len(nodes)): mini=[] if i!=(len(nodes)-1): #temp=long(123234324) #Now calculate the cost between the current node and each of its neighbour for k in range(len(nodes[(i+1)])): for j in range(len(nodes[i])): current=nodes[i][j] #print "current_node",current j_distance=join_cost( current , nodes[i+1][k]) #t_distance=target_cost( current , nodes[i+1][k]) t_distance=34 #print distance #print "distance between current and neighbours",distance total_distance=(.5*(float(group_dist[i][j][1])+float(j_distance))+.5*(float(t_distance))) #print "total distance between the intial_nodes and current neighbour",total_distance if int(group_dist[i+1][k][1]) > int(total_distance): group_dist[i+1][k][1]=total_distance #print "updated distance",group_dist[i+1][k][1] a=current #print "the neighbour",nodes[i+1][k],"updated the value",a mini=mini+[[str(nodes[i+1][k]),a]] print mini

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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