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  • Should try...catch go inside or outside a loop?

    - by mmyers
    I have a loop that looks something like this: for(int i = 0; i < max; i++) { String myString = ...; float myNum = Float.parseFloat(myString); myFloats[i] = myNum; } This is the main content of a method whose sole purpose is to return the array of floats. I want this method to return null if there is an error, so I put the loop inside a try...catch block, like this: try { for(int i = 0; i < max; i++) { String myString = ...; float myNum = Float.parseFloat(myString); myFloats[i] = myNum; } } catch (NumberFormatException ex) { return null; } But then I also thought of putting the try...catch block inside the loop, like this: for(int i = 0; i < max; i++) { String myString = ...; try { float myNum = Float.parseFloat(myString); } catch (NumberFormatException ex) { return null; } myFloats[i] = myNum; } So my question is: is there any reason, performance or otherwise, to prefer one over the other? EDIT: The consensus seems to be that it is cleaner to put the loop inside the try/catch, possibly inside its own method. However, there is still debate on which is faster. Can someone test this and come back with a unified answer? (EDIT: did it myself, but voted up Jeffrey and Ray's answers)

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  • JSON to javaScript array

    - by saturn_research
    I'm having a problem handling JSON data within JavaScript, specifically in regards to using the data as an array and accessing and iterating through individual values. The JSON file is structured as follows: { "head": { "vars": [ "place" , "lat" , "long" , "page" ] } , "results": { "bindings": [ { "place": { "type": "literal" , "value": "Building A" } , "lat": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "10.3456" } , "long": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "-1.2345" } , "page": { "type": "uri" , "value": "http://www.example.com/a.html" } } , { "place": { "type": "literal" , "value": "Building B" } , "lat": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "11.3456" } , "long": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "-2.2345" } , "page": { "type": "uri" , "value": "http://www.example.com/b.html" } } , { "place": { "type": "literal" , "value": "Building C" } , "lat": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "12.3456" } , "long": { "datatype": "http://www.w3.org/2001/XMLSchema#float" , "type": "typed-literal" , "value": "-3.2345" } , "page": { "type": "uri" , "value": "http://www.example.com/c.html" } } ] } } I want to be able to convert this into a JavaScript array as follows in order that I can iterate through it and pull out the values for each location in order: var locations = [ ['Building A',10.3456,-1.2345,'http://www.example.com/a.html'], ['Building B',11.3456,-2.2345,'http://www.example.com/b.html'], ['Building C',12.3456,-3.2345,'http://www.example.com/c.html'] ]; Does anyone have any advice on how to achieve this? I have tried the following, but it picks up the "type" within the JSON, rather than just the value: $.each(JSONObject.results.bindings, function(i, object) { $.each(object, function(property, object) { $.each(object, function(property, value) { value; }); }); }); Any help, suggestions, advice or corrections would be greatly appreciated.

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  • object not getting released in iphone

    - by mohsinpathan
    NSString *strSql = @"select tblrecentsearch_id,xmlrequest,company,postcode,city,kilometer,date from tblrecentsearch"; returnValue = sqlite3_prepare_v2(database, [strSql UTF8String], -1, &selectStatement, NULL); if(returnValue == SQLITE_OK) { arrRecentSearch=[[NSMutableArray alloc] init]; while(sqlite3_step(selectStatement)==SQLITE_ROW) { Search *ObjSearch = [[Search alloc]init]; ObjSearch.intRecentSearchId = sqlite3_column_int(selectStatement, 0); ObjSearch.xmlRequest = [NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 1) encoding:NSUTF8StringEncoding]; ObjSearch.strCompnay=[NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 2) encoding:NSUTF8StringEncoding]; ObjSearch.strPostCode=[NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 3) encoding:NSUTF8StringEncoding]; ObjSearch.strPlace = [NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 4) encoding:NSUTF8StringEncoding]; ObjSearch.strKilometer = [NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 5) encoding:NSUTF8StringEncoding]; ObjSearch.strDate = [NSString stringWithCString:(char *)sqlite3_column_text_check(selectStatement, 6) encoding:NSUTF8StringEncoding]; [arrRecentSearch addObject:ObjSearch]; [ObjSearch release]; } } sqlite3_finalize(selectStatement); I want release arrRecentSearch but it will return from function . How can i realese this array. Please help me.I am fetching data from databse.

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  • Is there a way to receive data as unsigned char over UDP on Qt?

    - by user269037
    I need to send floating point numbers using a UDP connection to a Qt application. Now in Qt the only function available is qint64 readDatagram ( char * data, qint64 maxSize, QHostAddress * address = 0, quint16 * port = 0 ) which accepts data in the form of signed character buffer. I can convert my float into a string and send it but it will obviously not be very efficient converting a 4 byte float into a much longer sized character buffer. I got hold of these 2 functions to convert a 4 byte float into an unsinged 32 bit integer to transfer over network which works fine for a simple C++ UDP program but for Qt I need to receive the data as unsigned char. Is it possible to avoid converting the floatinf point data into a string and then sending it? uint32_t htonf(float f) { uint32_t p; uint32_t sign; if (f < 0) { sign = 1; f = -f; } else { sign = 0; } p = ((((uint32_t)f)&0x7fff)<<16) | (sign<<31); // Whole part and sign. p |= (uint32_t)(((f - (int)f) * 65536.0f))&0xffff; // Fraction. return p; } float ntohf(uint32_t p) { float f = ((p>>16)&0x7fff); // Whole part. f += (p&0xffff) / 65536.0f; // Fraction. if (((p>>31)&0x1) == 0x1) { f = -f; } // Sign bit set. return f; }

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  • An array problem in C++

    - by manugupt1
    To access the array indice at the xth position we can use some sort of illustration as shown below #include<iostream> using namespace std; int main(){ float i[20]; for(int j=0;j<=20;j++) i[j]=0; } However the following piece of code does not work #include<iostream> using namespace std; float oldrand[55]; int jrand; void advance_random(){ int j1; float new_random; for(j1=0;j1<=23;j1++){ int temp = j1+30; new_random = (oldrand[j1]) - (oldrand[temp]); if(new_random <0.0) new_random = new_random+1; oldrand[j1] = new_random; } for(j1=24;j1<=54;j1++){ new_random[j1] = oldrand[j1] - oldrand[j1-23]; if(new_random[j1]<0.0) new_random[j1] = new_random + 1; oldrand[j1]=new_random; } } I recieve the following error ga.cpp:20: error: invalid types ‘float[int]’ for array subscript ga.cpp:21: error: invalid types ‘float[int]’ for array subscript ga.cpp:22: error: invalid types ‘float[int]’ for array subscript I am not able to find a mistake in my code please help me

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  • c++ expected constant expression

    - by cpp
    #include <iostream> #include <fstream> #include <cmath> #include <math.h> #include <iomanip> using std::ifstream; using namespace std; int main (void) { int count=0; float sum=0; float maximum=-1000000; float sumOfX; float sumOfY; int size; int negativeY=0; int positiveX=0; int negativeX=0; ifstream points; //the points to be imported from file //points.open( "data.dat"); //points>>size; //cout<<size<<endl; size=100; float x[size][2]; while (count<size) { points>>(x[count][0]); //cout<<"x= "<<(x[count][0])<<" ";//read in x value points>>(x[count][1]); //cout<<"y= "<<(x[count][1])<<endl;//read in y value count++; } This program is giving me expected constant expression error on the line where I declare float x[size][2]. why?

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  • C#, How to download file into string with progress callback?

    - by Kaminari
    I would like to use the WebClient (or there is another better option?) but there is a problem. I understand that opening up the stream takes some time and this can not be avoided. However, reading it takes a strangely much more amount of time compared to read it entirely immediately. Of course it's not working good because i'm not so familiar with streams. Is there a best way to do this? I mean two ways, to string and to file. Progress is my own delegate and it's working good. FIRST UPDATE: Ok, now i got something like this and it seems to work but still slow: System.Net.WebClient client = new System.Net.WebClient(); System.IO.Stream streamRemote = client.OpenRead(new Uri(URL)); if (savePath == null) { StreamReader reader = new StreamReader(streamRemote); int iByteSize = 0; byte[] byteBuffer = new byte[iSize]; char[] charBuffer = new char[iSize]; StringBuilder sb = new StringBuilder(); while ((iByteSize = reader.Read(charBuffer, 0, iSize)) > 0) { sb.Append(charBuffer, 0, iByteSize); iRunningByteTotal += iByteSize; float dIndex = (float)(iRunningByteTotal); float dTotal = (float)byteBuffer.Length; float dProgressPercentage = (dIndex / dTotal); float iProgressPercentage = (dProgressPercentage * 100); if (Progress != null) Progress(iProgressPercentage); } result = sb.ToString(); } Im wondering about DownloadStringAsync method?

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  • Space between 2 vertices on a heightmap

    - by Sietse
    First off, I am sorry for the crazy title. I couldn't really think of something else. I am working on a hobby project, it's a infinite world generated with Perlin Noise, Java and LWJGL. But I am having a problem, it is kinda hard to explain, so I made a video: http://youtu.be/D_NUBJZ_5Kw Obviously the problem is the black spaces in between all the pieces of ground. I have no idea what is causing it. I already tried making all the values doubles instead of floats, but that didn't fix it. Here is a piece of code I am using: float height2, height = (float)getHeight(x, y); height2 = (float) ((getHeight(x-1, y+1) + height) / 2); vertexhelper.addVertexColorAndTexture(x, height2, y+1, r, g, b, a, 0f, 1f); height2 = (float) ((getHeight(x+1, y+1) + height) / 2); vertexhelper.addVertexColorAndTexture(x+1, height2, y+1, r, g, b, a, 1f, 1f); height2 = (float) ((getHeight(x+1, y-1) + height) / 2); vertexhelper.addVertexColorAndTexture(x+1, height2, y, r, g, b, a, 1f, 0f); height2 = (float) ((getHeight(x-1, y-1) + height) / 2); vertexhelper.addVertexColorAndTexture(x, height2, y, r, g, b, a, 0f, 0f); I loop through this at the initialization of a chunk with x-16 and y-16. vertexhelper is a class I made that just puts everything in a array. (I am using floats here, but that's after doing the maths, so that shouldn't be a problem) I highly appreciate you reading this.

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  • Text being printed twice in uitableview

    - by user337174
    I have created a uitableview that calculates the distance of a location in the table. I used this code in cell for row at index path. NSString *lat1 = [object valueForKey:@"Lat"]; NSLog(@"Current Spot Latitude:%@",lat1); float lat2 = [lat1 floatValue]; NSLog(@"Current Spot Latitude Float:%g", lat2); NSString *long1 = [object valueForKey:@"Lon"]; NSLog(@"Current Spot Longitude:%@",long1); float long2 = [long1 floatValue]; NSLog(@"Current Spot Longitude Float:%g", long2); //Getting current location from NSDictionary CoreDataTestAppDelegate *appDelegate = (CoreDataTestAppDelegate *) [[UIApplication sharedApplication] delegate]; NSString *locLat = [NSString stringWithFormat:appDelegate.latitude]; float locLat2 = [locLat floatValue]; NSLog(@"Lat: %g",locLat2); NSString *locLong = [NSString stringWithFormat:appDelegate.longitude]; float locLong2 = [locLong floatValue]; NSLog(@"Long: %g",locLong2); //Location of selected spot CLLocation *loc1 = [[CLLocation alloc] initWithLatitude:lat2 longitude:long2]; //Current Location CLLocation *loc2 = [[CLLocation alloc] initWithLatitude:locLat2 longitude:locLong2]; double distance = [loc1 getDistanceFrom: loc2] / 1600; NSMutableString* converted = [NSMutableString stringWithFormat:@"%.1f", distance]; [converted appendString: @" m"]; It works fine apart from a problem i have just discovered where the distance text is duplicated over the top of the detailed text label when you scroll beyond the height of the page. here's a screen shot of what i mean. Any ideas why its doing this?

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  • Manipulating gl_LightSource[gl_MaxLights]

    - by pion
    The The OpenGL ® Shading Language Spec version 1.20 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf shows the following: struct gl_LightSourceParameters { vec4 ambient; // Acli vec4 diffuse; // Dcli vec4 specular; // Scli vec4 position; // Ppli vec4 halfVector; // Derived: Hi vec3 spotDirection; // Sdli float spotExponent; // Srli float spotCutoff; // Crli // (range: [0.0,90.0], 180.0) float spotCosCutoff; // Derived: cos(Crli) // (range: [1.0,0.0],-1.0) float constantAttenuation; // K0 float linearAttenuation; // K1 float quadraticAttenuation;// K2 }; uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; Also, http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir1 shows the following code snippets: lightDir = normalize(vec3(gl_LightSource[0].position)); https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html#5.10 shows many uniform* functions but nothing seems to deal with an array of uniform variable like gl_LightSource[0]. How do we set the gl_LightSource[0] fields in WebGL using JavaScript? For example, gl_LightSource[0].position Thanks in advance for your help. Note: Cross post on http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3373

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

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  • Registering InputListener in libGDX

    - by JPRO
    I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback never triggers ("touched" is not printed to console). I'm just posting the code with the abstract game screen and the implementing screen. The application starts successfully with a label of "Exit" in the bottom left hand corner, but clicking the button/label does nothing. I'm guessing the fix is something simple. What am I overlooking? public abstract class GameScreen<T> implements Screen { protected final T game; protected final SpriteBatch batch; protected final Stage stage; public GameScreen(T game) { this.game = game; this.batch = new SpriteBatch(); this.stage = new Stage(0, 0, true); } @Override public final void render(float delta) { update(delta); // Clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public abstract void update(float delta); @Override public void resize(int width, int height) { stage.setViewport(width, height, true); } @Override public void show() { Gdx.input.setInputProcessor(stage); } // hide, pause, resume, dipose } public class ExampleScreen extends GameScreen<MyGame> { private TextButton exitButton; public ExampleScreen(MyGame game) { super(game); } @Override public void show() { super.show(); TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle(); buttonStyle.font = Font.getFont("Origicide", 32); buttonStyle.fontColor = Color.WHITE; exitButton = new TextButton("Exit", buttonStyle); exitButton.addListener(new InputListener() { @Override public void touchUp (InputEvent event, float x, float y, int pointer, int button) { System.out.println("touched"); } }); stage.addActor(exitButton); } @Override public void update(float delta) { } }

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  • Facebook page design is not working in IE8 [closed]

    - by PrateekSaluja
    Hello Experts, We have designed a face book page.It is working fine in all browser including IE7 but it is not working in IE8.We checked then we got if we run our code outside the face book page it works in IE8 but when we put our code into face book page its not working.Here is the css code what we are using for IE8. <!--[if lt IE 8]> <style> .nv_a { width:90px; height:27px; float:left; text-align:center; padding-top:8px; } .nvt_a { width:66px; height:27px; float:left; text-align:center; padding-top:8px; } .nv_a a { width:90px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; } .nv_a a:hover { width:90px; height:27px; padding-top:8px; float:left; color:#000; text-align:center; background-color:#ccc; } .nvt_a a { width:66px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; border:1px solid red; } Please help us to solve the issue.

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • How do I make my page respect h1 css addition? [migrated]

    - by Adobe
    I add h1 { margin-top:100px; } to the end of the css, but the page doesn't change. But if I add to the html of some h1: <h1 style="margin-top:100px;"><a class="toc-backref" href="#id4">KHotKeys</a><a class="headerlink" href="#khotkeys" title="Permalink to this headline">¶</a></h1> Then it does. I'm not css pro, and I guess the problem is somewhere in the css file. Here it is: div.clearer { clear: both; } /* -- relbar ---------------------------------------------------------------- */ div.related { width: 100%; font-size: 90%; } div.related h3 { display: none; } div.related ul { margin: 0; padding: 0 0 0 10px; list-style: none; } div.related li { display: inline; } div.related li.right { float: right; margin-right: 5px; } /* -- sidebar --------------------------------------------------------------- */ div.sphinxsidebarwrapper { padding: 10px 5px 0 10px; } div.sphinxsidebar { float: left; width: 230px; margin-left: -100%; font-size: 90%; } div.sphinxsidebar ul { list-style: none; } div.sphinxsidebar ul ul, div.sphinxsidebar ul.want-points { margin-left: 20px; list-style: square; } div.sphinxsidebar ul ul { margin-top: 0; margin-bottom: 0; } div.sphinxsidebar form { margin-top: 10px; } div.sphinxsidebar input { border: 1px solid #98dbcc; font-family: sans-serif; font-size: 1em; } div.sphinxsidebar input[type="text"] { width: 160px; } div.sphinxsidebar input[type="submit"] { width: 30px; } img { border: 0; } /* -- search page ----------------------------------------------------------- */ ul.search { margin: 10px 0 0 20px; padding: 0; } ul.search li { padding: 5px 0 5px 20px; background-image: url(file.png); background-repeat: no-repeat; background-position: 0 7px; } ul.search li a { font-weight: bold; } ul.search li div.context { color: #888; margin: 2px 0 0 30px; text-align: left; } ul.keywordmatches li.goodmatch a { font-weight: bold; } /* -- index page ------------------------------------------------------------ */ table.contentstable { width: 90%; } table.contentstable p.biglink { line-height: 150%; } a.biglink { font-size: 1.3em; } span.linkdescr { font-style: italic; padding-top: 5px; font-size: 90%; } /* -- general index --------------------------------------------------------- */ table.indextable { width: 100%; } table.indextable td { text-align: left; vertical-align: top; } table.indextable dl, table.indextable dd { margin-top: 0; margin-bottom: 0; } table.indextable tr.pcap { height: 10px; } table.indextable tr.cap { margin-top: 10px; background-color: #f2f2f2; } img.toggler { margin-right: 3px; margin-top: 3px; cursor: pointer; } div.modindex-jumpbox { border-top: 1px solid #ddd; border-bottom: 1px solid #ddd; margin: 1em 0 1em 0; padding: 0.4em; } div.genindex-jumpbox { border-top: 1px solid #ddd; border-bottom: 1px solid #ddd; margin: 1em 0 1em 0; padding: 0.4em; } /* -- general body styles --------------------------------------------------- */ a.headerlink { visibility: hidden; } h1:hover > a.headerlink, h2:hover > a.headerlink, h3:hover > a.headerlink, h4:hover > a.headerlink, h5:hover > a.headerlink, h6:hover > a.headerlink, dt:hover > a.headerlink { visibility: visible; } div.body p.caption { text-align: inherit; } div.body td { text-align: left; } .field-list ul { padding-left: 1em; } .first { margin-top: 0 !important; } p.rubric { margin-top: 30px; font-weight: bold; } img.align-left, .figure.align-left, object.align-left { clear: left; float: left; margin-right: 1em; } img.align-right, .figure.align-right, object.align-right { clear: right; float: right; margin-left: 1em; } img.align-center, .figure.align-center, object.align-center { display: block; margin-left: auto; margin-right: auto; } .align-left { text-align: left; } .align-center { text-align: center; } .align-right { text-align: right; } /* -- sidebars -------------------------------------------------------------- */ div.sidebar { margin: 0 0 0.5em 1em; border: 1px solid #ddb; padding: 7px 7px 0 7px; background-color: #ffe; width: 40%; float: right; } p.sidebar-title { font-weight: bold; } /* -- topics ---------------------------------------------------------------- */ div.topic { border: 1px solid #ccc; padding: 7px 7px 0 7px; margin: 10px 0 10px 0; } p.topic-title { font-size: 1.1em; font-weight: bold; margin-top: 10px; } /* -- admonitions ----------------------------------------------------------- */ div.admonition { margin-top: 10px; margin-bottom: 10px; padding: 7px; } div.admonition dt { font-weight: bold; } div.admonition dl { margin-bottom: 0; } p.admonition-title { margin: 0px 10px 5px 0px; font-weight: bold; } div.body p.centered { text-align: center; margin-top: 25px; } /* -- tables ---------------------------------------------------------------- */ table.docutils { border: 0; border-collapse: collapse; } table.docutils td, table.docutils th { padding: 1px 8px 1px 5px; border-top: 0; border-left: 0; border-right: 0; border-bottom: 1px solid #aaa; } table.field-list td, table.field-list th { border: 0 !important; } table.footnote td, table.footnote th { border: 0 !important; } th { text-align: left; padding-right: 5px; } table.citation { border-left: solid 1px gray; margin-left: 1px; } table.citation td { border-bottom: none; } /* -- other body styles ----------------------------------------------------- */ ol.arabic { list-style: decimal; } ol.loweralpha { list-style: lower-alpha; } ol.upperalpha { list-style: upper-alpha; } ol.lowerroman { list-style: lower-roman; } ol.upperroman { list-style: upper-roman; } dl { margin-bottom: 15px; } dd p { margin-top: 0px; } dd ul, dd table { margin-bottom: 10px; } dd { margin-top: 3px; margin-bottom: 10px; margin-left: 30px; } dt:target, .highlighted { background-color: #fbe54e; } dl.glossary dt { font-weight: bold; font-size: 1.1em; } .field-list ul { margin: 0; padding-left: 1em; } .field-list p { margin: 0; } .refcount { color: #060; } .optional { font-size: 1.3em; } .versionmodified { font-style: italic; } .system-message { background-color: #fda; padding: 5px; border: 3px solid red; } .footnote:target { background-color: #ffa; } .line-block { display: block; margin-top: 1em; margin-bottom: 1em; } .line-block .line-block { margin-top: 0; margin-bottom: 0; margin-left: 1.5em; } .guilabel, .menuselection { font-family: sans-serif; } .accelerator { text-decoration: underline; } .classifier { font-style: oblique; } /* -- code displays --------------------------------------------------------- */ pre { overflow: auto; overflow-y: hidden; /* fixes display issues on Chrome browsers */ } td.linenos pre { padding: 5px 0px; border: 0; background-color: transparent; color: #aaa; } table.highlighttable { margin-left: 0.5em; } table.highlighttable td { padding: 0 0.5em 0 0.5em; } tt.descname { background-color: transparent; font-weight: bold; font-size: 1.2em; } tt.descclassname { background-color: transparent; } tt.xref, a tt { background-color: transparent; font-weight: bold; } h1 tt, h2 tt, h3 tt, h4 tt, h5 tt, h6 tt { background-color: transparent; } .viewcode-link { float: right; } .viewcode-back { float: right; font-family: sans-serif; } div.viewcode-block:target { margin: -1px -10px; padding: 0 10px; } /* -- math display ---------------------------------------------------------- */ img.math { vertical-align: middle; } div.body div.math p { text-align: center; } span.eqno { float: right; } /* -- printout stylesheet --------------------------------------------------- */ @media print { div.document, div.documentwrapper, div.bodywrapper { margin: 0 !important; width: 100%; } div.sphinxsidebar, div.related, div.footer, #top-link { display: none; } } body { font-family: sans-serif; font-size: 100%; background-color: #11303d; color: #000; margin: 0; padding: 0; } div.document { background-color: #d4e9f7; } div.documentwrapper { float: left; width: 100%; } div.bodywrapper { margin: 0 0 0 230px; } div.body { background-color: #ffffff; color: #222222; padding: 0 20px 30px 20px; } div.footer { color: #ffffff; width: 100%; padding: 9px 0 9px 0; text-align: center; font-size: 75%; } div.footer a { color: #ffffff; text-decoration: underline; } div.related { background-color: #191a19; line-height: 30px; color: #ffffff; } div.related a { color: #ffffff; } div.sphinxsidebar { top: 30px; bottom: 60px; margin: 0; position: fixed; overflow: auto; height: auto; } div.sphinxsidebar h3 { font-family: 'Trebuchet MS', sans-serif; color: #3a3a3a; font-size: 1.4em; font-weight: normal; margin: 0; padding: 0; } div.sphinxsidebar h3 a { color: #3a3a3a; } div.sphinxsidebar h4 { font-family: 'Trebuchet MS', sans-serif; color: #3a3a3a; font-size: 1.3em; font-weight: normal; margin: 5px 0 0 0; padding: 0; } div.sphinxsidebar p { color: #3a3a3a; } div.sphinxsidebar p.topless { margin: 5px 10px 10px 10px; } div.sphinxsidebar ul { margin: 10px; padding: 0; color: #3a3a3a; } div.sphinxsidebar ul li { margin-top: .2em; } div.sphinxsidebar a { color: #3a8942; } div.sphinxsidebar input { border: 1px solid #3a8942; font-family: sans-serif; font-size: 1em; } /* -- body styles ----------------------------------------------------------- */ a { color: #355f7c; text-decoration: none; } a:hover { text-decoration: underline; } div.body p, div.body dd, div.body li { text-align: left; line-height: 130%; margin-top: 0px; margin-bottom: 0px; } div.body h1, div.body h2, div.body h3, div.body h4, div.body h5, div.body h6 { font-family: 'Trebuchet MS', sans-serif; background-color: #f2f2f2; font-weight: normal; color: #20435c; border-top: 2px solid #cccccc; border-bottom: 1px solid #cccccc; margin: 30px -20px 20px -20px; padding: 3px 0 3px 10px; } div.body h1 { margin-top: 0; font-size: 200%; } div.body h2 { font-size: 160%; } div.body h3 { font-size: 140%; padding-left: 20px; } div.body h4 { font-size: 120%; padding-left: 20px; } div.body h5 { font-size: 110%; padding-left: 20px; } div.body h6 { font-size: 100%; padding-left: 20px; } a.headerlink { color: #c60f0f; font-size: 0.8em; padding: 0 4px 0 4px; text-decoration: none; } a.headerlink:hover { background-color: #c60f0f; color: white; } div.body p, div.body dd, div.body li { text-align: left; line-height: 110%; } div.admonition p.admonition-title + p { display: inline; } div.note { background-color: #eee; border: 1px solid #ccc; } div.seealso { background-color: #ffc; border: 1px solid #ff6; } div.topic { background-color: #eee; } div.warning { background-color: #ffe4e4; border: 1px solid #f66; } p.admonition-title { display: inline; } p.admonition-title:after { content: ":"; } pre { padding: 0px; background-color: #ffffff; color: #000000; line-height: 120%; border: 0px solid #ffffff; border-left: none; border-right: none; white-space: pre-wrap; /* word-wrap: break-word; */ /* width:100px; */ } tt { background-color: #ecf0f3; padding: 0 1px 0 1px; font-size: 110%; } .warning tt { background: #efc2c2; } .note tt { background: #d6d6d6; } body { width:150%; }

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  • Resizing an image using mouse dragging (C#)

    - by Gaax
    Hi all. I'm having some trouble resizing an image just by dragging the mouse. I found an average resize method and now am trying to modify it to use the mouse instead of given values. The way I'm doing it makes sense to me but maybe you guys can give me some better ideas. I'm basically using the distance between the current location of the mouse and the previous location of the mouse as the scaling factor. If the distance between the current mouse location and the center of of the image is less than the distance between previous mouse location and the center of the image then the image gets smaller, and vice-versa. With the code below I'm getting an Argument Exception (invalid parameter) when creating the new bitmap with the new height and width and I really don't understand why... any ideas? private static Image resizeImage(Image imgToResize, System.Drawing.Point prevMouseLoc, System.Drawing.Point currentMouseLoc) { int sourceWidth = imgToResize.Width; int sourceHeight = imgToResize.Height; float dCurrCent = 0; //Distance between current mouse location and the center of the image float dPrevCent = 0; //Distance between previous mouse location and the center of the image float dCurrPrev = 0; //Distance between current mouse location and the previous mouse location int sign = 1; System.Drawing.Point imgCenter = new System.Drawing.Point(); float nPercent = 0; imgCenter.X = imgToResize.Width / 2; imgCenter.Y = imgToResize.Height / 2; // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - imgCenter.X, 2) + Math.Pow(currentMouseLoc.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.XimgCenter.X,2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); // Calculating the sign value if (dCurrCent >= dPrevCent) { sign = 1; } else { sign = -1; } nPercent = sign * (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - prevMouseLoc.X, 2) + Math.Pow(currentMouseLoc.Y - prevMouseLoc.Y, 2)); int destWidth = (int)(sourceWidth * nPercent); int destHeight = (int)(sourceHeight * nPercent); Bitmap b = new Bitmap(destWidth, destHeight); // exception thrown here Graphics g = Graphics.FromImage((Image)b); g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(imgToResize, 0, 0, destWidth, destHeight); g.Dispose(); return (Image)b; }

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  • Is there any reasonable use of a function returning an anonymous struct?

    - by Akanksh
    Here is an (artificial) example of using a function that returns an anonymous struct and does "something" useful: #include <iostream> template<typename T> T* func( T* t, float a, float b ) { if(!t) { t = new T; t->a = a; t->b = b; } else { t->a += a; t->b += b; } return t; } struct { float a, b; }* foo(float a, float b) { if(a==0) return 0; return func(foo(a-1,b), a, b); } int main() { std::cout << foo(5,6)->a << std::endl; std::cout << foo(5,6)->b << std::endl; void* v = (void*)(foo(5,6)); float* f = (float*)(v); //[1] delete f now because I know struct is floats only. std::cout << f[0] << std::endl; std::cout << f[1] << std::endl; delete[] f; return 0; } There are a few points I would like to discuss: As is apparent, this code leaks, is there anyway I can NOT leak without knowing what the underlying struct definition is? see Comment [1]. I have to return a pointer to an anonymous struct so I can create an instance of the object within the templatized function func, can I do something similar without returning a pointer? I guess the most important, is there ANY (real-world) use for this at all? As the example given above leaks and is admittedly contrived. By the way, what the function foo(a,b) does is, to return a struct containing two numbers, the sum of all numbers from 1 to a and the product of a and b. EDIT: Maybe the line new T could use a boost::shared_ptr somehow to avoid leaks, but I haven't tried that. Would that work?

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  • content show problem

    - by nonab
    I still fight with some jquery scripts:) With my first problem Jens Fahnenbruck helped me here: http://stackoverflow.com/questions/3021476/problem-with-hide-show-in-jquery thanks:) Now i added another fancy thing - jquery tabs Made a few modifications and it works like this: When you click on tab and it loads different main image for every tab. The problem is that i used $(document).ready(function() to handle those image changes. When i click any of 2x2 box images (on any tab) it will permanently change the image on the right and when i click on tabs it won't work like it did at the beginning. online example: http://rarelips.ayz.pl/testy/2/ code: <style type="text/css"> body { font: Arial, Helvetica, sans-serif normal 10px; margin: 0; padding: 0; } * {margin: 0; padding: 0;} img {border: none;} .container { height: 500px; width: 1000px; margin: -180px 0 0 -450px; top: 50%; left: 50%; position: absolute; } ul.thumb { float: left; list-style: none; margin: 0; padding: 10px; width: 360px; } ul.thumb li { margin: 0; padding: 5px; float: left; position: relative; width: 165px; height: 165px; } ul.thumb li img { width: 150px; height: 150px; border: 1px solid #ddd; padding: 10px; background: #f0f0f0; position: absolute; left: 0; top: 0; -ms-interpolation-mode: bicubic; } ul.thumb li img.hover { background:url(thumb_bg.png) no-repeat center center; border: none; } #main_view { float: left; padding: 9px 0; margin-left: -10px; } #main_view2 { float: left; padding: 9px 0; margin-left: -10px; } #main_view3 { float: left; padding: 9px 0; margin-left: -10px; } #main_view4 { float: left; padding: 9px 0; margin-left: -10px; } #wiecej { float: right; padding: 9px 0; margin-right: 20px; } .demo-show { width: 350px; margin: 1em .5em; } .demo-show h3 { margin: 0; padding: .25em; background: #bfcd93; border-top: 1px solid #386785; border-bottom: 1px solid #386785; } .demo-show div { padding: .5em .25em; } /* styl do tabek */ ul.tabs { margin: 0; padding: 0; float: left; list-style: none; height: 32px; /*--Set height of tabs--*/ border-bottom: 1px solid #999; border-left: 1px solid #999; width: 100%; } ul.tabs li { float: left; margin: 0; padding: 0; height: 31px; /*--Subtract 1px from the height of the unordered list--*/ line-height: 31px; /*--Vertically aligns the text within the tab--*/ border: 1px solid #999; border-left: none; margin-bottom: -1px; /*--Pull the list item down 1px--*/ overflow: hidden; position: relative; background: #e0e0e0; } ul.tabs li a { text-decoration: none; color: #000; display: block; font-size: 1.2em; padding: 0 20px; border: 1px solid #fff; /*--Gives the bevel look with a 1px white border inside the list item--*/ outline: none; } ul.tabs li a:hover { background: #ccc; } html ul.tabs li.active, html ul.tabs li.active a:hover { /*--Makes sure that the active tab does not listen to the hover properties--*/ background: #fff; border-bottom: 1px solid #fff; /*--Makes the active tab look like it's connected with its content--*/ } .tab_container { border: 1px solid #999; border-top: none; overflow: hidden; clear: both; float: left; width: 100%; background: #fff; } .tab_content { padding: 20px; font-size: 1.2em; } </style> <script type="text/javascript" src="index_pliki/jquery-latest.js"></script> <script type="text/javascript"> $(document).ready(function(){ //Larger thumbnail preview $("ul.thumb li").hover(function() { $(this).css({'z-index' : '10'}); $(this).find('img').addClass("hover").stop() .animate({ marginTop: '-110px', marginLeft: '-110px', top: '50%', left: '50%', width: '200px', height: '200px', padding: '5px' }, 200); } , function() { $(this).css({'z-index' : '0'}); $(this).find('img').removeClass("hover").stop() .animate({ marginTop: '0', marginLeft: '0', top: '0', left: '0', width: '150px', height: '150px', padding: '10px' }, 400); }); //Swap Image on Click $("ul.thumb li a").click(function() { var mainImage = $(this).attr("href"); //Find Image Name $("#main_view img").attr({ src: mainImage }); $("#main_view2 img").attr({ src: mainImage }); $("#main_view3 img").attr({ src: mainImage }); $("#main_view4 img").attr({ src: mainImage }); return false; }); }); </script> <script type="text/javascript"> $(document).ready(function() { $("#main_view img").attr({ src: './index_pliki/max1.jpg' }); $("#slickbox div[data-id=" + '01' + "].slickbox").show('slow'); $('a.slick-toggle').click(function() { var dataID = $(this).attr("data-id"); $('#slickbox div.slickbox').hide(); $("#slickbox div[data-id=" + dataID + "].slickbox").show('slow'); return false; }); }); </script> <script type="text/javascript"> $(document).ready(function() { $("#main_view2 img").attr({ src: './index_pliki/max2.jpg' }); $("#slickbox2 div[data-id=" + '11' + "].slickbox2").show('slow'); $('a.slick-toggle').click(function() { var dataID = $(this).attr("data-id"); $('#slickbox2 div.slickbox2').hide(); $("#slickbox2 div[data-id=" + dataID + "].slickbox2").show('slow'); return false; }); }); </script> <script type="text/javascript"> $(document).ready(function() { $("#main_view3 img").attr({ src: './index_pliki/max3.jpg' }); $("#slickbox3 div[data-id=" + '21' + "].slickbox3").show('slow'); $('a.slick-toggle').click(function() { var dataID = $(this).attr("data-id"); $('#slickbox3 div.slickbox3').hide(); $("#slickbox3 div[data-id=" + dataID + "].slickbox3").show('slow'); return false; }); }); </script> <script type="text/javascript"> $(document).ready(function() { $("#main_view4 img").attr({ src: './index_pliki/max4.jpg' }); $("#slickbox4 div[data-id=" + '31' + "].slickbox4").show('slow'); $('a.slick-toggle').click(function() { var dataID = $(this).attr("data-id"); $('#slickbox4 div.slickbox4').hide(); $("#slickbox4 div[data-id=" + dataID + "].slickbox4").show('slow'); return false; }); }); </script> <script type ="text/javascript"> $(document).ready(function() { //When page loads... $(".tab_content").hide(); //Hide all content $("ul.tabs li:first").addClass("active").show(); //Activate first tab $(".tab_content:first").show(); //Show first tab content //On Click Event $("ul.tabs li").click(function() { $("ul.tabs li").removeClass("active"); //Remove any "active" class $(this).addClass("active"); //Add "active" class to selected tab $(".tab_content").hide(); //Hide all tab content var activeTab = $(this).find("a").attr("href"); //Find the href attribute value to identify the active tab + content $(activeTab).fadeIn(); //Fade in the active ID content return false; }); }); </script> </head> <body> <div class="container"> <ul class="tabs"> <li><a href="#tab1">1</a></li> <li><a href="#tab2">2</a></li> <li><a href="#tab3">3</a></li> <li><a href="#tab4">4</a></li> </ul> <div class="tab_container"> <div id="tab1" class="tab_content"> <!--Content--> <ul class="thumb"> <li><a class="slick-toggle" href="./index_pliki/max1.jpg" data-id="01"><img src="./index_pliki/min1.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max2.jpg" data-id="02"><img src="./index_pliki/min2.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max3.jpg" data-id="03"><img src="./index_pliki/min3.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max4.jpg" data-id="04"><img src="./index_pliki/min4.jpg" alt="" /></a></li> </ul> <div id="main_view"> <a href="index.htm"><img src="index_pliki/max1.jpg" alt=""/></a> <small style="float: right; color: rgb(153, 153, 153);"> </small> </div> <div id="wiecej"> <div id="slickbox"> <div id="someOtherID" class="slickbox" data-id="01" style="display: none;"> 1.1 </div> <div id="someOtherID" class="slickbox" data-id="02" style="display: none;"> 1.2 </div> <div id="someOtherID" class="slickbox" data-id="03" style="display: none;"> 1.3 </div> <div id="someOtherID" class="slickbox" data-id="04" style="display: none;"> 1.4 </div> <!-- <a href="#" id="slick-show"><img src="http://www.amptech.pl/images/more.jpg" alt="Zobacz wiecej" /></a> <a href="#" id="slick-hide"><img src="http://www.amptech.pl/images/online.jpg" alt="Zobacz wiecej" /></a>&nbsp;&nbsp; --> </div> </div> </div> <!-- tutaj wklejalem reszte --> <div id="tab2" class="tab_content"> <!--Content--> <ul class="thumb"> <li><a class="slick-toggle" href="./index_pliki/max4.jpg" data-id="11"><img src="./index_pliki/min4.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max3.jpg" data-id="12"><img src="./index_pliki/min3.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max2.jpg" data-id="13"><img src="./index_pliki/min2.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max1.jpg" data-id="14"><img src="./index_pliki/min1.jpg" alt="" /></a></li> </ul> <div id="main_view2"> <a href="index.htm"><img src="index_pliki/max1.jpg" alt=""/></a> <small style="float: right; color: rgb(153, 153, 153);"> </small> </div> <div id="wiecej"> <div id="slickbox2"> <div id="someOtherID" class="slickbox2" data-id="11" style="display: none;"> 2.1 </div> <div id="someOtherID" class="slickbox2" data-id="12" style="display: none;"> 2.2 </div> <div id="someOtherID" class="slickbox2" data-id="13" style="display: none;"> 2.3 </div> <div id="someOtherID" class="slickbox2" data-id="14" style="display: none;"> 2.4 </div> </div> </div> </div> <div id="tab3" class="tab_content"> <ul class="thumb"> <li><a class="slick-toggle" href="./index_pliki/max4.jpg" data-id="21"><img src="./index_pliki/min4.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max3.jpg" data-id="22"><img src="./index_pliki/min3.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max2.jpg" data-id="23"><img src="./index_pliki/min2.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max1.jpg" data-id="24"><img src="./index_pliki/min1.jpg" alt="" /></a></li> </ul> <div id="main_view3"> <a href="index.htm"><img src="index_pliki/max1.jpg" alt=""/></a> <small style="float: right; color: rgb(153, 153, 153);"> </small> </div> <div id="wiecej"> <div id="slickbox3"> <div id="someOtherID" class="slickbox3" data-id="21" style="display: none;"> 3.1 </div> <div id="someOtherID" class="slickbox3" data-id="22" style="display: none;"> 3.2 </div> <div id="someOtherID" class="slickbox3" data-id="23" style="display: none;"> 3.3 </div> <div id="someOtherID" class="slickbox3" data-id="24" style="display: none;"> 3.4 </div> </div> </div> </div> <div id="tab4" class="tab_content"> <ul class="thumb"> <li><a class="slick-toggle" href="./index_pliki/max4.jpg" data-id="31"><img src="./index_pliki/min4.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max3.jpg" data-id="32"><img src="./index_pliki/min3.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max2.jpg" data-id="33"><img src="./index_pliki/min2.jpg" alt="" /></a></li> <li><a class="slick-toggle" href="./index_pliki/max1.jpg" data-id="34"><img src="./index_pliki/min1.jpg" alt="" /></a></li> </ul> <div id="main_view4"> <a href="index.htm"><img src="index_pliki/max1.jpg" alt=""/></a> <small style="float: right; color: rgb(153, 153, 153);"> </small> </div> <div id="wiecej"> <div id="slickbox4"> <div id="someOtherID" class="slickbox4" data-id="31" style="display: none;"> 4.1 </div> <div id="someOtherID" class="slickbox4" data-id="32" style="display: none;"> 4.2 </div> <div id="someOtherID" class="slickbox4" data-id="33" style="display: none;"> 4.3 </div> <div id="someOtherID" class="slickbox4" data-id="34" style="display: none;"> 4.4 </div> </div> </div> </div> </div> </div>

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  • Transaction on Entity FrameWork Refactoring and best performance how can i?

    - by programmerist
    i try to use transaction in Entity FrameWork. i have 3 tables Personel, Prim, Finans. in Prim table you look SatisTutari (int) if i add data in SatisTutari.Text instead of int value adding float value. Trannsaction must be run! Everything is ok but how can i refactoring or give best performance or best writing Transaction coding! i have 3 table so i have 3 entities: CREATE TABLE Personel (PersonelID integer PRIMARY KEY identity not null, Ad varchar(30), Soyad varchar(30), Meslek varchar(100), DogumTarihi datetime, DogumYeri nvarchar(100), PirimToplami float); Go create TABLE Prim (PrimID integer PRIMARY KEY identity not null, PersonelID integer Foreign KEY references Personel(PersonelID), SatisTutari int, Prim float, SatisTarihi Datetime); Go CREATE TABLE Finans (ID integer PRIMARY KEY identity not null, Tutar float); Personel, Prim,Finans my tables. if you look Prim table you can see Prim value float value if i write a textbox not float value my transaction must run. protected void btnSave_Click(object sender, EventArgs e) { using (TestEntities testCtx = new TestEntities()) { using (TransactionScope scope = new TransactionScope()) { Personel personel = new Personel(); Prim prim = new Prim(); Finans finans = new Finans(); //-----------------------------------------------------------------------Step 1 personel.Ad = txtName.Text; personel.Soyad = txtSurName.Text; personel.Meslek = txtMeslek.Text; personel.DogumTarihi = DateTime.Parse(txtSatisTarihi.Text); personel.DogumYeri = txtDogumYeri.Text; personel.PirimToplami = float.Parse(txtPrimToplami.Text); testCtx.AddToPersonel(personel); testCtx.SaveChanges(); //----------------------------------------------------------------------- step 2 prim.PersonelID = personel.PersonelID; prim.SatisTutari = int.Parse(txtSatisTutari.Text); prim.SatisTarihi = DateTime.Parse(txtSatisTarihi.Text); prim.Prim1 = double.Parse(txtPrim.Text); finans.Tutar = prim.SatisTutari * prim.Prim1; testCtx.AddToPrim(prim); testCtx.SaveChanges(); //----------------------------------------------------------------------- step 3 lblTutar.Text = finans.Tutar.Value.ToString(); testCtx.AddToFinans(finans); testCtx.SaveChanges(); scope.Complete(); } } How can i rearrange codes. i need best practice refactoring and best solution for reading easly and performance!!!

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