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  • Tikz: horizontal centering of group of nodes

    - by mindhex
    Hi, I need to align each row of the graph to the center. I am trying to do it with xshift. Here the code: \begin{tikzpicture}[node distance=1.5cm, auto, text centered] \tikzstyle{every node}=[draw,ball,align=center]; \begin{scope}[xshift=1.5cm] \node (A) {A}; \node [right of=A] (B) {B}; \node [right of=B] (C) {C}; \node [right of=C] (D) {D}; \end{scope} \begin{scope}[yshift=-1.5cm] \node (AB) {AB}; \node [right of=AB] (AC) {AC}; \node [right of=AC] (AD) {AD}; \node [right of=AD] (BC) {BC}; \node [right of=BC] (BD) {BD}; \node [right of=BD] (CD) {CD}; \end{scope} \begin{scope}[yshift=-3cm,node distance=2cm,xshift=1cm] \node (ABC) {ABC}; \node [right of=ABC] (ABD) {ABD}; \node [right of=ABD] (ACD) {ACD}; \node [right of=ACD] (BCD) {BCD}; \end{scope} \begin{scope}[xshift=4cm, yshift=-4.5cm, node distance=2cm] \node (ABCD) {ABCD}; \end{scope} \end{tikzpicture} Is there any other way to do it? Do not like to change xshift values every time.

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  • Center four columns in CSS

    - by Ernest
    Hi everybody, I'm trying to make four columns that are centered on the frontpage. I would like it to look like this example: http://www.clutterpad.com/ My code looks like this: #bottom-container {width:100%;height:250px;position:relative;} #bottom-mid {background-color:white;} #bottom-left, #bottom-mid, #bottom-right {height:250px;} #bottom-left, #bottom-right {width:50%;float:left;} #bottom-left {background-color:white;position:absolute;top:0px;left:0px;} #bottom-right {background-color:white;position:absolute;top:0px;left:50%;} #bottom-mid {position:relative;margin:0px auto; width:1000px;z-index:2;} #column-container {width:100%; margin:20px auto;} .column {width:200px;float:left;font-size:10pt;font-family:Arial;margin:20px 10px;} But it's not working out. How should I code it to look like the example I mentioned before?

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  • jquery ui position fails with margin

    - by oliwel
    Hi, I am trying to use jQuery to position an inpage div (Context-Menu) relative to a clicked tablerow on a webpage. This works fine until I add an offset with either "left" or "margin-left" to the outer container. Using padding-left works.... The relevant code is: $('#supermenu').position({ my: "left top", at: "left top", of: $(event.target).closest('tr'), collision: "fit" }); The caller looks like: <tr onclick="getMenu(event)"><td>.... What happens: The left margin is added "twice" to the X Offset, so the Menu is not aligned to the left border of the table but somewhere right of it. The offset from the border is exactly the offset from the outer container. Anybody can shed some light? Oliver

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  • How to get this to compile?

    - by ShaChris23
    I have this code which compiles and works as expected: class Right {}; class Left { public: Left& operator = (Right const&) { //... Do something ... return *this; } }; int main() { Right right; Left left; // Assign individual object -- this works left = right; } But now, this one surprises me, I thought the template would work itself out since I already provided the = operator() to the Left class. int main() { ... std::list<Right> rightLst; std::list<Left> leftLst; // Assign a list of objects -- this doesn't compile leftLst = rightLst; } What can I do so that I could convert the rightLst to leftLst conversion in a single line?

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  • maximum of given function

    - by davit-datuashvili
    first of all i am doing programs in java language this code is merely taken from web site i have not question about divide and conqurer but about function and it's argument here is code of ternary search def ternarySearch(f, left, right, absolutePrecision): #left and right are the current bounds; the maximum is between them if (right - left) < absolutePrecision: return (left + right)/2 leftThird = (2*left + right)/3 rightThird = (left + 2*right)/3 if f(leftThird) < f(rightThird): return ternarySearch(f, leftThird, right, absolutePrecision) return ternarySearch(f, left, rightThird, absolutePrecision) i am not asking once again how implement it in java i am asking for example how define function?for example let y=x^+3 yes we can determine it as public static int y(int x){ return x*x+3; } but here return ternarySearch(f, leftThird, right, absolutePrecision) function f does not have argument and how do such?please help me

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  • Quick-sort doesn't work with middle pivot element

    - by Bobby
    I am trying to sort an array of elements using quick-sort algorithm.But I am not sure where am I going wrong.I choose the middle element as pivot every time and then I am checking the conditions.Here is my code below. void quicksort(int *temp,int p,int r) { if(r>p+1) { int mid=(p+r)/2; int piv=temp[mid]; int left=p+1; int right=r; while(left < right) { if(temp[left]<=piv) left++; else swap(&temp[left],&temp[--right]); } swap(&temp[--left],&temp[p]); quicksort(temp,p,left); quicksort(temp,right,r); } }

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  • How Can I Implement This In Java?

    - by davit-datuashvili
    first of all i am doing programs in java language this code is merely taken from web site i have not question about divide and conqurer algorithms but about function and it's argument here is code of ternary search def ternarySearch(f, left, right, absolutePrecision): #left and right are the current bounds; the maximum is between them if (right - left) < absolutePrecision: return (left + right)/2 leftThird = (2*left + right)/3 rightThird = (left + 2*right)/3 if f(leftThird) < f(rightThird): return ternarySearch(f, leftThird, right, absolutePrecision) return ternarySearch(f, left, rightThird, absolutePrecision) i am not asking once again how implement it in java i am asking for example how define function?for example let y=x^+3 yes we can determine it as public static int y(int x){ return x*x+3; } but here return ternarySearch(f, leftThird, right, absolutePrecision) function f does not have argument and how do such?please help me

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  • Speed up this query joining to a table multiple times

    - by Mongus Pong
    Hi, I have this query that (stripped right down) goes something like this : SELECT [Person_PrimaryContact].[LegalName], [Person_Manager].[LegalName], [Person_Owner].[LegalName], [Person_ProspectOwner].[LegalName], [Person_ProspectBDM].[LegalName], [Person_ProspectFE].[LegalName], [Person_Signatory].[LegalName] FROM [Cache] LEFT JOIN [dbo].[Person] AS [Person_Owner] WITH (NOLOCK) ON [Person_Owner].[PersonID] = [Cache].[ClientOwnerID] LEFT JOIN [dbo].[Person] AS [Person_Manager] WITH (NOLOCK) ON [Person_Manager].[PersonID] = [Cache].[ClientManagerID] LEFT JOIN [dbo].[Person] AS [Person_Signatory] WITH (NOLOCK) ON [Person_Signatory].[PersonID] = [Cache].[ClientSignatoryID] LEFT JOIN [dbo].[Person] AS [Person_PrimaryContact] WITH (NOLOCK) ON [Person_PrimaryContact].[PersonID] = [Cache].[PrimaryContactID] LEFT JOIN [dbo].[Person] AS [Person_ProspectOwner] WITH (NOLOCK) ON [Person_ProspectOwner].[PersonID] = [Cache].[ProspectOwnerID] LEFT JOIN [dbo].[Person] AS [Person_ProspectBDM] WITH (NOLOCK) ON [Person_ProspectBDM].[PersonID] = [Cache].[ProspectBDMID] LEFT JOIN [dbo].[Person] AS [Person_ProspectFE] WITH (NOLOCK) ON [Person_ProspectFE].[PersonID] = [Cache].[ProspectFEID] Person is a huge table and each join to it has a pretty significant hit in the execution plan. Is there anyway I can adjust this query so that I am only linking to it once, or at least get SQL Server to scan through it only once?

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  • CSS Position Help (horizontal sidebar showing up when animate content over)

    - by jstacks
    Let me try my best to explain what I'd like to have happen, show you the code I have an hopefully I can get some help. So, I'm trying to do a sliding navigation UI from the left side of the screen (like a lot of mobile apps). The main content slides over, displaying the navigation menu beneath. Right now the browser thinks the screen is getting wider and introduces a horizontal scroll bar. However, I don't want that to happen... How do I get the div to animate off screen but not enlarge the width of the screen (i.e. keep it partially off screen)? Anyway here is my fiddle: http://jsfiddle.net/2vP67/6/ And here is the code within the post: HTML <div id='wrapper'> <div id='navWide'> </div> <div id='containerWide'> </div> <div id='containerTall'> <div id='container'> <div id='nav'> <div id='navNavigate'> Open Menu </div> <div id='navNavigateHide'> Close Menu </div> </div> </div> </div> <div id='sideContainerTall'> <div id='sideContainer'> <div id='sideNav'>Side Navigation </div> </div> </div> </div> CSS #wrapper { width:100%; min-width:1000px; height:100%; min-height:100%; position:relative; top:0; left:0; z-index:0; } #navWide { color: #ffffff; background:#222222; width:100%; min-width:1000px; height:45px; position:fixed; top:0; left:0; z-index:100; } #containerWide { width:100%; min-width:1000px; min-height:100%; position:absolute; top:45px; z-index:100; } #containerTall { color: #000000; background:#dadada; width:960px; min-height:100%; margin-left:-480px; position:absolute; top:0; left:50%; z-index:1000; } /***** main container *****/ #container { width:960px; min-height:585px; } #nav { color: #ffffff; background:#222222; width:960px; height:45px; position:fixed; top:0; z-index:10000; } #navNavigate { background:yellow; font-size:10px; color:#888888; width:32px; height:32px; padding:7px 6px 6px 6px; float:left; cursor:pointer; } #navNavigateHide { background:yellow; font-size:10px; color:#888888; width:32px; height:32px; padding:7px 6px 6px 6px; float:left; cursor:pointer; display:none; } #sideContainerTall { background:#888888; width:264px; min-height:100%; margin-left:-480px; position:absolute; top:0; left:50%; z-index:500; } #sideContainer { width:264px; min-height:585px; display:none; } #sideContainerTall { background:#888888; width:264px; min-height:100%; margin-left:-480px; position:absolute; top:0; left:50%; z-index:500; } #sideContainer { width:264px; min-height:585px; display:none; } #sideNav { width:264px; height:648px; float:left; } Javascript $(document).ready(function() { $('div#navNavigate').click(function() { $('div#navNavigate').hide(); $('div#navNavigateHide').show(); $('div#sideContainer').show(); $('div#containerTall').animate({ 'left': '+=264px' }); }); $('div#navNavigateHide').click(function() { $('div#navNavigate').show(); $('div#navNavigateHide').hide(); $('div#containerTall').animate({ 'left': '-=264px' }, function() { $('div#sideContainer').hide(); }); }); });

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  • Nested <a> and <span> challenge

    - by PaddyO
    Hi all, Trying in vain to get a nested link working within a nested span. This is a working test page for the code below to explain what I'm trying to do. Any ideas on how to get this working in valid html? I guess it's either a nesting order or style syntax thing but I am at a loss. Any thoughts much appreciated. <div id="greyback"> <ul id="scrollbox"> <li class="listcat">List header</li> <li><a class="menu" href="#freeze">List item 1<span><b>This text has popped up because you have clicked the list item, which has an "a" tag and now has :focus. That "a" tag is the first of two.</b><br><br>What I am trying to do is to set the second "a" tag as a DIFFERENT "embedded" link in this box<span style="color: blue; background-color: yellow;">eg, here<a href="http://www.conservationenterprises.com" target="blank">This is the second (nested) "a" tag in this html nest. It is a link to an external site. Instead of this being an always-visible link, I want it to sit within the yellow box in the first span (click the List item 1 to display).</a></span> </a></span> </li> </a></span> </li> </ul> </div> and the CSS: #scrollbox {margin: 0 auto; margin-top: 1em; margin-bottom: 1em; width:19em; height:auto; max-height: 21em; overflow:auto; border-bottom: 0.1em solid #FFA500; border-top: 0.1em solid #FFA500;} #scrollbox a {float: left; color:#000000; text-decoration:none; width:18em; height: auto; margin-bottom: 0.5em; font-family: Arial, sans-serif; font-size: 0.9em; text-align:left;} #scrollbox a.menu {} #scrollbox a span {display:none; position:absolute; left:0em; top:0;} #scrollbox a span img {float: right; border:0; max-width:7.5em;} #scrollbox a:hover {border: 0; color: #7ebb11; font-size:0.9em;} #scrollbox a:hover span {border: 0; color: #535353;} #scrollbox a span:focus {color: blue;} #scrollbox a:active {border:none; color: #535353; text-decoration: none;} #scrollbox a:focus {border:0em solid #000; outline:0;} #scrollbox a:active span, #scrollbox li a:active span, #scrollbox a:focus span, #scrollbox li a:focus span {display: block; width: 52.5em; min-height: 20em; height: auto; left: 1.5em; top:18em; z-index:10; font-size:0.9em; text-align: left; padding: 1em; padding-bottom: 0em; background-color: #c3FFe3; color: #535353; border: solid #FFA500 0.25em;} #scrollbox li a:active span span, #scrollbox li a:focus span span{display: block; width: auto; height: auto; min-height: 2em; left: 25em; top:10em; z-index:10; font-size:0.9em; text-align: left; padding: 1em; padding-bottom: 0em; background-color: transparent; color: #535353; border: dashed red 1px;} .ul#scrollbox {padding-left: 0.1em;} #scrollbox li {float:left; list-style: none; background: url(blank.png) no-repeat left center; margin-left: 0em; font-family:Arial, sans-serif; font-size: 0.9em;} #scrollbox li.listcat {float: left; text-align:left; width: 18em; margin-left: 0em; margin-top: 0.1em; margin-bottom: 0.3em; padding-top:0.5em; color: green; font-size: 0.9em; font-weight:bold;} Cheers Patrick.

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  • Move penetrating OBB out of another OBB to resolve collision

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks Here is my OBB2D class: public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • please help me to add the html fields in the following link [closed]

    - by user237389
    Link Name: http://business.careerbuilderinstitute.com/testportal/webservices/iscapi.asmx/CreateUser html code register.html <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Web-Service User Registration Form</title> </head> <body> <b style="font-size:20px; color:#3366CC">CreateUser</b><br/><br/> Create a user account. User may be assigned to a particular hierarchy level.<br/><br/> <b>Test</b><br/><br/> To test the operation using the HTTP POST protocol, click the 'Invoke' button. <form action="http://business.careerbuilderinstitute.com/testportal/webservices/iscapi.asmx/CreateUser" method="POST"/> <table width="542" border="0" style="margin-left:25px;"> <tr> <th width="172" style="background-color:#c0c0c0;">Parameter</th> <th width="360" style="background-color:#c0c0c0;">Value</th> </tr> <tr> <input name="authorizationId" type="text" value="TestService" size="60" /> </tr> <tr> <input name="passcode" type="hidden" value="welcome" size="60"/> </tr> <tr> <input name="organizationId" type="hidden" value="27" size="60"/> </tr> <tr> <input name="globalUniqueId" type="hidden" value="GUID" size="60"/> </tr> <tr> <input name="hierarchyID" type="hidden" value="0" size="60"/> </tr> <tr> <input name="hireDate" type="hidden" value="1" size="60"/> </tr> <tr> <input name="studentProfileId" type="hidden" value="0" size="60"/> </tr> <tr> <input name="alternateId" type="hidden" value="0" size="60"/> </tr> <tr> <input name="alternateId2" type="hidden" value="0" size="60"/> </tr> <tr> <input name="alternateId3" type="hidden" value="0" size="60"/> </tr> <tr> <input name="ssn" type="hidden" value="0" size="60"/> </tr> <tr> <input name="license" type="hidden" value="0" size="60"/> </tr> <tr> <input name="comments" type="hidden" value="0" size="60"/> </tr> <tr> <input name="clientDrive" type="hidden" value="0" size="60"/> </tr> <tr> <input name="nickname" type="hidden" value="0" size="60"/> </tr> <tr> <input name="photoIcon" type="hidden" value="0" size="60"/> </tr> <tr> <input name="cellPhone" type="hidden" value="0" size="60"/> </tr> <tr> <input name="blogUniformResourceLocator" type="hidden" value="0" size="60"/> </tr> <tr> <input name="userResume" type="hidden" value="0" size="60"/> </tr> <tr> <input name="resumeAttach" type="hidden" value="0" size="60"/> </tr> <tr> <input name="education" type="hidden" value="0" size="60"/> </tr> <tr> <input name="experience" type="hidden" value="0" size="60"/> </tr> <tr> <input name="reflections" type="hidden" value="0" size="60"/> </tr> <tr> <input name="storeFrontID" type="hidden" value="0" size="60"/> </tr> <!-- <tr> <input name="resumeAttach" type="hidden" value="0" size="60"/> </tr> --> <tr> <input name="siteadministrator" type="hidden" value="0" size="60" /> </tr> <tr> <input name="instructor" type="hidden" value="0" size="60" /> </tr> <tr> <input name="student" type="hidden" value="1" size="60" /> </tr> <tr> <input name="supervisor" type="hidden" value="0" size="60"/> </tr> <!-- "This field should be passed in the URL with Account did" <tr> <input name="hierarchyID" type="hidden" value="0" size="60"/> </tr> "This field is not required" <tr> <input name="studentProfileId" type="hidden" value="" /> </tr> <tr> --> </tr> <tr> <th scope="row" align="left">firstName:</th> <td><input name="firstName" type="text" size="60" id="firstName"/></td> </tr> <tr> <th scope="row" align="left">lastName:</th> <td><input name="lastName" type="text" size="60"/></td> </tr> <tr> <th scope="row" align="left">userName:</th> <td><input name="userName" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">password:</th> <td><input name="password" type="password" size="60" /></td> </tr> <tr> <th scope="row" align="left">email:</th> <td><input name="email" type="text" size="60" /></td> </tr> <tr> </tr> <tr> <th scope="row" align="left">organization:</th> <td><input name="organization" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">jobTitle:</th> <td><input name="jobTitle" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">department:</th> <td><input name="department" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">location:</th> <td><input name="location" type="text" size="60" /></td> </tr> <th scope="row" align="left">phone:</th> <td><input name="phone" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">fax:</th> <td><input name="fax" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">address:</th> <td><input name="address" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">address2:</th> <td><input name="address2" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">city:</th> <td><input name="city" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">state:</th> <td><input name="state" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">country:</th> <td><input name="country" type="text" size="60" /></td> </tr> <tr> <th scope="row" align="left">zip:</th> <td><input name="zip" type="text" size="60" /></td> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> </tr> <tr> <input name="languagePreference" type="hidden" value="1" size="60" /> </tr> <tr> <input name="active" type="hidden" value="1" size="60" /> </tr> <tr> <th scope="row" align="left"></th> <td><input name="Invoke" type="submit" value="Invoke" /></td> </tr> </table> </form> </body> </html>

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  • Internet Explorer 8 Standards Mode Results In Broken Blank Page

    - by Agent_9191
    I'm running into a weird issue that I'm struggling to figure out what's causing the page to break. I have an internal website that's still under development (thus no link to the page) that works great in Firefox and Internet Explorer 8 in IE 7 Standards mode. But when I force it to IE 8 Standards mode the page will only display the title text in the browser tab and an otherwise completely blank page. It seems so broken that the blank page doesn't even have a context menu. The page generally looks like this: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="IE=8" http-equiv="X-UA-Compatible" /> <title>Page Title</title> <link rel="shortcut icon" href="/Images/favicon.ico" type="image/x-icon" /> <link href="/Style/main.less" rel="stylesheet" type="text/css" /> </head> <body> ... </body> </html> You may notice the .less extension for the stylesheet. This is an ASP.NET MVC application and I'm making use of DotLess. I have the HttpHandler hooked up for it in the web.config. Of course there's some additional info on the page, but (in theory) it shouldn't be causing this issue. I've run the CSS and the HTML through the W3C validators and both have come back as completely valid. I'm trying the arduous task of removing/re-adding elements until it displays, but any insight into what could cause this would help. EDIT: it appears to be something related to the DotLess stylesheet. The resulting CSS is valid according to the W3C CSS validator. EDIT 2: Digging further, and making use of IE's Developer Tools to control the styles, it appears that IE is reading a single statement twice even though it only occurs once in the output. Here's the output of the Less file: a, abbr, acronym, address, applet, b, big, caption, center, cite, code, dd, dfn, div, dl, dt, em, fieldset, font, form, html, i, iframe, img, kbd, label, legend, li, object, pre, s, samp, small, span, strike, strong, sub, sup, tbody, td, tfoot, th, thead, tr, tt, u, var { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; } blockquote, q { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; quotes: none; } body { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; line-height: 1; width: 100%; background: #efebde; min-width: 600px; } del { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: line-through; } h1 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 2em; margin: .8em 0 .2em 0; padding: 0; } h2 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.8em; margin: .8em 0 .2em 0; padding: 0; } h3 { border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.6em; margin: .8em 0 .2em 0; padding: 0; } h4 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.4em; } h5 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1.2em; } h6 { margin: 0; padding: 0; border: 0; outline: 0; vertical-align: baseline; background: transparent; font-size: 1em; } ins { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; text-decoration: none; } ol, ul { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; list-style: none; } p { border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; margin: .4em 0 .8em 0; padding: 0; } table { margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%; vertical-align: baseline; background: transparent; border-collapse: collapse; border-spacing: 0; } blockquote:before, blockquote:after, q:before, q:after { content: none; } :focus { outline: 0; } .bold { font-weight: bold; } .systemFont { font-family: Arial; } .labelled { font-style: italic; } .groovedBorder { border-color: #adaa9c; border-style: groove; border-width: medium; } #header, #footer { clear: both; float: left; width: 100%; } #header p, #header h1, #header h2 { padding: .4em 15px 0 15px; margin: 0; } #header ul { clear: left; float: left; width: 100%; list-style: none; margin: 10px 0 0 0; padding: 0; } #header ul li { display: inline; list-style: none; margin: 0; padding: 0; } #header ul li a { background: #eeeeee; display: block; float: left; left: 15px; line-height: 1.3em; margin: 0 0 0 1px; padding: 3px 10px; position: relative; text-align: center; text-decoration: none; } #header ul li a span { display: block; } #header ul li a:hover { background: #336699; } #header ul li a.active, #header ul li a.active:hover { background: black; font-weight: bold; } #header #logindisplay { float: right; padding-top: .5em; padding-bottom: .5em; padding-right: 1em; padding-left: 1em; } #title h1 { font-family: Arial; font-style: italic; font-size: 175%; text-align: center; margin-top: 1%; } .col1 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; min-height: 350px; float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .col1 div.logo { text-align: center; } .col3 { font-family: Arial; border-color: #adaa9c; border-style: groove; border-width: medium; float: left; overflow: hidden; position: relative; } #layoutdims { clear: both; background: #eeeeee; margin: 0; padding: 6px 15px !important; text-align: right; } #company { padding-left: 10px; padding-top: 10px; margin: 0; } #company span { display: block; padding-left: 1em; } #version { padding-right: 1em; padding-top: 1em; text-align: center; } #menu li { padding: 6px; border-color: #adaa9c; border-style: groove; border-width: medium; min-width: 108px; } #menu li a.ciApp { text-decoration: none; font-size: 112.5%; font-weight: bold; font-family: Arial; color: black; } #menu li a.ciApp span { vertical-align: top; } .welcomemessage { font-size: 60.95%; } .newFeatures { overflow-y: scroll; max-height: 300px; } #newsfeed div .newsLabel { color: red; font-size: 60.95%; font-style: italic; } /************************************************************************************** This statement appears twice in Developer Tools. Disabling one disables both. Disabling it also causes the page to render. Turning it on and the page disappears again **************************************************************************************/ #newsfeed div .newFeatures { margin-left: 1em; margin-right: 1em; font-size: 60.95%; } /************************************************************************************** **************************************************************************************/ .colmask { clear: both; float: left; position: relative; overflow: hidden; width: 100%; } .colright, .colmid, .colleft { float: left; position: relative; width: 100%; } .col2 { float: left; overflow: hidden; position: relative; padding-top: 0; padding-bottom: 1em; padding-left: 0; padding-right: 0; } .threecol .colmid { right: 33%; } .threecol .colleft { right: 34%; } .threecol .col1 { width: 33%; left: 100%; } .threecol .col2 { width: 32%; left: 34%; } .threecol .col3 { width: 32%; left: 68.5%; } Notice the #newsfeed div .newFeatures identifier near the end. I don't know what's causing that as it's only appearing once in the output stream. Here's an image of it too: EDIT 3: It appears that even though it duplicates that particular selector, if I change the font-size to a whole number like 61% instead of the current 60.95% (that specific to defaultly match the existing desktop app as closely as possible) it works fine. So something specific to IE duplicating that selector block and the font-size being a percentage specific to two decimal places appears to kill IE8 Standards mode completely.

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  • Point inside Oriented Bounding Box?

    - by Milo
    I have an OBB2D class based on SAT. This is my point in OBB method: public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } Here is the rest of the class; the parts that pertain: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } public ArrayList<Vector2D> getCollsionPoints(OBB2D b) { collisionPoints.clear(); for(int i = 0; i < corner.length; ++i) { if(b.pointInside(corner[i])) { collisionPoints.add(corner[i]); } } for(int i = 0; i < b.corner.length; ++i) { if(pointInside(b.corner[i])) { collisionPoints.add(b.corner[i]); } } return collisionPoints; } }; What could be wrong? When I getCollisionPoints for 2 OBBs I know are penetrating, it returns no points. Thanks

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • JMS Step 3 - Using the QueueReceive.java Sample Program to Read a Message from a JMS Queue

    - by John-Brown.Evans
    JMS Step 3 - Using the QueueReceive.java Sample Program to Read a Message from a JMS Queue ol{margin:0;padding:0} .c18_3{vertical-align:top;width:487.3pt;border-style:solid;background-color:#f3f3f3;border-color:#000000;border-width:1pt;padding:0pt 5pt 0pt 5pt} .c20_3{vertical-align:top;width:487.3pt;border-style:solid;border-color:#ffffff;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c19_3{background-color:#ffffff} .c17_3{list-style-type:circle;margin:0;padding:0} .c12_3{list-style-type:disc;margin:0;padding:0} .c6_3{font-style:italic;font-weight:bold} .c10_3{color:inherit;text-decoration:inherit} .c1_3{font-size:10pt;font-family:"Courier New"} .c2_3{line-height:1.0;direction:ltr} .c9_3{padding-left:0pt;margin-left:72pt} .c15_3{padding-left:0pt;margin-left:36pt} .c3_3{color:#1155cc;text-decoration:underline} .c5_3{height:11pt} .c14_3{border-collapse:collapse} .c7_3{font-family:"Courier New"} .c0_3{background-color:#ffff00} .c16_3{font-size:18pt} .c8_3{font-weight:bold} .c11_3{font-size:24pt} .c13_3{font-style:italic} .c4_3{direction:ltr} .title{padding-top:24pt;line-height:1.15;text-align:left;color:#000000;font-size:36pt;font-family:"Arial";font-weight:bold;padding-bottom:6pt}.subtitle{padding-top:18pt;line-height:1.15;text-align:left;color:#666666;font-style:italic;font-size:24pt;font-family:"Georgia";padding-bottom:4pt} li{color:#000000;font-size:10pt;font-family:"Arial"} p{color:#000000;font-size:10pt;margin:0;font-family:"Arial"} h1{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:24pt;font-family:"Arial";font-weight:normal} h2{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:18pt;font-family:"Arial";font-weight:normal} h3{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:14pt;font-family:"Arial";font-weight:normal} h4{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:12pt;font-family:"Arial";font-weight:normal} h5{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:11pt;font-family:"Arial";font-weight:normal} h6{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:10pt;font-family:"Arial";font-weight:normal} This post continues the series of JMS articles which demonstrate how to use JMS queues in a SOA context. In the first post, JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g we looked at how to create a JMS queue and its dependent objects in WebLogic Server. In the previous post, JMS Step 2 - Using the QueueSend.java Sample Program to Send a Message to a JMS Queue I showed how to write a message to that JMS queue using the QueueSend.java sample program. In this article, we will use a similar sample, the QueueReceive.java program to read the message from that queue. Please review the previous posts if you have not already done so, as they contain prerequisites for executing the sample in this article. 1. Source code The following java code will be used to read the message(s) from the JMS queue. As with the previous example, it is based on a sample program shipped with the WebLogic Server installation. The sample is not installed by default, but needs to be installed manually using the WebLogic Server Custom Installation option, together with many, other useful samples. You can either copy-paste the following code into your editor, or install all the samples. The knowledge base article in My Oracle Support: How To Install WebLogic Server and JMS Samples in WLS 10.3.x (Doc ID 1499719.1) describes how to install the samples. QueueReceive.java package examples.jms.queue; import java.util.Hashtable; import javax.jms.*; import javax.naming.Context; import javax.naming.InitialContext; import javax.naming.NamingException; /** * This example shows how to establish a connection to * and receive messages from a JMS queue. The classes in this * package operate on the same JMS queue. Run the classes together to * witness messages being sent and received, and to browse the queue * for messages. This class is used to receive and remove messages * from the queue. * * @author Copyright (c) 1999-2005 by BEA Systems, Inc. All Rights Reserved. */ public class QueueReceive implements MessageListener { // Defines the JNDI context factory. public final static String JNDI_FACTORY="weblogic.jndi.WLInitialContextFactory"; // Defines the JMS connection factory for the queue. public final static String JMS_FACTORY="jms/TestConnectionFactory"; // Defines the queue. public final static String QUEUE="jms/TestJMSQueue"; private QueueConnectionFactory qconFactory; private QueueConnection qcon; private QueueSession qsession; private QueueReceiver qreceiver; private Queue queue; private boolean quit = false; /** * Message listener interface. * @param msg message */ public void onMessage(Message msg) { try { String msgText; if (msg instanceof TextMessage) { msgText = ((TextMessage)msg).getText(); } else { msgText = msg.toString(); } System.out.println("Message Received: "+ msgText ); if (msgText.equalsIgnoreCase("quit")) { synchronized(this) { quit = true; this.notifyAll(); // Notify main thread to quit } } } catch (JMSException jmse) { System.err.println("An exception occurred: "+jmse.getMessage()); } } /** * Creates all the necessary objects for receiving * messages from a JMS queue. * * @param ctx JNDI initial context * @param queueName name of queue * @exception NamingException if operation cannot be performed * @exception JMSException if JMS fails to initialize due to internal error */ public void init(Context ctx, String queueName) throws NamingException, JMSException { qconFactory = (QueueConnectionFactory) ctx.lookup(JMS_FACTORY); qcon = qconFactory.createQueueConnection(); qsession = qcon.createQueueSession(false, Session.AUTO_ACKNOWLEDGE); queue = (Queue) ctx.lookup(queueName); qreceiver = qsession.createReceiver(queue); qreceiver.setMessageListener(this); qcon.start(); } /** * Closes JMS objects. * @exception JMSException if JMS fails to close objects due to internal error */ public void close()throws JMSException { qreceiver.close(); qsession.close(); qcon.close(); } /** * main() method. * * @param args WebLogic Server URL * @exception Exception if execution fails */ public static void main(String[] args) throws Exception { if (args.length != 1) { System.out.println("Usage: java examples.jms.queue.QueueReceive WebLogicURL"); return; } InitialContext ic = getInitialContext(args[0]); QueueReceive qr = new QueueReceive(); qr.init(ic, QUEUE); System.out.println( "JMS Ready To Receive Messages (To quit, send a \"quit\" message)."); // Wait until a "quit" message has been received. synchronized(qr) { while (! qr.quit) { try { qr.wait(); } catch (InterruptedException ie) {} } } qr.close(); } private static InitialContext getInitialContext(String url) throws NamingException { Hashtable env = new Hashtable(); env.put(Context.INITIAL_CONTEXT_FACTORY, JNDI_FACTORY); env.put(Context.PROVIDER_URL, url); return new InitialContext(env); } } 2. How to Use This Class 2.1 From the file system on Linux This section describes how to use the class from the file system of a WebLogic Server installation. Log in to a machine with a WebLogic Server installation and create a directory to contain the source and code matching the package name, e.g. span$HOME/examples/jms/queue. Copy the above QueueReceive.java file to this directory. Set the CLASSPATH and environment to match the WebLogic server environment. Go to $MIDDLEWARE_HOME/user_projects/domains/base_domain/bin  and execute . ./setDomainEnv.sh Collect the following information required to run the script: The JNDI name of the JMS queue to use In the WebLogic server console > Services > Messaging > JMS Modules > Module name, (e.g. TestJMSModule) > JMS queue name, (e.g. TestJMSQueue) select the queue and note its JNDI name, e.g. jms/TestJMSQueue The JNDI name of the connection factory to use to connect to the queue Follow the same path as above to get the connection factory for the above queue, e.g. TestConnectionFactory and its JNDI name e.g. jms/TestConnectionFactory The URL and port of the WebLogic server running the above queue Check the JMS server for the above queue and the managed server it is targeted to, for example soa_server1. Now find the port this managed server is listening on, by looking at its entry under Environment > Servers in the WLS console, e.g. 8001 The URL for the server to be passed to the QueueReceive program will therefore be t3://host.domain:8001 e.g. t3://jbevans-lx.de.oracle.com:8001 Edit Queue Receive .java and enter the above queue name and connection factory respectively under ... public final static String JMS_FACTORY="jms/TestConnectionFactory"; ... public final static String QUEUE="jms/TestJMSQueue"; ... Compile Queue Receive .java using javac Queue Receive .java Go to the source’s top-level directory and execute it using java examples.jms.queue.Queue Receive   t3://jbevans-lx.de.oracle.com:8001 This will print a message that it is ready to receive messages or to send a “quit” message to end. The program will read all messages in the queue and print them to the standard output until it receives a message with the payload “quit”. 2.2 From JDeveloper The steps from JDeveloper are the same as those used for the previous program QueueSend.java, which is used to send a message to the queue. So we won't repeat them here. Please see the previous blog post at JMS Step 2 - Using the QueueSend.java Sample Program to Send a Message to a JMS Queue and apply the same steps in that example to the QueueReceive.java program. This concludes the example. In the following post we will create a BPEL process which writes a message based on an XML schema to the queue.

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • Unity launcher Hebrew locale

    - by Gx1sptDTDa
    I am setting up a user account for someone wanting to use a Hebrew locale in Ubuntu 13.04. Everything nicely aligns to the right-hand side when using the Hebrew locale, except for the Unity launcher. This still sticks to the left-hand side, which sort of looks very odd in an otherwise right-hand side locale. See the screenshot Now I know moving the Unity launcher position is not possible normally, but one would expect that it automagically aligns to the right-hand side in a right-hand side locale. When setting up the account, I first set the locale to English (since I myself don't understand Hebrew), and only later changed it to Hebrew. Is this the "wrong" way of setting up a right-hand side user-account, or is this left-hand side launcher the expected behavior of Unity even in a right-hand side locale?

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Character Jump Control

    - by Abdullah Sorathia
    I would like to know how can I control the jump movement of a character in Unity3D. Basically I am trying to program the jump in such a way that while a jump is in progress the character is allowed to move either left or right in mid-air when the corresponding keys are pressed. With my script the character will correctly move to the left when, for example, the left key is pressed, but when the right key is pressed afterwards, the character moves to the right before the movement to the left is completed. Following is the script: void Update () { if(touchingPlatform && Input.GetButtonDown("Jump")){ rigidbody.AddForce(jumpVelocity, ForceMode.VelocityChange); touchingPlatform = false; isJump=true; } //left & right movement Vector3 moveDir = Vector3.zero; if(Input.GetKey ("right")||Input.GetKey ("left")){ moveDir.x = Input.GetAxis("Horizontal"); // get result of AD keys in X if(ShipCurrentSpeed==0) { transform.position += moveDir * 3f * Time.deltaTime; }else if(ShipCurrentSpeed<=15) { transform.position += moveDir * ShipCurrentSpeed * 2f * Time.deltaTime; }else { transform.position += moveDir * 30f * Time.deltaTime; } }

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • 15 Puzzle Shuffle Method Issues

    - by Codemiester
    I am making a 15 puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. Because of this I am having problems with the shuffle method. I want to make it so the puzzle is always solvable. By first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. I would appreciate any help. Thanks here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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  • How can I guarantee a solvable Fifteen Puzzle shuffle?

    - by Codemiester
    I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so the puzzle is always solvable by first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. Here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

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