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  • How can I resize a set of sprite images?

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to resize series of sprites upon instantiation of the class they're located in. I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft = wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); }

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  • Java - Resize images upon class instantiation

    - by Tyler J Fisher
    Hey StackExchange GameDev community, I'm attempting to: Resize series of sprites upon instantiation of the class they're located in (x2) I've attempted to use the following code to resize the images, however my attempts have been unsuccessful. I have been unable to write an implementation that is even compilable, so no error codes yet. wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); I've heard that Graphics2D is the best option. Any suggestions? I think I'm probably best off loading the images into a Java project, resizing the images then outputting them to a new directory so as not to have to resize each sprite upon class instantiation. What do you think? Photoshopping each individual sprite is out of the question, unless I used a macro. Code: package game; //Import import java.awt.Image; import javax.swing.ImageIcon; public class Mario extends Human { Image wLeft = new ImageIcon("sprites\\mario\\wLeft.PNG").getImage(); //Constructor public Mario(){ super("Mario", 50); wLeft.getScaledInstance(wLeft.getWidth()*2, wLeft.getHeight()*2, Image.SCALE_FAST); } Thanks! Note: not homework, just thought Mario would be a good, overused starting point in game dev.

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

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  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • Developing games using virtualization on macOS (or Linux) [on hold]

    - by zpinner
    From what I've seen, most of the gamedev tools and engines (that could generate cross platform games) are not supported on Mac. Havok/Project Anarchy, UDK, GameMaker, e.g. . Basically, the only options I found are: Unity3d and monogame + xamarin. Unity is nice and I've been playing with it for some time, but the free version is quite limited when we're talking about shaders, that made me consider that as an indie developer, I might want more freedom to experiment new things, without paying the expensive unity license. I didn't try monogame + xamarin yet, and altough XNA is a very nice game framework, I'd like to have more freedom to experiment and finish a game first before paying for the IDE, which is not possible with the current Xamarin business model. That leaves me with the thought that I must go back to windows, which I'd preferably do it partially, if it's possible. Using BootCamp is something that I'd like to avoid, since it's a pain to reboot when changing OS and that would probably force me to become a 100% windows user. Is there anyone actually developing a game using virtualization solutions like parallels or vmwareFusion? How was your experience?

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  • Turn-based JRPG battle system architecture resources

    - by BenoitRen
    The past months I've been busy programming a 2D JRPG (Japanese-style RPG) in C++ using the SDL library. The exploration mode is more or less done. Now I'm tackling the battle mode. I have been unable to find any resources about how a classic turn-based JRPG battle system is structured. All I find are discussions about damage formula. I've tried googling, searching gamedev.net's message board, and crawling through C++-related questions here on Stack Exchange. I've also tried reading source code of existing open source RPGs, but without a guide of some sort it's like trying to find a needle in a haystack. I'm not looking for a set of rules like D&D or anything similar. I'm talking purely about code and object structure design. A battle system asks the player for input using menus. Next the battle turn is executed as the heroes and the enemies execute their actions. Can anyone point me in the right direction? Thanks in advance.

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  • Rope Colliding with a Rectangle

    - by Colton
    I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide with the rectangle such that the rope will not pass through a rectangle, and wrap around the rectangle and all that good stuff. Currently, I have it set so no rope node can pass through a rect (successfully), however, this means a rope segment can still pass through a block. Ex: So the question is, what can I do to fix this? What I have tried: I create a rectangle between two nodes of a rope, calculate rotation between the nodes, and get myself a transformed rectangle. I can successfully detect a collision between rope segments and a (non-transformed) rectangle. Create a new node or pivot point around the corner of the block, and rearrange nodes to point to the corner node. Trouble is determining what corner the rope segment is passing through. And then the current rope setup goes wonky (based on verlet integration, so a sudden change in position causes the rope to wiggle like a seismograph during a magnitude 8 earth quake.) Among other issues that might be solvable, but its turning into a case by case thing, which doesn't seem right. I think the best answer here would just be a link to a tutorial (I simply can't find any, most lead to box2D or farseer, but I want to at least learn how it works before I hide behind an engine).

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  • What is a "Technical Programmer"? [closed]

    - by Mike E
    I've noticed in job posting boards a few postings, all from European companies in the games industry, for a "Technical Programmer". The job description in both was similar, having to do with tools development, 3d graphics programming, etc. It seems to be somewhere between a Technical Artist who's more technical than artist or who can code, and a Technical Director but perhaps without the seniority/experience. Information elsewhere on the position is sparse. The title seems redundant and I haven't seen any American companies post jobs by that name exactly. One example is this job posting on gamedev.net which isn't exactly thorough. In case the link dies: Subject: Technical Programmer Frictional Games, the creators of Amnesia: The Dark Descent and the Penumbra series, are looking for a talented programmer to join the company! You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home. Some the things you will work with include: 3D math, rendering, shaders and everything else related. Console development (most likely Xbox 360). Hardware implementations (support for motion controls, etc). All coding is in C++, so great skills in that is imperative. As I mentioned, the job title has appeared from European companies so maybe it goes by another title in America. What other titles might this specialization of programmer go by?

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  • Kickstarter and 2D smartphone games

    - by mm24
    I am about to launch a Kickstarter project as, after 14 months of full time development on my first iOS game, I run out of money. I developed an iOS game that needs few more months to be ready (the game structure is there but haven't yet worked on balancing the difficulty of the various levels). I have a feeling that most of the computer games founded on Kickstarter are for console, PC or Mac and not for smartphones. The category that many people seem to like is RPG style games. I have done tons of work over a year and collaborated with musicians and illustrators to get top quality graphics and music. The game looks cool to be an iOS 2D game but, compared to what I've seen on Kickstarter, I feel so little and humbled. I have searched for smartphone game projects on Kickstarter but haven't found many. I believe that the reason is that people are not keen in backing an APP that is normally sold for 0.99$ as they perceive is not something big. Am I the only one having this feeling? Could anyone please share a list of references to some successfully backed kickstarter smartphone game projects? (In this way the question will not become a "chat" and will fulfill the requirements to be a gamedev question). Any other article or authoritative answer will be welcome.

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  • OpenGL depth texture wrong

    - by CoffeeandCode
    I have been writing a game engine for a while now and have decided to reconstruct my positions from depth... but how I read the depth seems to be wrong :/ What is wrong in my rendering? How I init my depth texture in the FBO gl::BindTexture(gl::TEXTURE_2D, this->textures[0]); // Depth gl::TexImage2D( gl::TEXTURE_2D, 0, gl::DEPTH32F_STENCIL8, width, height, 0, gl::DEPTH_STENCIL, gl::FLOAT_32_UNSIGNED_INT_24_8_REV, nullptr ); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE); gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE); gl::FramebufferTexture2D( gl::FRAMEBUFFER, gl::DEPTH_STENCIL_ATTACHMENT, gl::TEXTURE_2D, this->textures[0], 0 ); Linear depth readings in my shader Vertex #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment (where the issue probably is) #version 150\n uniform sampler2D depth_texture; in vec2 uv_f; out vec4 Screen; void main(){ float n = 0.00001; float f = 100.0; float z = texture(depth_texture, uv_f).x; float linear_depth = (n * z)/(f - z * (f - n)); Screen = vec4(linear_depth); // It ISN'T because I don't separate alpha } When Rendered so gamedev.stackexchange, what's wrong with my rendering/glsl?

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • parsing a string based on specified identifiers

    - by jml
    Let's say that I have the following text: input = "one aaa and bbb two bbbb er ... // three cccc" I would like to parse this into a group of variables that contain criteria = ["one", "two", "three"] v1,v2,v3 = input.split(criteria) I know that the example above won't work, but is there some utility in python that would allow me to use this sort of approach? I know what the identifiers will be in advance, so I would think that there has got to be a way to do this... Thanks for any help, jml

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  • Any success using Apache Thrift on iPhone?

    - by jhs
    Has anybody done or seen a deployment of Apache Thrift in an iPhone app? I am wondering if is a reasonable solution for a high-volume, low(er)-latency network service for iPhones compared to HTTP. One noteworthy thing I found is a bug report about running Thrift on the iPhone, which seems to have been fixed. But that doesn't necessarily indicate that it's a done deal.

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  • Conventions for modelling c programs.

    - by Hassan Syed
    I'm working with a source base written almost entirely in straight-c (nginx). It does, however, make use of rich high level programming techniques such as compile-time metaprogramming, and OOP - including run-time dispatch. I want to draw ER diagrams, UML class diagrams and UML sequence diagrams. However to have a clean mapping between the two, consistent conventions must be applied. So, I am hopping someone has some references to material that establishes or applies such conventions to similar style c-code.

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  • Symfony2 Entity to array

    - by Adriano Pedro
    I'm trying to migrate my flat php project to Symfony2, but its coming to be very hard. For instance, I have a table of Products specification that have several specifications and are distinguishables by its "cat" attribute in that Extraspecs DB table. Therefore I've created a Entity for that table and want to make an array of just the specifications with "cat" = 0... I supose the code is this one.. right? $typeavailable = $this->getDoctrine() ->getRepository('LabsCatalogBundle:ProductExtraspecsSpecs') ->findBy(array('cat' => '0')); Now how can i put this in an array to work with a form like this?: form = $this ->createFormBuilder($product) ->add('specs', 'choice', array('choices' => $typeavailableArray), 'multiple' => true) Thank you in advance :) # Thank you all.. But now I've came across with another problem.. In fact i'm building a form from an existing object: $form = $this ->createFormBuilder($product) ->add('name', 'text') ->add('genspec', 'choice', array('choices' => array('0' => 'None', '1' => 'General', '2' => 'Specific'))) ->add('isReg', 'choice', array('choices' => array('0' => 'Material', '1' => 'Reagent', '2' => 'Antibody', '3' => 'Growth Factors', '4' => 'Rodents', '5' => 'Lagomorphs'))) So.. in that case my current value is named "extraspecs", so i've added this like: ->add('extraspecs', 'entity', array( 'label' => 'desc', 'empty_value' => ' --- ', 'class' => 'LabsCatalogBundle:ProductExtraspecsSpecs', 'property' => 'specsid', 'query_builder' => function(EntityRepository $er) { return $er ->createQueryBuilder('e'); But "extraspecs" come from a relationship of oneToMany where every product has several extraspecs... Here is the ORM: Labs\CatalogBundle\Entity\Product: type: entity table: orders__regmat id: id: type: integer generator: { strategy: AUTO } fields: name: type: string length: 100 catnumber: type: string scale: 100 brand: type: integer scale: 10 company: type: integer scale: 10 size: type: decimal scale: 10 units: type: integer scale: 10 price: type: decimal scale: 10 reqcert: type: integer scale: 1 isReg: type: integer scale: 1 genspec: type: integer scale: 1 oneToMany: extraspecs: targetEntity: ProductExtraspecs mappedBy: product Labs\CatalogBundle\Entity\ProductExtraspecs: type: entity table: orders__regmat__extraspecs fields: extraspecid: id: true type: integer unsigned: false nullable: false generator: strategy: IDENTITY regmatid: type: integer scale: 11 spec: type: integer scale: 11 attrib: type: string length: 20 value: type: string length: 200 lifecycleCallbacks: { } manyToOne: product: targetEntity: Product inversedBy: extraspecs joinColumn: name: regmatid referencedColumnName: id HOw should I do this? Thank you!!!

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  • Guide need to build a JSP based webapplication

    - by Nick
    I want do a web-application that consists of the following pages: Main, Inventory, Shopping, Login, and Report. All will be JSPs and all will be called using the MVC pattern where one of two servlets uses the RequestDispatcher to call the appropriate JSP. This uses server-side forwarding and not redirection. I have ER diagram: http://tinypic.com/r/155oxlt/5 if u can guide I can do it successfully.

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  • get data from a querystring

    - by regwe
    i have this querystring that shall open up my page. http://www.a1-one.com/[email protected]&stuid=123456 Now when this page loads, on page_load, I want to pick up email and stuid in two different variables. So I can use them to insert into my database (sql server) how can this be done in vb.net

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  • delete function and upload

    - by Jesper Petersen
    it must be said that I download the database and all my function is in class. That's how I was incredible pleased function and think they are nice .. That's how I'm going to build a gallery where the id of the upload to the site if it fits with the id_session is log in page, you have the option to delete it. and so it must just go back to / latest pictures / when it delete it from the folder and database. but it comes up with an error as you can see here; Fatal error: Call to a member function bind_param () on a non-object in / home / jesperbo / public_html / mebe.dk / function / function.php on line 411 It is such that I am also in the process of building an upload system where the underlying database and make it smaller after what I have now set it and when it did the 2 things must send me back to / latest-images / but it do not reach the only available picture up on the server and do it with the picture but it will not go back in some way at all. So to / latest-images / Where wrong with it to delete, etc. I lie just here, $stm1->bind_param('i', $id_gallery); function img_slet_indhold(){ if($_SESSION["logged_in"] = true && $_SESSION["rank"] == '1' || $_SESSION["rank"] == 2) { if($stmt = $this->mysqli->prepare('SELECT `title` FROM `gallery` WHERE `id_gallery` = ?')) { $stm1->bind_param('i', $id_gallery); $id_gallery = $_GET["id_gallery"]; $stm1->execute(); $stm1->store_result(); $stm1->bind_result($title); $UploadDir = "/gallery/"; //ligger i toppen af documentet, evt som en define if($stm1->fetch()) { $tmpfile = $UploadDir . "" . $title; if(file_exists($tmpfile)) { unlink($tmpfile); } $tmpfile = $UploadDir . "lille/" . $title; if(file_exists($tmpfile)) { unlink($tmpfile); } $tmpfile = $UploadDir . "store/" . $title; if(file_exists($tmpfile)) { unlink($tmpfile); } } $stm1->close(); } else { /* Der er opstået en fejl */ echo 'Der opstod en fejl i erklæringen: ' . $mysqli->error; } } if($stmt = $this->mysqli->prepare('DELETE FROM `gallery` WHERE `id_gallery` = ?' )) { $stmt->bind_param('i', $id); $id = $_GET["id_gallery"]; $stmt->execute(); header('Location: /nyeste-billeder/'); $stmt->close(); } else { /* Der er opstået en fejl */ echo 'Der opstod en fejl i erklæringen: ' . $mysqli->error; } } So into the file as it should delete from, I have chosen to do so here; <?php session_start(); require_once ("function/function.php"); $mebe = new mebe; $db = $mebe->db_c(); error_reporting(E_ERROR); $img_slet_indhold = $mebe->img_slet_indhold(); ?> So when I upload image to folder and database, and just after can be returned when uploading function img_indhold(){ if($_SESSION["logged_in"] = true && $_SESSION["rank"] == '1' || $_SESSION["rank"] == 2) { include "function/class.upload.php"; $handle = new Upload($_FILES["filename"]); if($handle->uploaded) { //lidt mere store billeder $handle->image_resize = true; $handle->image_ratio_y = true; $handle->image_x = 220; $handle->Process("gallery/store"); //til profil billede lign.. $handle->image_resize = true; $handle->image_ratio_crop = true; $handle->image_y = 115; $handle->image_x = 100; $handle->Process("gallery"); //til profil billede lign.. $handle->image_resize = true; $handle->image_ratio_crop = true; $handle->image_y = 75; $handle->image_x = 75; $handle->Process("gallery/lille"); $pb = $handle->file_dst_name; } if($stmt = $this->mysqli->prepare('INSERT INTO `gallery` (`title`, `id_bruger`) VALUES (?, ?)')) { $stmt->bind_param('si', $title, $id_bruger); $title = $pb; $id_bruger = $_SESSION["id"]; $stmt->execute(); header('Location: /nyeste-billeder/'); $stmt->close(); } } } So when I call it on the page when it is required to do so do it like this; <?php session_start(); require_once ("function/function.php"); $mebe = new mebe; $db = $mebe->db_c(); error_reporting(E_ERROR); $img_slet_indhold = $mebe->img_slet_indhold(); ?> it is here as to when I will upload to the site and show gallery / pictures on the page function vise_img(){ if ($stmt = $this->mysqli->prepare('SELECT `id_gallery`, `title`, `id_bruger` FROM `gallery` ORDER BY `gallery`.`id_gallery` DESC')) { $stmt->execute(); $stmt->store_result(); $stmt->bind_result($id_gallery, $title, $id_bruger); while ($stmt->fetch()) { echo "<div id=\"gallery_box\">"; echo "<a href=\"/profil/$id_bruger/\"><img src=\"/gallery/$title\" alt=\"\" height=\"115\" width=\"100\" border=\"0\"></a>"; if($_SESSION["logged_in"]) { if($id_bruger == $_SESSION["id"]) { echo "<ul>"; echo "<li><a href=\"/nyeste-billeder-slet/$id_gallery/\">Slet</a></li>"; echo "</ul>"; } } echo "</div>"; } /* Luk statement */ $stmt->close(); } else { /* Der er opstået en fejl */ echo 'Der opstod en fejl i erklæringen: ' . $mysqli->error; } } function upload_img(){ if($_SESSION["logged_in"] = true && $_SESSION["rank"] == '1' || $_SESSION["rank"] == 2) { ?> <form name="opslag" method="post" action="/nyeste-ok/" enctype="multipart/form-data"> <input type="file" name="filename" id="filename" onchange="checkFileExt(this)"> <input name="upload" value="Upload" id="background_indhold" onclick="return check()" type="submit"> </form> <?php } elseif ($_SESSION["logged_in"] != true && $_SESSION["rank"] != '1' || $_SESSION["rank"] != 2) { echo "<p>Du har ingen mulighed for at upload billeder på siden</p>"; } } Really hope you are able to help me further!

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  • iTunes Visualizer Plugin in C# - Energy Function

    - by James D
    Hi, iTunes Visualizer plugin in C#. Easiest way to compute the "energy level" for a particular sample? I looked at this writeup on beat detection over at GameDev and have had some success with it (I'm not doing beat detection per se, but it's relevant). But ultimately I'm looking for a stupid-as-possible, quick-and-dirty approach for demo purposes. For those who aren't familiar with how iTunes structures visualization data, basically you're given this: struct VisualPluginData { /* SNIP */ RenderVisualData renderData; UInt32 renderTimeStampID; UInt8 minLevel[kVisualMaxDataChannels]; // 0-128 UInt8 maxLevel[kVisualMaxDataChannels]; // 0-128 }; struct RenderVisualData { UInt8 numWaveformChannels; UInt8 waveformData[kVisualMaxDataChannels][kVisualNumWaveformEntries]; // 512-point FFT UInt8 numSpectrumChannels; UInt8 spectrumData[kVisualMaxDataChannels][kVisualNumSpectrumEntries]; }; Ideally, I'd like an approach that a beginning programmer with little to no DSP experience could grasp and improve on. Any ideas? Thanks!

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  • Is it Pythonic to have a class keep track of its instances?

    - by Lightbreeze
    Take the following code snippet class Missile: instances = [] def __init__(self): Missile.instances.append(self) Now take the code: class Hero(): ... def fire(self): Missile() When the hero fires, a missile needs to be created and appended to the main list. Thus the hero object needs to reference the list when it fires. Here are a few solutions, although I'm sure there are others: Make the list a global, Use a class variable (as above), or Have the hero object hold a reference to the list. I didn't post this on gamedev because my question is actually more general: Is the previous code considered okay? Given a situation like this, is there a more Pythonic solution?

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