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  • ZedGraph labels

    - by eKek0
    In ZedGraph how to show text labels for each point and in the XAxis all together? EDIT: If I do myPane.XAxis.Type = AxisType.Text; myPane.XAxis.Scale.TextLabels = array_of_string; I get labels on the XAxis like this And if I do for (int i = 0; i < myCurve.Points.Count; i++) { PointPair pt = myCurve.Points[i]; // Create a text label from the Y data value TextObj text = new TextObj(pt.Y.ToString("f0"), pt.X, pt.Y + 0.1, CoordType.AxisXYScale, AlignH.Left, AlignV.Center); text.ZOrder = ZOrder.A_InFront; text.FontSpec.Angle = 0; myPane.GraphObjList.Add(text); } I get labels on the curve, like this But if I do both at the same time, labels on the curve disappear. Is there a way to combine both kind of labels?

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  • draw ios quartz 2d path with a varying alpha component

    - by Giovanni
    Hi, I'd like to paint some Bezier curves with the alpha channel that is changing during the curve painting. Right now I'm able to draw bezier paths, with a fixed alpha channel. What I'd like to do is to draw a single bezier curve that uses a certain value of the alpha channel for the first n points of the path another, alpha value for the subsequent m points and so on. The code I'm using for drawing bezier path is: CGContextSetStrokeColorWithColor(context, curva.color.CGColor); .... CGContextAddCurveToPoint(context, cp1.x, cp1.y, cp2.x, cp2.y, endPoint.x, endPoint.y); .... CGContextStrokePath(context); Is there a way to achieve what I'm describing? Many thanks, Giovanni

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  • Collision point of 2 curves in a 3d-room

    - by Frank
    Hello, i am programming a small game for quite some time. We started coding a small FPS-Shooter inside of a project at school to get a bit experience using directX. I dont know why, but i couldnt stop the project and started programming at home aswell. At the moment i am trying to create some small AI. Of cause thats definatlly not easy, but thats my personal goal anyways. The topic could prolly fill multiple books hehe. I've got the walking part of my bots done so far. They walk along a scriped path. I am not working on the "aiming" of the bots. While programming that i hit on some math problem i couldnt solve yet. I hope of your input on this to help me get further. Concepts, ideas and everything else are highly appreciated. Problem: Calculate the position (D3DXVECTOR3) where the curve of the projectile (depends on gravity, speed), hit the curved of the enemys walking path (depends on speed). We assume that the enemy walks in a constant line. Known variables: float projectilSpeed = 2000 m/s //speed of the projectile per second float gravitation = 9.81 m/s^2 //of cause the gravity lol D3DXVECTOR3 targetPosition //position of the target stored in a vector (x,y,z) D3DXVECTOR3 projectilePosition //position of the projectile D3DXVECTOR3 targetSpeed //stores the change of the targets position in the last second Variabledefinition ProjectilePosition at time of collision = ProjectilePos_t TargetPosition at time of collision = TargetPos_t ProjectilePosition at time 0, now = ProjectilePos_0 TargetPosition at time 0, now = TargetPos_0 Time to impact = t Aim-angle = theta My try: Found a formular to calculate "drop" (Drop of the projectile based on the gravity) on Wikipedia: float drop = 0.5f * gravity * t * t The speed of the projectile has a horizontal and a vertical part.. Found a formular for that on wikipedia aswell: ProjectilVelocity.x = projectilSpeed * cos(theta) ProjectilVelocity.y = projectilSpeed * sin(theta) So i would assume this is true for the projectile curve: ProjectilePos_t.x = ProjectilePos_0.x + ProjectileSpeed * t ProjectilePos_t.y = ProjectilePos_0.y + ProjectileSpeed * t + 0.5f * gravity * t * t ProjectilePos_t.z = ProjectilePos_0.z + ProjectileSpeed * t The target walk with a constant speed, so we can determine his curve by this: TargetPos_t = TargetPos_0 + TargetSpeed * D3DXVECTOR3(t, t, t) Now i dont know how to continue. I have to solve it somehow to get a hold on the time to impact somehow. As a basic formular i could use: float time = distanz / projectileSpeed But that wouldnt be truly correct as it would assume a linear "Trajectory". We just find this behaivor when using a rocket. I hope i was able to explain the problem as much as possible. If there are questions left, feel free to ask me! Greets from germany, Frank

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  • Best way to remove CSS rounded-corner halo?

    - by Tauren
    I'm getting a tiny rounded corner halo effect that I'd like to get rid of. In this example, look for the effect in the red circle. I seem to recall a while back reading an article on just this problem. Anyone have a link to that article? Otherwise, any good ways to get rid of the halo? It is being caused because the dl has all four corners rounded. This allows the bottom of the dl to be rounded. The dt sits over the dl and has its top left and top right corners rounded. But there is a slight overflow of the dl curve behind the dt curve, causing the halo. My solution is to increase the border-radius of the dl so that it is hidden behind the dt corner. But it seems like a hack and adds a fair amount more CSS. I'm wondering if there is a better solution.

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  • Does any faster centralized version control than SVN exists?

    - by Savageman
    Hello, I've been using SVN since a long time and now we're trying on Git. I'm not talking on the centralized / decentralized debate here. My only concern is speed. The latter tool is much faster. But sometimes, I NEED to work with a centralized approach, which is much more simple and less complex than the decentralized one. The learning curve is really fast, which saves a lot of time (while digging into decentralized would lead to a waste of time, given the learning curve is much longer and we encounter more problem when working with it). However, SVN is really slow compared to GIT, and I don't think it has anything to do with the centralized argument. Decentralized systems also have to deal with server connections and file transfert. So I can easilly imagine a faster implementation of centralized version control could exists. Does someone has any clue on this?

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  • How do you create a formula that has diminishing returns?

    - by egervari
    I guess this is a math question and not a programming question, but what is a good way to create a formula that has diminishing returns? Here are some example points on how I want the curve to look like. f(1) = 1 f(1.5)= .98 f(2) = .95 f(2.5) = .9 f(3) = .8 f(4) = .7 f(5) = .6 f(10) = .5 f(20) = .25 Notice that as the input gets higher, the percentage decreases rapidly. Is there any way to model a function that has a very smooth and accurate curve that says this? Another way to say it is by using a real example. You know in Diablo II they have Magic Find? There are diminishing returns for magic find. If you get 100%, the real magic find is still 100%. But the more get, your actual magic find goes down. So much that say if you had 1200, your real magic find is probably 450%. So they have a function like: actualMagicFind(magicFind) = // some way to reduced magic find

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  • Create a Sin wave line with Processing

    - by Nintari
    Hey everybody, first post here, and probably an easy one. I've got the code from Processing's reference site: float a = 0.0; float inc = TWO_PI/25.0; for(int i=0; i<100; i=i+4) { line(i, 50, i, 50+sin(a)*40.0); a = a + inc; } http://processing.org/reference/sin_.html However, what I need is a line that follows the curve of a Sin wave, not lines representing points along the curve and ending at the 0 axis. So basically I need to draw an "S" shape with a sin wave equation. Can someone run me through how to do this? Thank you in advance, -Askee

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  • iOS Question. Is There a Framework for Build Time Based Apps.

    - by dugla
    I have the need for some time based effects in the iPad app I am building. The UIView class animation capability beginAnimatins/commitAnimations is exactly the sort of thing I am looking for but it is restricted to specific properties of UIView deemed animatable. Ideally, I am looking for a solution that lets me drive an a time-based function that can perhaps send messages to a class of my own choosing at the rate I specify in the animation. Specifically, I have a function - my implementation of the RenderMan function "smoothstep" which is essentially an ease-in ease-out curve common in animation. It takes [0 - 1] as input and outputs [0 - 1] as the curve is evaluated. I want to drive this function for a duration of my own choosing at rate of my own choosing. Thanks in advance. -Doug

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  • What scientific plotting software is available?

    - by Helix
    I am currently doing some experimental work and I have a lot of data to trawl though. I use Gnumeric, and it's very good, but often I feel there has to be something better. Ideally I would like the maximum number of features with a minimal learning curve, but really I'd just like to know if there is something better than Gnumeric that I can use for manipulating and plotting data. What would you recommend?

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  • Python and only Python for almost any programming tasks!

    - by Wassim
    Am I wrong if I think that Python is all I need to master, in order to solve most of the common programming tasks? EDIT I'm not OK with learning new programming languages if they don't teach me new concepts of programming and problem solving; hence the idea behind mastering a modern, fast evolving, with a rich set of class libraries, widely used and documented, and of course has a "friendly" learning curve programming language. I think that in the fast evolving tech industry, specialization is key to success.

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  • 5 Reasons why I hate WPF

    - by Richard Mitchell
    I decided to use writing a new tool as a way to learn WPF and MVVM and I thought I'd write down a few of my problems as a way of cathartic release. I decided to read a book before attempting WPF for the first time as I've heard others complain about the steep learning curve. I chose the rather excellent "WPF 4 Unleashed" by Adam Nathan to read through and "Pro WPF in C# 2010" by Matthew MacDonald as a reference whilst I programmed. 1 - Poor editing support for XAML The first thing I think any...(read more)

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  • What is the start point in game development? Where to start?

    - by Dragon
    I understand, I'm not unique with such a question, there are a lot of questions like this one. But I hope you'll take a minute and maybe can give me a piece of advice. I have an idea to develop games, but I don't know where is the start point in game development. The learning curve isn't as straight as in learning of a programming language, but I want to give it a try. I have some experience with OOP and programming in general. I know (not too deep) C#, Java programming languages. I searched info on where to start, read a lot of blogs, forums and so on. Once I decided "stop wandering around, just start develop a game" and I started. At the moment I have a console version of very simple game (RPS - rock-paper-scissors) developed with C#. It has different modes: "player vs cpu" and "player vs player". Some time later I looked at the code and decided that it should be refactored or even redeveloped from the scratch. And I thought that time "GUI is what I need. I can add logic later." And now I'm here. I've already decided to make RPS with GUI, then make multiplayer and so on. I'm not thinking about 3D now, 2D is enough. It doesn't matter what language to use: C# or Java, I found frameworks for both - XNA (C#) and Slick (Java). Both are good for 2D game development. But I know nothing about sprites, how to bind objects on the screen and so on. You can say "you don't need it for such simple game like RPS", but RPS is the beginning, I have some ideas like "Tower Defense" game... you know, everybody has ideas, wishes.... and this knowledge is useful and in some way obligatory. So what is the start point to achieve my plans, ideas, wishes? Where to start? Is it possible to make game development learning curve a little bit straight? Or there're ways that amateur and game development beginners use for years? Thank you for you answers and advise in advance. P.S Sorry for that this post turned out an essay, but I tried to express my wish to start acting. Hope I managed to do it.

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  • Surface of Revolution with 3D surface

    - by user5584
    I have to use this function to get a Surface of Revolution (homework). newVertex = (oldVertex.y, someFunc1(oldVertex.x, oldVertex.y), someFunc2(oldVertex.x, oldVertex.y)); As far as I know (FIXME) Surface of Revolution means rotations of a (2D)curve around an axis in 3D. But this vertex computing gives a 3D plane (FIXME again :D), so rotation of this isn't obvious. Am I misunderstanding something?

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  • Is Unix/Linux adoption a measure of developer skill? [closed]

    - by adeptsage
    Is Linux/Unix based OS adoption for development (or recreation) a rough measure of the awareness, adaptability and/or skill of a developer, after considering factors like learning curve for effective code testing via the CLI, basic scripting, tweaking, etc. I have no intention of starting flame wars between Windows and Linux as better dev environments, and personal choice of OSes for dev, but what i do wish to know is that - will the level of adaptability of a person who uses a Unix based system be defined by the fact that he programs on a Unix based OS?

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  • How to implement an experience system?

    - by Roflcoptr
    I'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing enemies awards more experience. But I have problem balancing this system. Are there any prebuild algorithms that help to caculate how the experience curve required for each level should look like? And how much experience an average enemy on a specific level should provide?

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  • How are these bullets done?

    - by Mike
    I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so this means they are not just a billboard. Also, they appear continuous which implies that the tails are not made of a bunch of smaller particles (I think). Can anyone shead some light on this for me?

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  • TypeScript or JavaScript for noob web developer [closed]

    - by Phil Murray
    Following the recent release by Microsoft of TypeScript I was wondering if this is something that should be considered for a experienced WinForm and XAML developer looking to get into more web development. From reviewing a number of sites and videos online it appears that the type system for TypeScript makes more sense to me as a thick client developer than the dynamic type system in Javascript. I understand that Typescript compiles down to JavaScript but it appears that the learning curve is shallower due to the current tooling provided by Microsoft. What are your thoughts?

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  • What's new in Access 2010

    Wonder what turn Access will take in Microsoft Office 2010? Danny Lesandrini explores how the new Access looks and feels, what can and can't be done with it and how steep the new learning curve is going to be.

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  • Convincing my coworkers to use Hudson CI

    - by in0de
    Im really aware of some benefits of using Hudson as CI server. But, im facing the problem to convince my coworkers to install and use it. To put some context, we are developing two different products (one is an enterprise search engine based on Apache Solr) and several enterprise search projects. We are facing a lot of versioning issues and i think Hudson will solve this problems. They argued about its productivity and learning curve What Hudson's benefits would you spotlight?

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  • Firefox FUD not lagging

    <b>Netstat -vat:</b> "Can Firefox's innovation and growth curve continue? In a comment attributed to former Firefox developer Blake Ross, apparently not."

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Portal Server comparisons / TCoO

    - by Scott
    We have a client whom is looking to incorporate Oracle Portal into our next release. I'm newer to this team, but the team is currently working with Apache, so whichever Portal Server we choose will likely incur a bit of a learning curve. Is there any comparison (not marketing) out there which discusses the differences in the servers and/or the total cost of ownership on them? With 5 developers, installing RAD becomes expensive, which I'd assume they'd wish to move onto us with the change to Oracle Portal and WebSphere.

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