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  • Creating a new instance, C#

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

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  • How to get an InstanceContext from a runtime proxy constructed from metadata of another service

    - by Don
    I have the following function trying to create a callback InstanceContext from metadata of other services. private InstanceContext GetCallbackIC(Type proxy, ServiceEndpoint endpoint){ try { IDuplexContextChannel dcc; PropertyInfo pi = proxy.GetProperty("InnerDuplexChannel"); if (pi.GetIndexParameters().Length > 0) { dcc = (IDuplexContextChannel)pi.GetValue(Activator.CreateInstance(proxy, OperationContext.Current.InstanceContext, endpoint.Binding, endpoint.Address), new object[] { 0 }); } else { dcc = (IDuplexContextChannel)pi.GetValue(Activator.CreateInstance(proxy, OperationContext.Current.InstanceContext, endpoint.Binding, endpoint.Address), null); } return new InstanceContext(dcc.CallbackInstance); } catch (Exception ex) { return null; } } "OperationContext.Current.InstanceContext" is not the right one here because it throws me an exception - "The InstanceContext provided to the ChannelFactory contains a UserObject that does not implement the CallbackContractType ..." How to get the InstanceContext of the proxy? Thanks

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  • Code Explanation (MPICH)

    - by user243680
    #include "mpi.h" #include <stdio.h> #include <math.h> double f(double a) { return (4.0 / (1.0 + a*a)); } void main(int argc, char *argv[]) { int done = 0, n, myid, numprocs,i; double PI25DT = 3.141592653589793238462643; double mypi, pi, h, sum, x; double startwtime, endwtime; int namelen; char processor_name[MPI_MAX_PROCESSOR_NAME]; MPI_Init(&argc,&argv); MPI_Comm_size(MPI_COMM_WORLD,&numprocs); MPI_Comm_rank(MPI_COMM_WORLD,&myid); MPI_Get_processor_name(processor_name,&namelen); fprintf(stderr,"Process %d on %s\n", myid, processor_name); fflush(stderr); n = 0; while (!done) { if (myid == 0) { printf("Enter the number of intervals: (0 quits) ");fflush(stdout); scanf("%d",&n); startwtime = MPI_Wtime(); } MPI_Bcast(&n, 1, MPI_INT, 0, MPI_COMM_WORLD); if (n == 0) done = 1; else { h = 1.0 / (double) n; sum = 0.0; for (i = myid + 1; i <= n; i += numprocs) { x = h * ((double)i - 0.5); sum += f(x); } mypi = h * sum; MPI_Reduce(&mypi, &pi, 1, MPI_DOUBLE, MPI_SUM, 0, MPI_COMM_WORLD); if (myid == 0) { printf("pi is approximately %.16f, Error is %.16f\n", pi, fabs(pi - PI25DT)); endwtime = MPI_Wtime(); printf("wall clock time = %f\n", endwtime-startwtime); } } } MPI_Finalize(); } Can anyone explain me the above code what it does??I am in lab and my miss has asked me to explain and i dont know what it is.please help

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  • How to use boost::bind with non-copyable params, for example boost::promise ?

    - by zhengxi
    Some C++ objects have no copy constructor, but have move constructor. For example, boost::promise. How can I bind those objects using their move constructors ? #include <boost/thread.hpp> void fullfil_1(boost::promise<int>& prom, int x) { prom.set_value(x); } boost::function<void()> get_functor() { // boost::promise is not copyable, but movable boost::promise<int> pi; // compilation error boost::function<void()> f_set_one = boost::bind(&fullfil_1, pi, 1); // compilation error as well boost::function<void()> f_set_one = boost::bind(&fullfil_1, std::move(pi), 1); // PS. I know, it is possible to bind a pointer to the object instead of // the object itself. But it is weird solution, in this case I will have // to take cake about lifetime of the object instead of delegating that to // boost::bind (by moving object into boost::function object) // // weird: pi will be destroyed on leaving the scope boost::function<void()> f_set_one = boost::bind(&fullfil_1, boost::ref(pi), 1); return f_set_one; }

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  • Passing an object as parameter from Andriod to web service using ksoap

    - by user3718626
    I have an object called User which implements KvmSerializable. Would like to pass this object to the webservice. PropertyInfo pi = new PropertyInfo(); pi.setName("obj"); pi.setValue(user); pi.setType(user.getClass()); request.addProperty(pi); SoapSerializationEnvelope envelope = new SoapSerializationEnvelope(SoapEnvelope.VER11); envelope.setOutputSoapObject(request); envelope.addMapping(NAMESPACE, "User",User.class); HttpTransportSE androidHttpTransport = new HttpTransportSE(URL); I get the following error.... SoapFault - faultcode: 'soapenv:Server' faultstring: 'Unknow type {http://users.com}User' faultactor: 'null' detail: org.kxml2.kdom.Node@53263024 at org.ksoap2.serialization.SoapSerializationEnvelope.parseBody(SoapSerializationEnvelope.java:141) at org.ksoap2.SoapEnvelope.parse(SoapEnvelope.java:140) at org.ksoap2.transport.Transport.parseResponse(Transport.java:118) at org.ksoap2.transport.HttpTransportSE.call(HttpTransportSE.java:272) at org.ksoap2.transport.HttpTransportSE.call(HttpTransportSE.java:118) at org.ksoap2.transport.HttpTransportSE.call(HttpTransportSE.java:113) at com.compete.WebServiceCallTask.getQuestion(WebServiceCallTask.java:114) at com.compete.WebServiceCallTask.doInBackground(WebServiceCallTask.java:53) at com.compete.WebServiceCallTask.doInBackground(WebServiceCallTask.java:1) at android.os.AsyncTask$2.call(AsyncTask.java:287) at java.util.concurrent.FutureTask.run(FutureTask.java:234) at android.os.AsyncTask$SerialExecutor$1.run(AsyncTask.java:230) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573) at java.lang.Thread.run(Thread.java:856) Appreciate if any one can point me to an sample code or can direct me what is the issue. Thanks.

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  • Ubuntu: SWT App Can't Load GTK Library

    - by Nifty255
    I have supplied the Linux SWT jar and packaged my app in Eclipse to include swt.jar inside my app's jar. When I try to run it on Ubuntu, I get the following error text (posting only cause): Caused by: java.lang.UnsatisfiedLinkError: Could not load SWT library. Reasons: no swt-pi-gtk-4234 in java.library.path no swt-pi-gtk in java.library.path /home/nifty/.swt/lib/linux/x86/libswt-pi-gtk-4234.so: libgtk-x11-2.0.so.0: cannot open shared object file: No such file or directory Can't load library: /home/nifty/.swt/lib/linux/x86/libswt-pi-gtk.so This indicates to me it can't load a GTK file, but anything beyond that, and I'm at a loss. I'm only using Ubuntu to test my app, so I know very little.

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  • Calculate new position of player

    - by user1439111
    Edit: I will summerize my question since it is very long (Thanks Len for pointing it out) What I'm trying to find out is to get a new position of a player after an X amount of time. The following variables are known: - Speed - Length between the 2 points - Source position (X, Y) - Destination position (X, Y) How can I calculate a position between the source and destion with these variables given? For example: source: 0, 0 destination: 10, 0 speed: 1 so after 1 second the players position would be 1, 0 The code below works but it's quite long so I'm looking for something shorter/more logical ====================================================================== I'm having a hard time figuring out how to calculate a new position of a player ingame. This code is server sided used to track a player(It's a emulator so I don't have access to the clients code). The collision detection of the server works fine I'm using bresenham's line algorithm and a raycast to determine at which point a collision happens. Once I deteremined the collision I calculate the length of the path the player is about to walk and also the total time. I would like to know the new position of a player each second. This is the code I'm currently using. It's in C++ but I am porting the server to C# and I haven't written the code in C# yet. // Difference between the source X - destination X //and source y - destionation Y float xDiff, yDiff; xDiff = xDes - xSrc; yDiff = yDes - ySrc; float walkingLength = 0.00F; float NewX = xDiff * xDiff; float NewY = yDiff * yDiff; walkingLength = NewX + NewY; walkingLength = sqrt(walkingLength); const float PI = 3.14159265F; float Angle = 0.00F; if(xDes >= xSrc && yDes >= ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; } else if(xDes < xSrc && yDes >= ySrc) { Angle = atanf((-xDiff / yDiff)); Angle = Angle * 180 / PI; Angle += 90.00F; } else if(xDes < xSrc && yDes < ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; Angle += 180.00F; } else if(xDes >= xSrc && yDes < ySrc) { Angle = atanf((xDiff / -yDiff)); Angle = Angle * 180 / PI; Angle += 270.00F; } float WalkingTime = (float)walkingLength / (float)speed; bool Done = false; float i = 0; while(i < walkingLength) { if(Done == true) { break; } if(WalkingTime >= 1000) { Sleep(1000); i += speed; WalkTime -= 1000; } else { Sleep(WalkTime); i += speed * WalkTime; WalkTime -= 1000; Done = true; } if(Angle >= 0 && Angle < 90) { float xNew = cosf(Angle * PI / 180) * i; float yNew = sinf(Angle * PI / 180) * i; float NewCharacterX = xSrc + xNew; float NewCharacterY = ySrc + yNew; } I have cut the last part of the loop since it's just 3 other else if statements with 3 other angle conditions and the only change is the sin and cos. The given speed parameter is the speed/second. The code above works but as you can see it's quite long so I'm looking for a new way to calculate this. btw, don't mind the while loop to calculate each new position I'm going to use a timer in C# Thank you very much

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  • Are Fortran control characters (carriage control) still implemented in compilers?

    - by CmdrGuard
    In the book Fortran 95/2003 for Scientists and Engineers, there is much talk given to the importance of recognizing that the first column in a format statement is reserved for control characters. I've also seen control characters referred to as carriage control on the internet. To avoid confusion, by control characters, I refer to the characters "1, a blank (i.e. \s), 0, and +" as having an effect on the vertical spacing of output when placed in the first column (character) of a FORMAT statement. Also, see this text-only web page written entirely in fixed-width typeface : Fortran carriage-control (because nothing screams accuracy and antiquity better than prose in monospaced font). I found this page and others like it to be not quite clear. According to Fortran 95/2003 for Scientists and Engineers, failure to recall that the first column is reserved for carriage control can lead to horrible unintended output. Paraphrasing Dave Barry, type the wrong character, and nuclear missiles get fired at Norway. However, when I attempt to adhere to this stern warning, I find that gfortran has no idea what I'm talking about. Allow me to illustrate my point with some example code. I am trying to print out the number Pi: PROGRAM test_format IMPLICIT NONE REAL :: PI = 2 * ACOS(0.0) WRITE (*, 100) PI WRITE (*, 200) PI WRITE (*, 300) PI 100 FORMAT ('1', "New page: ", F11.9) 200 FORMAT (' ', "Single Space: ", F11.9) 300 FORMAT ('0', "Double Space: ", F11.9) END PROGRAM test_format This is the output: 1New page: 3.141592741 Single Space: 3.141592741 0Double Space: 3.141592741 The "1" and "0" are not typos. It appears that gfortran is completely ignoring the control character column. My question, then, is this: Are control characters still implemented in standards compliant compilers or is gfortran simply not standards compliant? For clarity, here is the output of my gfortran -v Using built-in specs. Target: powerpc-apple-darwin9 Configured with: ../gcc-4.4.0/configure --prefix=/sw --prefix=/sw/lib/gcc4.4 --mandir=/sw/share/man --infodir=/sw/share/info --enable-languages=c,c++,fortran,objc,java --with-gmp=/sw --with-libiconv-prefix=/sw --with-ppl=/sw --with-cloog=/sw --with-system-zlib --x-includes=/usr/X11R6/include --x-libraries=/usr/X11R6/lib --disable-libjava-multilib --build=powerpc-apple-darwin9 --host=powerpc-apple-darwin9 --target=powerpc-apple-darwin9 Thread model: posix gcc version 4.4.0 (GCC)

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  • NAN mixing float and GLFloat?

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

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  • Why does this code sometimes return NaN?

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

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  • Compile IL code at runtime using .NET 3.5 and C# from file

    - by nitefrog
    I would like to take a file that is an IL file, and at run time compile it back to an exe. Right now I can use process.start to fire off the command line with parameters (ilasm.exe) but I would like to automate this process from a C# service I will create. Is there a way to do this with reflection and reflection.emit? While this works: string rawText = File.ReadAllText(string.Format("c:\\temp\\{0}.il", Utility.GetAppSetting("baseName")), Encoding.ASCII); rawText = rawText.Replace("[--STRIP--]", guid); File.Delete(string.Format("c:\\temp\\{0}.il", Utility.GetAppSetting("baseName"))); File.WriteAllText(string.Format("c:\\temp\\{0}.il", Utility.GetAppSetting("baseName")),rawText, Encoding.ASCII); pi = new ProcessStartInfo(); pi.WindowStyle = ProcessWindowStyle.Hidden; pi.FileName = "\"" + ilasm + "\""; pi.Arguments = string.Format("c:\\temp\\{0}.il", Utility.GetAppSetting("baseName")); using(Process p = Process.Start(pi)) { p.WaitForExit(); } It is not ideal as I really would like this to be a streamlined process. I have seen examples of creating the IL at runtime, then saving, but I need to use the IL I already have in file form and compile it back to an exe. Thanks.

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  • Calculating volume for sphere in c++

    - by Crystal
    This is probably an easy one, but is the right way to calculate volume for a sphere in c++. My getArea() seems to be right, but when I call getVolume() it doesn't output the right amount. With a sphere of radius = 1, it gives me the answer of pi, which is incorrect: double Sphere::getArea() const { return 4 * Shape::pi * pow(getZ(), 2); } double Sphere::getVolume() const { return (4 / 3) * Shape::pi * pow(getZ(), 3); }

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  • matlab constant anonymous function returns only one value instead of an array

    - by Filo
    I've been searching the net for a couple of mornings and found nothing, hope you can help. I have an anonymous function like this f = @(x,y) [sin(2*pi*x).*cos(2*pi*y), cos(2*pi*x).*sin(2*pi*y)]; that needs to be evaluated on an array of points, something like x = 0:0.1:1; y = 0:0.1:1; w = f(x',y'); Now, in the above example everything works fine, the result w is a 11x2 matrix with in each row the correct value f(x(i), y(i)). The problem comes when I change my function to have constant values: f = @(x,y) [0, 1]; Now, even with array inputs like before, I only get out a 1x2 array like w = [0,1]; while of course I want to have the same structure as before, i.e. a 11x2 matrix. I have no idea why Matlab is doing this...

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  • static const double in c++

    - by Crystal
    Is this the proper way to use a static const variable? In my top level class (Shape) #ifndef SHAPE_H #define SHAPE_H class Shape { public: static const double pi; private: double originX; double originY; }; const double Shape::pi = 3.14159265; #endif And then later in a class that extends Shape, I use Shape::pi. I get a linker error. I moved the const double Shape::pi = 3.14... to the Shape.cpp file and my program then compiles. Why does that happen? thanks.

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  • Cannot change font size /type in plots

    - by Sameet Nabar
    I recently had to re-install my operating system (Ubuntu). The only thing I did differently is that I installed Matlab on a separate partition, not the main Ubuntu partition. After re-installing, the fonts in my plots are no longer configurable. For example, if I ask the title font to be bold, it doesn't happen. I ran the sample code below on my computer and then on my colleague's computer and the 2 results are attached. This cannot be a problem with the code; rather in the settings of Matlab. Could somebody please tell me what settings I need to change? Thanks in advance for your help. Regards, Sameet. x1=-pi:.1:pi; x2=-pi:pi/10:pi; y1=sin(x1); y2=tan(sin(x2)) - sin(tan(x2)); [AX,H1,H2]=plotyy(x1,y1,x2,y2); xlabel ('Time (hh:mm)'); ylabel (AX(1), 'Plot1'); ylabel (AX(2), 'Plot2'); axes(AX(2)) set(H1,'linestyle','none','marker','.'); set(H2,'linestyle','none','marker','.'); title('Plot Title','FontWeight','bold'); set(gcf, 'Visible', 'off'); [legh, objh] = legend([H1 H2],'Plot1', 'Plot2','location','Best'); set(legend,'FontSize',8); print -dpng Trial.png; Bad image: http://imageshack.us/photo/my-images/708/trial1u.png/ Good image: http://imageshack.us/photo/my-images/87/trial2.png/

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  • Surface Area of a Spheroid in Python

    - by user3678321
    I'm trying to write a function that calculates the surface area of a prolate or oblate spheroid. Here's a link to where I got the formulas (http://en.wikipedia.org/wiki/Prolate_spheroid & http://en.wikipedia.org/wiki/Oblate_spheroid). I think I've written them wrong, but here is my code so far; from math import pi, sqrt, asin, degrees, tanh def checkio(height, width): height = float(height) width = float(width) lst = [] if height == width: r = 0.5 * width surface_area = 4 * pi * r**2 surface_area = round(surface_area, 2) lst.append(surface_area) elif height > width: #If spheroid is prolate a = 0.5 * width b = 0.5 * height e = 1 - a / b surface_area = 2 * pi * a**2 * (1 + b / a * e * degrees(asin**-1(e))) surface_area = round(surface_area, 2) lst.append(surface_area) elif height < width: #If spheroid is oblate a = 0.5 * height b = 0.5 * width e = 1 - b / a surface_area = 2 * pi * a**2 * (1 + 1 - e**2 / e * tanh**-1(e)) surface_area = round(surface_area, 2) lst.append(surface_area, 2) return lst

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  • Why the valid looking statement gives error in MATLAB?

    - by user198729
    It's from this question? Why the two solutions doesn't work, though it looks very valid for me: >> t = -pi:0.1:pi; >> r = ((sin(t)*sqrt(cos(t)))*(sin(t) + (7/5))^(-1)) - 2*sin(t) + 2 ; ??? Error using ==> mtimes Inner matrix dimensions must agree. >> t = -pi:0.1:pi; >> r = ((sin(t).*sqrt(cos(t))).*(sin(t) + (7/5)).^(-1)) - 2*sin(t) + 2 ; >> plot(r,t) ??? Error using ==> plot Vectors must be the same lengths. What's wrong with the above?

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  • 'area' not declared in this scope

    - by user1641173
    I've just started learning c++ and am trying to write a program for finding the area of a circle. I've written the program and whenever I try to compile it I get 2 error messages. The first is: areaofcircle.cpp:9:14: error: expected unqualified-id before numeric constant and the second is: areaofcircle.cpp:18:5: error: 'area' was not declared in this scope What should I do? I would post a picture, but I'm a new user, so I can't. #include <iostream> using namespace std; #define pi 3.1415926535897932384626433832795 int main() { // Create three float variable values: r, pi, area float r, pi, area; cout << "This program computes the area of a circle." << endl; // Prompt user to enter the radius of the circle, read input value into variable r cout << "Enter the radius of the circle " << endl; cin >> r; // Square r and then multiply by pi area = r * r * pi; cout << "The area is " << area << "." << endl; }

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  • How to edit a StoryBoard to put it in a Button Style ?

    - by pi-corellis
    Hello, I've created a storyboard for a button in blend that I want it to apply everytime the button is pressed, So I tried to create a style,I've been stucked for a long time now. here is the code of my Storyboard: <Storyboard> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(CompositeTransform.ScaleX)" Storyboard.TargetName="button"> <EasingDoubleKeyFrame KeyTime="0" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <CubicEase EasingMode="EaseOut"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.25" Value="0.85"> <EasingDoubleKeyFrame.EasingFunction> <QuinticEase EasingMode="EaseInOut"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.5" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <QuarticEase EasingMode="EaseIn"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(CompositeTransform.ScaleY)" Storyboard.TargetName="button"> <EasingDoubleKeyFrame KeyTime="0" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <CubicEase EasingMode="EaseOut"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.25" Value="0.85"> <EasingDoubleKeyFrame.EasingFunction> <QuinticEase EasingMode="EaseInOut"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> <EasingDoubleKeyFrame KeyTime="0:0:0.5" Value="1"> <EasingDoubleKeyFrame.EasingFunction> <QuarticEase EasingMode="EaseIn"/> </EasingDoubleKeyFrame.EasingFunction> </EasingDoubleKeyFrame> </DoubleAnimationUsingKeyFrames> And Here is the code of my button style: <Style x:Key="ParametersButton" TargetType="ButtonBase" > <Setter Property="Background" Value="{StaticResource TransparentBrush}"/> <Setter Property="BorderBrush" Value="{StaticResource PhoneForegroundBrush}"/> <Setter Property="Foreground" Value="{StaticResource PhoneForegroundBrush}"/> <Setter Property="MinHeight" Value="72" /> <Setter Property="BorderThickness" Value="{StaticResource PhoneDefaultBorderThickness}"/> <Setter Property="FontFamily" Value="{StaticResource PhoneFontFamilyNormal}"/> <Setter Property="FontSize" Value="{StaticResource PhoneFontSizeMediumLarge}"/> <Setter Property="Padding" Value="0,15,15,0"/> <Setter Property="Height" Value="72"/> <Setter Property="Width" Value="72"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="ButtonBase"> <Grid Background="Transparent" > <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="CommonStates"> <VisualState x:Name="Normal"/> <VisualState x:Name="MouseOver"/> <VisualState x:Name="UnPressed"/> <VisualState x:Name="Pressed"> <Storyboard> <!--Here is where I want to insert my StoryBoard--> </Storyboard> </VisualState> <VisualState x:Name="Disabled"/> </VisualStateGroup> <VisualStateGroup x:Name="FocusStates"> <VisualState x:Name="Focused"/> <VisualState x:Name="Unfocused"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups> <Border x:Name="ButtonBackground" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="0" CornerRadius="0" Background="#FF1BA1E2" Margin="{StaticResource PhoneTouchTargetOverhang}" RenderTransformOrigin="0.5,0.5"> <ContentControl x:Name="foregroundContainer" FontFamily="{TemplateBinding FontFamily}" Foreground="{TemplateBinding Foreground}" HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" FontSize="{TemplateBinding FontSize}" Padding="{TemplateBinding Padding}" Content="{TemplateBinding Content}" ContentTemplate="{TemplateBinding ContentTemplate}"/> </Border> </Grid> </ControlTemplate> </Setter.Value> </Setter> How can I proceed ? Thanks, Renaud

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  • What does this piece of code in C++ mean? [closed]

    - by user1838418
    const double pi = 3.141592653589793; const angle rightangle = pi/2; inline angle deg2rad(angle degree) { return degree * rightangle / 90.; } angle function1() { return rightangle * ( ((double) rand()) / ((double) RAND_MAX) - .5 ); } bool setmargin(angle theta, angle phi, angle margin) { return (theta > phi-margin && theta < phi+margin); } Please help me. I'm new to C++

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  • JavaFX Developer Preview for ARM

    - by sasa
    ARM?Linux??JavaFX (JDK 7) Developer Preview?????????????????????JavaFX??????????????????????? ????????????BeagleBoard xM (Rev. C)?????????????????????????3M M2256PW?Chalkboard Electronics?1024x600 LCD????????????????????????????????????????????????? X?????X11???????????EGL???OpenGL ES 2.0??????????????????????????????Linux??????????????????????????Angstrom 2011.03????????????????????????????????????????Stopwatch(????????)?BouncingBalls(????????)?Calculator(???)?BrickBreaker(??????)?????????????? JavaOne?????????????????Raspberry Pi?Panda Board????????????? CON6094 - JavaFX on Smart Embedded Devices CON5348 - Do You Like Coffee with Your Dessert? Java and the Raspberry Pi CON4538 - Java Embedded Goes Modular: How to Build Your Custom Embedded Java Runtime

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  • Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 4)

    - by hinkmond
    And now here's the Java code that you'll need to read your ghost sensor on your Raspberry Pi The general idea is that you are using Java code to access the GPIO pin on your Raspberry Pi where the ghost sensor (JFET trasistor) detects minute changes in the electromagnetic field near the Raspberry Pi and will change the GPIO pin to high (+3 volts) when something is detected, otherwise there is no value (ground). Here's that Java code: try { /*** Init GPIO port(s) for input ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port File exportFileCheck = new File("/sys/class/gpio/gpio"+gpioChannel); if (exportFileCheck.exists()) { unexportFile.write(gpioChannel); unexportFile.flush(); } // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to input/output direction control of port FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for input directionFile.write(GPIO_IN); } /*** Read data from each GPIO port ***/ RandomAccessFile[] raf = new RandomAccessFile[GpioChannels.length]; int sleepPeriod = 10; final int MAXBUF = 256; byte[] inBytes = new byte[MAXBUF]; String inLine; int zeroCounter = 0; // Get current timestamp with Calendar() Calendar cal; DateFormat dateFormat = new SimpleDateFormat("yyyy/MM/dd HH:mm:ss.SSS"); String dateStr; // Open RandomAccessFile handle to each GPIO port for (int channum=0; channum And, then we just load up our Java SE Embedded app, place each Raspberry Pi with a ghost sensor attached in strategic locations around our Santa Clara office (which apparently is very haunted by ghosts from the Agnews Insane Asylum 1906 earthquake), and watch our analytics for any ghosts. Easy peazy. See the previous posts for the full series on the steps to this cool demo: Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 1) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 2) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 3) Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 4) Hinkmond

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  • Hack Fest Going Strong!

    - by Yolande Poirier
    Today was the first day of  the Hack Fest at Devoxx, the Java developer conference in Belgium.  The Hack Fest started with the Raspberry Pi & Leap Motion hands-on lab. Vinicius Senger introduced the Java Embedded, Arduino and Raspberry Pi. Java Champion Geert Bevin presented the Leap Motion, a controller sensing your hands and fingers to play games by controlling the mouse as an example. "Programmers are cooler than musicians because they can create entire universe using all senses" explained Geert In teams, participants started building applications using Raspberry Pi, sensors and relays. One team tested the performance of Tomcat, Java EE and Java Embedded Suite on the Raspberry Pi. Another used built an text animation using a LCD screen. Teams are using the Leap Motion to close and open programs on the desktop and other teams are using it as a game control. 

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  • So Much Happening at Devoxx

    - by Tori Wieldt
    Devoxx, the premier Java conference in Europe, has been sold out for a while. The organizers (thanks Stephan and crew!) cap the attendance to make sure all attendees have a great experience, and that speaks volumes about their priorities. The speakers, hackathons, labs, and networking are all first class. The Oracle Technology Network will be there, and if you were smart/lucky enough to get a ticket, come find us and join the fun: IoT Hack Fest Build fun and creative Internet of Things (IoT) applications with Java Embedded, Raspberry Pi and Leap Motion on the University Days (Monday and Tuesday). Learn from top experts Yara & Vinicius Senger and Geert Bevin at two Raspberry Pi & Leap Motion hands-on labs and hacking sessions. Bring your computer. Training and equipment will be provided. Devoxx will also host an Internet of Things shop in the exhibition floor where attendees can purchase Arduino, Raspberry PI and Robot starter kits. Bring your IoT wish list! Video Interviews Yolande Poirier and I will be interviewing members of the Java Community in the back of the Expo hall on Wednesday and Thursday. Videos are posted on Parleys and YouTube/Java. We have a few slots left, so contact me (you can DM @Java) if you want to share your insights or cool new tip or trick with the rest of the developer community. (No commercials, no fluff. Keep it techie and keep it real.)  Oracle Keynote Wednesday morning Mark Reinhold, Chief Java Platform Architect, and Brian Goetz, Java Language Architect will provide an update on Java 8 and beyond. Oracle Booth Drop by the Oracle booth to see old and new friends.  We'll have Java in Action demos and the experts to explain them and answer your questions. We are raffling off Raspberry Pi's each day, so be sure to get your badged scanned. We'll have beer in the booth each evening. Look for @Java in her lab coat.  See you at Devoxx! 

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