Search Results

Search found 599 results on 24 pages for 'shapes'.

Page 9/24 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Prevent 'Run-time error '7' out of memory' error in Excel when using macro

    - by MasterJedi
    I keep getting this error whenever I run a macro in my excel file. Is there any way I can prevent this? My code is below. Debugging highlights the following line as the issue: ActiveSheet.Shapes.SelectAll My macro: Private Sub Save() Dim sh As Worksheet ActiveWorkbook.Sheets("Report").Copy 'Create new workbook with Sheets("Report"(2)) as only sheet. Set sh = ActiveWorkbook.Sheets(1) 'Set the new sheet to a variable. New workbook is now active workbook. sh.Name = sh.Range("B9") & "_" & Format(Date, "mmyyyy") 'Rename the new sheet to B9 value + date. With sh.UsedRange.Cells .Value = .Value 'eliminate all formulas .Validation.Delete 'remove all validation .FormatConditions.Delete 'remove all conditional formatting ActiveSheet.Buttons.Delete ActiveSheet.Shapes.SelectAll Selection.Delete lrow = Range("I" & Rows.Count).End(xlUp).Row 'select rows from bottom up to last containing data in column I Rows(lrow + 1 & ":" & Rows.Count).Delete 'delete rows with no data in column I Application.ScreenUpdating = False .Range("A410:XFD1048576").Delete Shift:=xlUp 'delete all cells outwith report range Application.ScreenUpdating = True Dim counter Dim nameCount nameCount = ActiveWorkbook.Names.Count counter = nameCount Do While counter > 0 ActiveWorkbook.Names(counter).Delete counter = counter - 1 Loop 'remove named ranges from workbook End With ActiveWorkbook.SaveAs "\\Marko\Report\" & sh.Name & ".xlsx" 'Save new workbook using same name as new sheet. ActiveWorkbook.Close False 'Close the new workbook. MsgBox ("Export complete. Choose the next ADP in cell B9 and click 'Calculate'.") 'Display message box to inform user that report has been saved. End Sub Not sure how to make this more efficient or to prevent this error.

    Read the article

  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

    Read the article

  • Delaying execution of Javascript function relative to Google Maps / geoxml3 parser?

    - by Terra Fimeira
    I'm working on a implementing a Google map on a website with our own tiles overlays and KML elements. I've been previously requested to create code so that, for instance, when the page is loaded from a specific URL, it would initialize with one of the tile overlays already enabled. Recently, I've been requested to do the same for the buildings which are outlined by KML elements so that, arriving at the page with a specific URL, it would automatically zoom, center, and display information on the building. However, while starting with the tile overlays work, the building KML does not. After doing some testing, I've determined that when the code which checks the URL executes, the page is still loading the KML elements and thus do not exist for the code to compare to or use: Code for evaluating URL (placed at the end of onLoad="initialize()") function urlClick() { var currentURL = window.location.href; //Retrieve page URL var URLpiece = currentURL.slice(-6); //pull the last 6 digits (for testing) if (URLpiece === "access") { //If the resulting string is "access": access_click(); //Display accessibility overlay } else if (URLpiece === "middle") { //Else if the string is "middle": facetClick('Middle College'); //Click on building "Middle College" }; }; facetClick(); function facetClick(name) { //Convert building name to building ID. for (var i = 0; i < active.placemarks.length; i++) { if (active.placemarks[i].name === name) { sideClick(i) //Click building whose id matches "Middle College" }; }; }; Firebug Console Error active is null for (var i = 0; i < active.placemarks.length; i++) { active.placemarks is which KML elements are loaded on the page, and being null, means no KML has been loaded yet. In short, I have a mistiming and I can't seem to find a suitable place to place the URL code to execute after the KMl has loaded. As noted above, I placed it at the end of onLoad="initialize()", but it would appear that, instead of waiting for the KML to completely load earlier in the function, the remainder of the function is executed: onLoad="initialize()" information(); //Use the buttons variables inital state to set up description buttons(); //and button state button_hover(0); //and button description to neutral. //Create and arrange the Google Map. //Create basic tile overlays. //Set up parser to work with KML elements. myParser = new geoXML3.parser({ //Parser: Takes KML and converts to JS. map: map, //Applies parsed KML to the map singleInfoWindow: true, afterParse: useTheData //Allows us to use the parsed KML in a function }); myParser.parse(['/maps/kml/shapes.kml','/maps/kml/shapes_hidden.kml']); google.maps.event.addListener(map, 'maptypeid_changed', function() { autoOverlay(); }); //Create other tile overlays to appear over KML elements. urlClick(); I suspect one my issues lies in using the geoxml3 parser (http://code.google.com/p/geoxml3/) which converts our KML files to Javascript. While the page has completed loading all of the elements, the map on the page is still loading, including the KML elements. I have also tried placing urlClick() in the parser itself in various places which appear to execute after all the shapes have been parsed, but I've had no success there either. While I've been intending to strip out the parser, I would like to know if there is any way of executing the "urlClick" after the parser has returned the KML shapes. Ideally, I don't want to use an arbitrary means of defining a time to wait, such as "wait 3 seconds, and go", as my various browsers all load the page at different times; rather, I'm looking for some way to say "when the parser is done, execute" or "when the Google map is completely loaded, execute" or perhaps even "hold until the parser is complete before advancing to urlClick".

    Read the article

  • Create Custom Speech Bubbles in Silverlight.

    - by mbcrump
    I had a reader email me the following question: “How do you create Speech Bubbles in Silverlight/WPF without adding any extra .dlls? Right off the bat, I know at least two ways to create the speech bubbles that look just like the ones in comic books. Using the Callout Shapes included with Blend 4. Using the free 3rd party control named FreeBubbles (I used this before Blend 4). Unfortunately, we cannot use either of these as they will both add extra .dll’s to the project. So why wouldn’t you want to use one of those? I can think of a few reasons: You do not want to increase the size of your .XAP by including extra .dll’s. You do not have Expression Blend or the license to the use the .dll’s. You want a custom Speech Bubble that is not included in the four “Callout” Controls with Blend. Instead of using one of these methods, we will create a Speech Bubble in Blend 4 using Path element and a TextBlock. Before we get started, lets look at the Callout Shapes included with Blend 4. Using Blend 4 you can simply drag/drop these controls onto your Silverlight application and you are ready to go. We can create all of these Speech Bubbles and even some of the modern bubbles used in recent comic books. Lets get started. Start up Expression Blend 4 and select the Pen Tool. On the Art Board, start connecting the dots like I did below. You can add a color if you wish. …keep going …complete Let’s go ahead and add some text to the Speech Bubble. Drag a TextBlock from the Panel and put it directly inside the Speech Bubble. Go ahead and set the TextAlignment to Center for the TextBlock. and give it some text. At this point, you could go ahead and create a user control if you want to reuse the Speech Bubble you created. Select both the Path and the TextBlock by clicking then while holding down CTRL and then Right Click them. Select Make Into User Control. Give it a name and then Build your project. Lets create another one using the Ellipse for the older comic book style of Speech Bubbles. Drag an Ellipse to the Artboard and give it a color. Now, grab the Pen and drag a triangle like I did below. Simply drag it over a corner of the Ellipse. Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. Lets go ahead and create a rounded rectangle one by adding a Rectangle to the Artboard. Go ahead and set the RadiuX and RadiusY to 25 to give it rounded edges. Let’s create another path and drag it right on top of our rounded rectangle like we did earlier. …looking good Select Combine then Unite and you will have a Path. At this point, you can go ahead and add a TextBlock like we did earlier. So let’s look at what we’ve created today using the path element and TextBlock. As you can tell, it required more work but meets the requirements. This was actually fun to do and I encourage anyone that visits my blog to send in request like this.  Subscribe to my feed

    Read the article

  • [Smalltalk] Store List of Instruction

    - by Luciano Lorenti
    Hi all, I have a design Problem. i have a Drawer class wich invokes a serie of methods of a kind-of-brush class and i have a predefined shapes which i want to draw. Each shape uses a list of instance methods from the drawer. I can have more than 1 brush object. I want to add custom shapes on runtime in the drawer instance, especifying the list of methods of the new shape. i've created a class method for every predefined shape that returns a BlockClosure with the instruccions. Obviously i have to give to each BlockClosure the brush object as parameter. I imagine a collection with all the BlockClosures in each instance of the Drawer Class. Maybe i can inherit a SequenceableCollection and make a instruccion collection. Each element of the collection it's a instruction and i give the brush object when i instance this new collection. I really don't know the best way to store these steps. (Maybe a shared variable?)

    Read the article

  • Using custom coordinates with QGraphicsScene

    - by Rob
    I am experimenting with a WYSIWYG editor that allows a user to draw shapes on a page and the Qt graphics scene support seems perfect for this. However, instead of working in pixels I want all my QGraphicsItem objects to work in tenths of a millimetre but I don't know how to achieve this. For example: // Create a scene that is the size if an A4 page (2100 = 21cm, 2970 = 29.7cm) QGraphicsScene* scene = new QGraphicsScene(0, 0, 2100, 2970); // Add a rectangle located 1cm across, 1cm down, 5cm wide and 2cm high QGraphicsItem* item = scene->addRect(100, 100, 500, 200); ... QGraphicsView* view = new QGraphicsView(scene); setCentralWidget(view); Now, when I display the scene above I want the shapes to appear at correct size for the screen DPI. Is this simply a case of using QGraphicsView::scale or do I have to do something more complicated? Note that if I was using a custom QWidget instead then I would use QPainter::setWindow and QPainter::setViewport to create a custom mapping mode but I can't see how to do this using the graphics scene support.

    Read the article

  • Excel::Shape object getting released automatically after the count reaches 18 in List<T>

    - by A9S6
    I have a Excel addin written in C# 2.0 in which I am experiencing a strange behavior.Please note that this behavior is only seen in Excel 2003 and NOT in Excel 2007 or 2010. Issue: When the user clicks an import command button, a file is read and a number of Shapes are created/added to the worksheet using Worksheet::Shapes::AddPicture() method. A reference to these Shape objects are kept in a generic list: List<Excel.Shape> list = new List<Excel.Shape>(); Everything works fine till the list has less than 18 references. When the count reaches 18, and a new Shape reference is added, the first one i.e. @ index [0] is released. I am unable to call any method or property on that reference and calling a method/property throws a COMException (0x800A1A8) i.e. Object Required. If I add one more, then the reference @ [1] is not accessible and so on. Strange enough... this happens with Shape object only i.e. If I add one Shape and then 17 nulls to the list then this wont happen until 17 more Shape objects are added. Does anyone has an idea why it happens after the count reaches 18? I thought it might be something with the List's default capacity. Something like relocating the references during which they get released so I initialized it with a capacity of 1000 but still no luck. List<Excel.Shape> list = new List<Excel.Shape>(1000); Any Idea??

    Read the article

  • Creating collaborative whiteboard drawing application

    - by Steven Sproat
    I have my own drawing program in place, with a variety of "drawing tools" such as Pen, Eraser, Rectangle, Circle, Select, Text etc. It's made with Python and wxPython. Each tool mentioned above is a class, which all have polymorphic methods, such as left_down(), mouse_motion(), hit_test() etc. The program manages a list of all drawn shapes -- when a user has drawn a shape, it's added to the list. This is used to manage undo/redo operations too. So, I have a decent codebase that I can hook collaborative drawing into. Each shape could be changed to know its owner -- the user who drew it, and to only allow delete/move/rescale operations to be performed on shapes owned by one person. I'm just wondering the best way to develop this. One person in the "session" will have to act as the server, I have no money to offer free central servers. Somehow users will need a way to connect to servers, meaning some kind of "discover servers" browser...or something. How do I broadcast changes made to the application? Drawing in realtime and broadcasting a message on each mouse motion event would be costly in terms of performance and things get worse the more users there are at a given time. Any ideas are welcome, I'm not too sure where to begin with developing this (or even how to test it)

    Read the article

  • C# Interop.Word Adding an Image from project resource folder

    - by iamnobody
    Hi guys. Having some image problem with Interop.Word and C#. I want to add an image in the header of the document that I am going to generate. I have this code working perfectly section.Headers[Word.WdHeaderFooterIndex.wdHeaderFooterPrimary].Shapes.AddPicture(@"C:\Logo.jpg", ref x, ref x, ref x, ref x, ref x, ref x, ref x); Problem is that I can't have "C:\Logo.jpg" in the code since after publishing the project, there would most probably be no Logo.jpg in the C folder of the user. The image is already in my project's resource folder. I've used Image.FromFile("Logo.jpg") before but .AddPicture requires a string and not an image. Any ideas? Any help would be greatly appreciated. Thanks! -- edit -- Saw this over the net: string anyPath = @"C:\logo.jpg"; Properties.Resources.logo.Save(anyPath); section.Headers.[...].Shapes.AddPicture(anyPath, ... but then I still get a generic error in GDI+ or ExternalException was unhandled.

    Read the article

  • Proper structure for dependency injection (using Guice)

    - by David B.
    I would like some suggestions and feedback on the best way to structure dependency injection for a system with the structure described below. I'm using Guice and thus would prefer solutions centered around it's annotation-based declarations, not XML-heavy Spring-style configuration. Consider a set of similar objects, Ball, Box, and Tube, each dependent on a Logger, supplied via the constructor. (This might not be important, but all four classes happen to be singletons --- of the application, not Gang-of-Four, variety.) A ToyChest class is responsible for creating and managing the three shape objects. ToyChest itself is not dependent on Logger, aside from creating the shape objects which are. The ToyChest class is instantiated as an application singleton in a Main class. I'm confused about the best way to construct the shapes in ToyChest. I either (1) need access to a Guice Injector instance already attached to a Module binding Logger to an implementation or (2) need to create a new Injector attached to the right Module. (1) is accomplished by adding an @Inject Injector injectorfield to ToyChest, but this feels weird because ToyChest doesn't actually have any direct dependencies --- only those of the children it instantiates. For (2), I'm not sure how to pass in the appropriate Module. Am I on the right track? Is there a better way to structure this? The answers to this question mention passing in a Provider instead of using the Injector directly, but I'm not sure how that is supposed to work. EDIT: Perhaps a more simple question is: when using Guice, where is the proper place to construct the shapes objects? ToyChest will do some configuration with them, but I suppose they could be constructed elsewhere. ToyChest (as the container managing them), and not Main, just seems to me like the appropriate place to construct them.

    Read the article

  • Grid related UI design question

    - by younevertell
    Grid related UI design question I want some 16-grid (4 rows and 4 columns) user interface, and fill the grid with some round shapes. I also want to use the MouseOver, mouse left button down, and Mouse Left Button Up events to set the state of grids as selected or not selected. My questions: 1. How fill the grid with some round shapes? by SetColumn and SetRow? 2. How to make the grids respond to the mouse please? Thanks <Grid.ColumnDefinitions> <ColumnDefinition /> <ColumnDefinition /> <ColumnDefinition /> <ColumnDefinition /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition /> <RowDefinition /> <RowDefinition /> <RowDefinition /> </Grid.RowDefinitions>

    Read the article

  • runtime error "out of memory"+excel macro

    - by user356180
    hi experts. i have one macro,which i called when cell change. this macro select images and delete them and insert another image depending on cell value using following code. i have same code for two sheets. Private Sub Worksheet_SelectionChange(ByVal Target As Range) ActiveSheet.Shapes.SelectAll Selection.Delete 'insert image code here. End Sub in one sheet its working perfectly fine and delete all images while in other sheet , it give me runtime error "out of memory" and highlight following line. ActiveSheet.Shapes.SelectAll can any one tell me why this is happening? it works perfectly fine in one and not in other. one other thing i want to tell you is. it was working fine when i gave this macro excel to my client,both sheets were working fine, suddenly after 2 days, he started getting error on one sheet on which he was working lot. dont know why this is happening. can anyone tell me whats reason and how to solved it?

    Read the article

  • Runtime Error: "Out of Memory" From Excel Macro

    - by user356180
    I have one macro, which is called when a cell change occurs. This macro selects images, deletes them, and inserts another image depending on a cell value using the following code. I have the same code for two sheets. Private Sub Worksheet_SelectionChange(ByVal Target As Range) ActiveSheet.Shapes.SelectAll Selection.Delete 'insert image code here. End Sub In one sheet, it's working perfectly fine and deletes all images, while in the other sheet, it gives me the runtime error "Out of Memory" and highlights the following line: ActiveSheet.Shapes.SelectAll Can anyone tell me why this is happening? It works perfectly fine in one and not in the other. One other thing I want to tell you is it was working fine when I gave this Excel macro to my client; both sheets were working fine. Suddenly after 2 days, he started getting the error on one sheet on which he was working a lot. I don't know why this is happening. Can anyone tell me what's the reason for this and how I can solve it?

    Read the article

  • How can I export PDF from InDesign so that transparency renders properly on all platforms?

    - by strangeronyourtrain
    Gradients, including drop shadows, all show up as solid blocks when I view my document on an Android phone. I tried different PDF compression and compatibility settings in an attempt to flatten and rasterize all the graphics, but it's clearly not working, as the Android viewer still identifies the outlines of transparent shapes instead of the blended pixels. Is there any way to truly flatten these PDF graphics, so that it doesn't matter whether a PDF viewer supports transparency, while keeping the text as text?

    Read the article

  • Automatic Edit Photoshop Canvas Dimensions in Bulk

    - by Josiah
    On a website that I maintain I am required to edit hundreds of images to have a certain canvas size. The images come in all different shapes and sizes. I am trying to figure out a way to automatically edit them so that I dont have to write ineffective AHK scripts to do it. Is there a feature inside of Photoshop (cs3) to do this? I am more than willing to try different software. Thanks guys!

    Read the article

  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

    Read the article

  • TDD - A question about the approach

    - by k25
    I have a question about TDD. I have always seen the recommendation that we should first write unit tests and then start writing code. But I feel that going the other way is much more comfortable (for me) - write code and then the unit tests, because I feel we have much more clarity after we have written the actual code. If I write the code and then the tests, I may have to change my code a little bit to make it testable, even if I concentrate much on creating a testable design. On the other hand, if I write the tests and then the code, the tests will change pretty frequently as and when the code shapes up. My questions are: 1) As I see a lot of recommendations to start writing tests and then move on to coding, what are the disadvantages if I do it the other way - write code and then the unit tests? 2) Could you please point me to some links that discuss about this or recommend some books (TDD)?

    Read the article

  • POV Christmas Tree Is a Holiday-Themed DIY Electronics Project

    - by Jason Fitzpatrick
    If you’re looking for an electronics project with a bit of holiday cheer, this clever POV Christmas tree combines LEDs, motors, and a simple vision hack to create a glowing Christmas tree. POV (or Persistence Of Vision) hacks rely on your visual circuit’s lag time. By taking advantage of that lag POV displays can create the illusion of shapes and words where there are none. In the case of this Christmas tree hack a spinning set of LED lights creates the illusion of a Christmas tree when, in reality, there is just a few LEDs suspended in space by wire. It’s not a beginner level project by any means but it is a great way to practice surface mounting electronics and polish up your PCB making skills. Hit up the link below for the full tutorial. POV Christmas Tree [Instructables] HTG Explains: Do You Really Need to Defrag Your PC? Use Amazon’s Barcode Scanner to Easily Buy Anything from Your Phone How To Migrate Windows 7 to a Solid State Drive

    Read the article

  • How to make Rect of irregular shape sprite?

    - by Anil gupta
    I used masking for breaking an image as the below mention pattern now its breaking in different pieces but now i have one issue to make the Rect of each pieces, i need to drag the broken pieces and to adjust at correct position so that i can make again actual images. To drag and put at right positing i need to make Rect but i am not getting idea how to make Rect of this irregular shape, I will be very thankful to you, any idea or code to make rect . My previous Question is: How do I break an image into 6 or 8 pieces of different shapes? Thanks.

    Read the article

  • How can I fit a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

    Read the article

  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

    Read the article

  • coloring box2d body in LibGDX

    - by ved
    I want to color polygon of box2d in LibGDX. Found below useful class for that. http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShapeRenderer.html But, it is not coloring the body instead making colored shapes. I want colored bodies having all the property like gravity, restitution etc. In brief, I want to make colored ball and surface.And i don't want to attach sprite on bodies. Want just fill color in bodies. Need some guidance????

    Read the article

  • Day 4 - Game Sprites In Action

    - by dapostolov
    Yesterday I drew an image on the screen. Most exciting, but ... I spent more time blogging about it then actual coding. So this next little while I'm going to streamline my game and research and simply post key notes. Quick notes on the last session: The most important thing I wanted to point out were the following methods:           spriteBatch.Begin(SpriteBlendMode.AlphaBlend);           spriteBatch.Draw(sprite, position, Color.White);           spriteBatch.End(); The spriteBatch object is used to draw Textures and a 2D texture is called a Sprite A texture is generally an image, which is called an Asset in XNA The Draw Method in the Game1.cs is looped (until exit) and utilises the spriteBatch object to draw a Scene To begin drawing a Scene you call the Begin Method. To end a Scene you call the End Method. And to place an image on the Scene you call the Draw method. The most simple implementation of the draw method is:           spriteBatch.Draw(sprite, position, Color.White); 1) sprite - the 2D texture you loaded to draw 2) position - the 2d vector, a set of x & y coordinates 3) Color.White - the tint to apply to the texture, in this case, white light = nothing, nada, no tint. Game Sprites In Action! Today, I played around with Draw methods to get comfortable with their "quirks". The following is an example of the above draw method, but with more parameters available for us to use. Let's investigate!             spriteBatch.Draw(sprite, position2, null, Color.White, MathHelper.ToRadians(45.0f), new Vector2(sprite.Width / 2, sprite.Height / 2), 1.0F, SpriteEffects.None, 0.0F); The parameters (in order): 1) sprite  the texture to display 2) position2 the position on the screen / scene this can also be a rectangle 3) null the portion of the image to display within an image null = display full image this is generally used for animation strips / grids (more on this below) 4) Color.White Texture tinting White = no tint 5) MathHelper.ToRadians(45.0f) rotation of the object, in this case 45 degrees rotates from the set plotting point. 6) new Vector(0,0) the plotting point in this case the top left corner the image will rotate from the top left of the texture in the code above, the point is set to the middle of the image. 7) 1.0f Image scaling (1x) 8) SpriteEffects.None you can flip the image horizontally or vertically 9) 0.0f The z index of the image. 0 = closer, 1 behind? And playing around with different combinations I was able to come up with the following whacky display:   Checking off Yesterdays Intention List: learn game development terminology (in progress) - We learned sprite, scene, texture, and asset. how to place and position (rotate) a static image on the screen (completed) - The thing to note was, it's was in radians and I found a cool helper method to convert degrees into radians. Also, the image rotates from it's specified point. how to layer static images on the screen (completed) - I couldn't seem to get the zIndex working, but one things for sure, the order you draw the image in also determines how it is rendered on the screen. understand image scaling (in progress) - I'm not sure I have this fully covered, but for the most part plug a number in the scaling field and the image grows / shrinks accordingly. can we reuse images? (completed) - yes, I loaded one image and plotted the bugger all over the screen. understand how framerate is handled in XNA (in progress) - I hacked together some code to display the framerate each second. A framerate of 60 appears to be the standard. Interesting to note, the GameTime object does provide you with some cool timing capabilities, such as...is the game running slow? Need to investigate this down the road. how to display text , basic shapes, and colors on the screen (in progress) - i got text rendered on the screen, and i understand containing rectangles. However, I didn't display "shapes" & "colors" how to interact with an image (collision of user input?) (todo) how to animate an image and understand basic animation techniques (in progress) - I was able to create a stripe animation of numbers ranging from 1 - 4, each block was 40 x 40 pixles for a total stripe size of 160 x 40. Using the portion (source Rectangle) parameter, i limited this display to each section at varying intervals. It was interesting to note my first implementation animated at rocket speed. I then tried to create a smoother animation by limiting the redraw capacity, which seemed to work. I guess a little more research will have to be put into this for animating characters / scenes. how to detect colliding images or screen edges (todo) - but the rectangle object can detect collisions I believe. how to manipulate the image, lets say colors, stretching (in progress) - I haven't figured out how to modify a specific color to be another color, but the tinting parameter definately could be used. As for stretching, use the rectangle object as the positioning and the image will stretch to fit! how to focus on a segment of an image...like only displaying a frame on a film reel (completed) - as per basic animation techniques what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) (todo) Tomorrows Intention Tomorrow I am going to take a stab at rendering a game menu and from there I'm going to investigate how I can improve upon the code and techniques. Intention List: Render a menu, fancy or not Show the mouse cursor Hook up click event A basic animation of somesort Investigate image / menu techniques D.

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >