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Articles indexed Saturday May 31 2014

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

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  • MySQL on two ports using IPTables - self-access

    - by b0rman
    I trying to make MySQL available by 2 ports: 3306 and 3339 I added rule to iptables: iptables -t nat -A PREROUTING -i bond0 -p tcp --dport 3339 -j REDIRECT --to-port 3306 and everythin is great for remote connections. But if I'm trying to connect it locally, I'm getting an error: mysql -u username -ppassword --port=3339 -h Host.Name ERROR 2003 (HY000): Can't connect to MySQL server on 'Host.Name' (111) Any ideas how can I edit iptables to get local access via 3339 port?

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  • schedule task with spring mvc

    - by user3586352
    I want to run the following method every specific time in spring mvc project it works fine and print first output but it doesn't access the database so it doesn't display list the method public class ScheduleService { @Autowired private UserDetailService userDetailService; public void performService() throws IOException { System.out.println("first output"); List<UserDetail> list=userDetailService.getAll(); System.out.println(list); } config file <!-- Spring's scheduling support --> <task:scheduled-tasks scheduler="taskScheduler"> <task:scheduled ref="ScheduleService" method="performService" fixed-delay="2000"/> </task:scheduled-tasks> <!-- The bean that does the actual work --> <bean id="ScheduleService" class="com.ctbllc.ctb.scheduling.ScheduleService" /> <!-- Defines a ThreadPoolTaskScheduler instance with configurable pool size. --> <task:scheduler id="taskScheduler" pool-size="1"/>

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  • Reordering methods in ComImport interfaces throws COMException (0x80041001)

    - by Ohad Schneider
    Consider the following code for COM interop with internet shortcuts: [ComImport] [InterfaceType(ComInterfaceType.InterfaceIsIUnknown)] [Guid("CABB0DA0-DA57-11CF-9974-0020AFD79762")] public interface IUniformResourceLocatorW { void SetUrl([MarshalAs(UnmanagedType.LPWStr)] string pcszUrl, int dwInFlags); void GetUrl([MarshalAs(UnmanagedType.LPWStr)] out StringBuilder ppszUrl); void InvokeCommand(IntPtr purlici); } [ComImport] [Guid("FBF23B40-E3F0-101B-8488-00AA003E56F8")] public class InternetShortcut { } The following works as expected: var ishort = new InternetShortcut(); ((IPersistFile)ishort).Load("MyLink.url", 0); ((IUniformResourceLocatorW)ishort).GetUrl(out url); However: If I comment out IUniformResourceLocatorW.SetUrl (which I am not using), IUniformResourceLocatorW.GetUrl throws a COMException (HResult 0x80041001). If I switch between IUniformResourceLocatorW.SetUrl and IUniformResourceLocatorW.GetUrl (that is place the former below the latter) the same exception is thrown If I comment out IUniformResourceLocatorW.InvokeCommand the code runs fine. It's as if the order has to be preserved "up to" the invoked method. Is this behavior by design? documented somewhere? I'm asking because some COM interfaces are composed of many methods with possibly many supporting types and I'd rather avoid defining what I don't need if possible.

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  • htaccess rewriterule with order in url

    - by NRoscoe
    I'm trying to put together a rewrite rule for an Apache server. It should take 'order/###' and change it to 'order.php?id=###'. For some reason it's rewriting as 'order.php/###'. If I change it to anything other than 'order' my rule works fine. Anyone know what's going on? My .htaccess file looks like this: RewriteEngine on ## tighten host RewriteCond %{HTTP_HOST} !^mydomain\.com$ [NC] RewriteRule .? http://mydomain.com%{REQUEST_URI} [R=301,L] ## Dynamic Pages RewriteRule ^order/([0-9]+)/?$ order.php?code=$1 [L,NC] ## Static Page Redirects RewriteRule ^prices$ /prices.php [L,NC] RewriteRule ^examples$ /examples.php [L,NC] I have no access to the httpd main server config file on the live server.

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  • change `dest` option on the fly

    - by Rikard
    I have some grunt tasks to compile files and would like to "recicle" them inside different tasks. I am trying to modify the destination directory without success... My idea is something like: grunt.registerTask('bower', ['compile:index', 'compile:core'], function(){ this.options({dest: 'dist/*.js'}); }); The compile:index task runs good by itself (i.e. when called alone) and has dest: 'index.js, other tasks have other filenames. I would like to change these inside the bowertask, adding a new directory but keeping the filename defined in the original task. Is this possible?

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  • How to find intersect rows when condition depend on some columns in one table

    - by user3695637
    Table subscribe subscriber | subscribeto (columns) 1 | 5 1 | 6 1 | 7 1 | 8 1 | 9 1 | 10 2 | 5 2 | 6 2 | 7 There are two users that have id 1 and 2. They subscribe to various user and I inserted these data to table subscribe. Column subscriber indicates who is subscriber and column subscribeto indicates who they've subscribe to. From the above table can conclude that; user id=1 subscribed to 6 users user id=2 subscribed to 3 users I want to find manual of subscription (like Facebook is manual friends) user 1 subscribe to user 5,6,7,8,9,10 user 2 subscribe to user 5,6,7 So, Manual subscription of user 1 and 2 are: 5,6,7 And I'm trying to create SQL statement.. I give you user table for my SQL statement and I think we can use only subscribe table but I can't figure out. Table user userid (columns) 1 2 3 ... ... SQL "select * from user where (select count( 1 ) from subscribe where subscriber = '1' and subscribeto = user.userid) and (select count( 1 ) from subscribe where subscriber = '2' and subscribeto = user.userid);" This SQL can work correctly, but it very slow for thousands of columns. Please provide better SQL for me, Thanks.

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  • Existing Maven Project on Amazon Beanstalk

    - by Abhishek Ranjan
    I am trying to migrate my existing Maven project to Amazon Beanstalk. Looking at amazon's documentation,i don't see any maven project deployment instructions. I tried to upload the war file generated but the application is not coming up on beanstalk. I would like to know if there is any existing documentation to deploy on beanstalk from maven. I have Spring Data JPA,Spring MVC application,do i need to do specific configuration or move configuration files from within the WAR file.

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  • CSS Containers and Framing

    - by CaffeineAddiction
    I am attempting to code a dynamic object for use in an unordered list. I have a mock up of the HTML here: <ul class='Main'> <li class='Node'> <span class='Node_Light'> </span> <span class='Node_Control'> <span class='Ctrl_Name'> <span class='CtrlN_Text'>Random Name</span> <span class='CtrlN_Edit'>[%]</span> </span><br/> <span class='Ctrl_ID'>ff:ff:ff:ff:ff:ff</span><br/> <span class='Ctrl_Buttons'> <span class='CBttn_On'>[%]</span> <span class='CBttn_Off'>[%]</span> <span class='CBttn_Blink'>[%]</span> <span class='CBttn_Config'>[%]</span> <span class='CBttn_Graph'>[%]</span> </span> </span> <span class='Node_Data'> <span class='ND_Sens0'> <span class='Sens_Lable'>temp:</span> <span class='Sens_Data'>72</span> <span class='Sens_Units'>&#176;F</span> </span><br/> <span class='ND_Sens1'> <span class='Sens_Lable'>Sens1:</span> <span class='Sens_Data'>Off</span> <span class='Sens_Units'></span> </span><br/> <span class='ND_Sens2'> <span class='Sens_Lable'>Sens2:</span> <span class='Sens_Data'>Off</span> <span class='Sens_Units'></span> </span><br/> <span class='ND_Sens3'> <span class='Sens_Lable'>Sens3:</span> <span class='Sens_Data'>Off</span> <span class='Sens_Units'></span> </span><br/> <span class='ND_Sens4'> <span class='Sens_Lable'>Sens4:</span> <span class='Sens_Data'>Off</span> <span class='Sens_Units'></span> </span> </span> </li> </ul> and I am attempting to wrangle this HTML into something like: My first problem was that the 3x Outer elements would stack vertically instead of horizontally ... I solved this with the following CSS, but it doesnt feel like the right solution: ul { list-style-type: none; padding:0; margin:0; } .Node { } .Node_Light { height:6em; width:2em; position:absolute; border-style:solid; border-width:1px; } .Node_Control { height:6em; width:15em; position:absolute; left:2.55em; border-style:solid; border-width:1px; } .Node_Data { height:6em; width:6em; position:absolute; left:17.6em; border-style:solid; border-width:1px; } One thought was to use a table, but I dont think that is the correct solution either. Ideas? I would like to have the content dynamically resize on page resize and am not opposed to doing it all via JavaScript, but I have a feeling it would be more efficient to do it via CSS ... I just dont know where to begin.

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  • Avoid htaccess redirecting to one folder Yii

    - by JG Estevez
    I have a website running over Yii Framework, I created a folder in the root path named blog, I installed a wordpress blog under this folder, but the files .htaccess that comes with yii is trying to redirect my request to www.domain.com/blog to the controller/action type which I don't want, I want to treat the blog folder as a completely app with no relation to yii. here is what I've done so far Options +FollowSymLinks IndexIgnore */* RewriteEngine on RewriteCond %{REQUEST_URI} "/blog/" RewriteRule (.*) $1 [L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . index.php as you can see I added the conditions to avoid redirecting for the blog folder but when I try to access the the url is telling me The page isn't redirecting properly. How can I solve this?? thanks

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  • How to correctly pass a float from C# to C++ (dll)

    - by RavelT
    I'm getting huge differences when I pass a float from C# to C++. I'm passing a dynamic float wich changes over time. With a debuger I get this: c++ lonVel -0.036019072 float c# lonVel -0.029392920 float I did set my MSVC++2010 floating point model to /fp:fast wich should be the standard in .NET if I'm not mistaken, but this didnt help. Now I cant give out the code but I can show a fraction of it. From C# side it looks like this: namespace Example { public class Wheel { public bool loging = true; #region Members public IntPtr nativeWheelObject; #endregion Members public Wheel() { this.nativeWheelObject = Sim.Dll_Wheel_Add(); return; } #region Wrapper methods public void SetVelocity(float lonRoadVelocity,float latRoadVelocity){Sim.Dll_Wheel_SetVelocity(this.nativeWheelObject,lonRoadVelocity,latRoadVelocity);} #endregion Wrapper methods } internal class Sim { #region PInvokes [DllImport(pluginName, CallingConvention=CallingConvention.Cdecl)] public static extern void Dll_Wheel_SetVelocity(IntPtr wheel,float lonRoadVelocity,float latRoadVelocity); #endregion PInvokes } } And in C++ side @ exportFunctions.cpp: EXPORT_API void Dll_Wheel_SetVelocity(CarWheel* wheel,float lonRoadVelocity,float latRoadVelocity){ wheel->SetVelocity(lonRoadVelocity,latRoadVelocity);} So any sugestions on what I should do in order to get 1:1 results or atleast 99% correct results.

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  • What is the n in O(n) when comparing sorting algorithms?

    - by Mumfi
    The question is rather simple, but I just can't find a good enough answer. I've taken a look at the most upvoted question regarding the Big-Oh notation, namely this: Plain English explanation of Big O It says there that: For example, sorting algorithms are typically compared based on comparison operations (comparing two nodes to determine their relative ordering). Now let's consider the simple bubble sort algorithm: for (int i = arr.length - 1; i > 0 ; i--) { for (int j = 0; j<i; j++) { if (arr[j] > arr[j+1]) { switchPlaces(...) } } } I know that worst case is O(n^2) and best case is O(n), but what is n exactly? If we attempt to sort an already sorted algorithm (best case), we would end up doing nothing, so why is it still O(n)? We are looping through 2 for-loops still, so if anything it should be O(n^2). n can't be the number of comparison operations, because we still compare all the elements, right? This confuses me, and I appreciate if someone could help me.

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  • TextView would not horizontally center

    - by theGreenCabbage
    My layout is the following: <TextView android:id="@+id/display_city" android:layout_width="match_parent" android:layout_height="match_parent" android:layout_above="@+id/pollenType" android:layout_alignParentBottom="true" android:layout_alignParentRight="true" android:layout_below="@+id/get_pollen_index" android:layout_centerHorizontal="true" android:layout_centerVertical="true" android:layout_marginTop="51dp" android:textSize="40sp" /> As you can tell, Philadelphia, PA is left-aligned. No matter what I change, whether it's centering horizontal and vertical to true, it stays left-aligned. I have tried changing the layout via the XML and graphical user interface. In the graphical user interface, it indeed is "centered", but it remains non-centered. My layout positions are consistent across all my textviews, so I am unsure as to why this particular TextView is not centered.

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  • How to make Web Storage persistent in Cordova using JS?

    - by ett
    I have a small quiz app, which is a cross-platform mobile app, that I plan for it to run on Android, iOS, and WP8. I want to store a local highscore, where it will keep track how many points the user had, and if he/she does better than the already stored highscore, update the current highscore. Though, I want the highscore to be persistent, what I mean is, every time the user opens the app I want the last highscore to be present and it to be compared with the new quiz score. Meaning, I don't want the highscore to be deleted after each time the app is closed. I also want for the first time when the app is ran, the highscore to be set to 0, so obviously the first time the user finishes the quiz gets a new highscore. I have those codes so far: scoredb.js // Wait for device API libraries to load document.addEventListener("deviceready", initScoreDB, false); // Device APIs are available function initScoreDB() { window.localStorage.setItem("score", 0); highscore = window.localStorage.getItem("score"); } main.js var correct = 0; var highscore; // In between I have some code that keeps incrementing // correct variable for each correct answer. if (correct > highscore) { window.localStorage.setItem("score", correct); highscore = correct; } It does seem to work okay once the app is started. I did the quiz three times, in the simulator, and it keeps the score as it should. Though, each time I open the app, highscore is reseted to 0. I guess it is due to the fact that I call initScoreDB when the device is ready, and I initialize the score to 0 there and give that value to highscore. Can someone help me to initialize the score to 0 only when the app is ran for the first time, and all the other times to keep the latest highscore as the current highscore and compare it each time with the score that is achieved when the quiz is finished. If someone can help me, I would be glad.

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  • Show Color Picker Value Code Within Input Text Field in Wordpress

    - by Shwan Namiq
    Hi i have options page for my theme i used color picker jquery plugin in my options page as show in image below. i want when i change the color from color picker automatically show the color value code within the text field.how can do this? this is the code within my options page related to appearing the color picker and text field function to register the options setting function YPE_register_settings_sections_fields() { register_setting ( 'YPE_header_option_group', 'YPE_header_option_name', 'YPE_sanitize_validate_callback' ); add_settings_section ( 'YPE_header_section', 'Header Section', 'YPE_header_section_callback', 'YPE_menu_page_options' ); add_settings_field ( 'YPE_header_bg', 'Header Background', 'YPE_header_bg_callback', 'YPE_menu_page_options', 'YPE_header_section' ); } add_action('admin_init', 'YPE_register_settings_sections_fields'); function to appear the text field and color picker function YPE_header_bg_callback() { $YPE_options = get_option('YPE_header_option_name'); $YPE_header_bg = isset($YPE_options['YPE_header_bg']) ? $YPE_options['YPE_header_bg'] : ''; ?> <div class="input-group color-picker"> <input class="form-control" style="width:80px;" name="YPE_header_option_name[YPE_header_bg]" id="<?php echo 'YPE_header_bg'; ?>" type="text" value="<?php echo $YPE_header_bg; ?>" /> <span class="input-group-btn"> <div id="colorSelector"> <div nam style="background-color: #0000ff"> </div> </div> </span> </div> <script> $("#colorSelector").ColorPicker({ color: '#0000ff', onShow: function (colpkr) { $(colpkr).fadeIn(500); return false; }, onHide: function (colpkr) { $(colpkr).fadeOut(500); return false; }, onChange: function (hsb, hex, rgb) { $('#colorSelector div').css('backgroundColor', '#' + hex); }); </script> <?php }

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  • Program crash on deque from queue

    - by SwedishGit
    My first question asked here, so please excuse if I fail to include something... I'm working on a homework project, which basically consists of creating a "Jukebox" (importing/exporting albums from txt files, creating and "playing" a playlist, etc.). I've become stuck on one point: When "playing" the playlist, which consists of a self-made Queue, a copy of it is made from which songs are dequeued and printed out with a time delay. This appears to run fine on the first run through the program, but if the "play" option is chosen again (with the same playlist, created from a different menu option), it crashes before managing to print the first song. It also crashes if creating a new playlist, but then it manages to print some songs (seem to depend on the number of songs in the first/new playlists...) before crashing. With printouts I've been able to track the crashing down to being on the "item = n-data" call in the deque function... but can't get my head around why this would crash. Below is the code I think should be relevant... let me know if there are other parts that would help if I include. Edit: The Debug Error shown on crash is: R6010 abort() has been called The method to play from the playlist: void Jukebox::playList() { if(songList.getNodes() > 0) { Queue tmpList(songList); Song tmpSong; while(tmpList.deque(tmpSong)) { clock_t temp; temp = clock () + 2 * CLOCKS_PER_SEC ; while (clock() < temp) {} } } else cout << "There are no songs in the playlist!" << endl; } Queue: // Queue.h - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #ifndef queue_h #define queue_h #include "Song.h" using namespace std; typedef Song Item; class Node; class Queue { private: Node *first; Node *last; int nodes; public: Queue():first(nullptr),last(nullptr),nodes(0){}; ~Queue(); void enque(Item item); bool deque(Item &item); int getNodes() const { return nodes; } void empty(); }; #endif // Queue.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-31 //----------------------------------------------------------------------------- #include "queue.h" using namespace std; class Node { public: Node *next; Item data; Node (Node *n, Item newData) : next(n), data(newData) {} }; //------------------------------------------------------------------------------ // Funktionsdefinitioner för klassen Queue //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Destruktor //------------------------------------------------------------------------------ Queue::~Queue() { while(first!=0) { Node *tmp = first; first = first->next; delete tmp; } } //------------------------------------------------------------------------------ // Lägg till data sist i kön //------------------------------------------------------------------------------ void Queue::enque(Item item) { Node *pNew = new Node(0,item); if(getNodes() < 1) first = pNew; else last->next = pNew; last = pNew; nodes++; } //------------------------------------------------------------------------------ // Ta bort data först i kön //------------------------------------------------------------------------------ bool Queue::deque(Item &item) { if(getNodes() < 1) return false; //cout << "deque: test2" << endl; Node *n = first; //cout << "deque: test3" << endl; //cout << "item = " << item << endl; //cout << "first = " << first << endl; //cout << "n->data = " << n->data << endl; item = n->data; //cout << "deque: test4" << endl; first = first->next; //delete n; nodes--; if(getNodes() < 1) // Kön BLEV tom last = nullptr; return true; } //------------------------------------------------------------------------------ // Töm kön //------------------------------------------------------------------------------ void Queue::empty() { while (getNodes() > 0) { Item item; deque(item); } } //------------------------------------------------------------------------------ Song: // Song.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef song_h #define song_h #include "Time.h" #include <string> #include <iostream> using namespace std; class Song { private: string title; string artist; Time length; public: Song(); Song(string pTitle, string pArtist, Time pLength); // Setfunktioner void setTitle(string pTitle); void setArtist(string pArtist); void setLength(Time pLength); // Getfunktioner string getTitle() const { return title;} string getArtist() const { return artist;} Time getLength() const { return length;} }; ostream &operator<<(ostream &os, const Song &song); istream &operator>>(istream &is, Song &song); #endif // Song.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Song.h" #include "Constants.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Songs medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Song::Song() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Song::Song(string pTitle, string pArtist, Time pLength) { title = pTitle; artist = pArtist; length = pLength; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setTitle(string pTitle) { title = pTitle; } //------------------------------------------------------------------------------ // setArtist // Ange artist //------------------------------------------------------------------------------ void Song::setArtist(string pArtist) { artist = pArtist; } //------------------------------------------------------------------------------ // setTitle // Ange titel //------------------------------------------------------------------------------ void Song::setLength(Time pLength) { length = pLength; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Song &song) { os << song.getTitle() << DELIM << song.getArtist() << DELIM << song.getLength(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Song &song) { string tmpString; Time tmpLength; getline(is, tmpString, DELIM); song.setTitle(tmpString); getline(is, tmpString, DELIM); song.setArtist(tmpString); is >> tmpLength; is.get(); song.setLength(tmpLength); return is; } //--------------------------------------------------------------------------- Album: // Album.h - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #ifndef album_h #define album_h #include "Song.h" #include <string> #include <vector> #include <iostream> using namespace std; class Album { private: string name; vector<Song> songs; public: Album(); Album(string pNameTitle, vector<Song> pSongs); // Setfunktioner void setName(string pName); // Getfunktioner string getName() const { return name;} vector<Song> getSongs() const { return songs;} int getNumberOfSongs() const { return songs.size();} Time getTotalTime() const; void addSong(Song pSong); bool operator<(const Album &album) const; }; ostream &operator<<(ostream &os, const Album &album); istream &operator>>(istream &is, Album &album); #endif // Album.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-17 //----------------------------------------------------------------------------- #include "Album.h" #include "Constants.h" #include <iostream> #include <string> //------------------------------------------------------------------------------ // Definiering av Albums medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Album::Album() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Album::Album(string pName, vector<Song> pSongs) { name = pName; songs = pSongs; } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setName // Ange namn //------------------------------------------------------------------------------ void Album::setName(string pName) { name = pName; } //------------------------------------------------------------------------------ // addSong // Lägg till song //------------------------------------------------------------------------------ void Album::addSong(Song pSong) { songs.push_back(pSong); } //------------------------------------------------------------------------------ // getTotalTime // Returnera total speltid //------------------------------------------------------------------------------ Time Album::getTotalTime() const { Time tTime(0,0,0); for(Song s : songs) { tTime = tTime + s.getLength(); } return tTime; } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Album::operator<(const Album &album) const { return getTotalTime() < album.getTotalTime(); } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Album &album) { os << album.getName() << endl; os << album.getNumberOfSongs() << endl; for (size_t i = 0; i < album.getSongs().size(); i++) os << album.getSongs().at(i) << endl; return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Album &album) { string tmpString; int tmpNumberOfSongs; Song tmpSong; getline(is, tmpString); album.setName(tmpString); is >> tmpNumberOfSongs; is.get(); for (int i = 0; i < tmpNumberOfSongs; i++) { is >> tmpSong; album.addSong(tmpSong); } return is; } //--------------------------------------------------------------------------- Time: // Time.h - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #ifndef time_h #define time_h #include <iostream> using namespace std; class Time { private: int hours; int minutes; int seconds; public: Time(); Time(int pHour, int pMinute, int pSecond); // Setfunktioner void setHour(int pHour); void setMinute(int pMinute); void setSecond(int pSecond); // Getfunktioner int getHour() const { return hours;} int getMinute() const { return minutes;} int getSecond() const { return seconds;} Time operator+(const Time &time) const; bool operator==(const Time &time) const; bool operator<(const Time &time) const; }; ostream &operator<<(ostream &os, const Time &time); istream &operator>>(istream &is, Time &Time); #endif // Time.cpp - Projekt-uppgift // Håkan Sjölin 2014-05-15 //----------------------------------------------------------------------------- #include "Time.h" #include <iostream> //------------------------------------------------------------------------------ // Definiering av Times medlemsfunktioner //------------------------------------------------------------------------------ // Fövald konstruktor //------------------------------------------------------------------------------ Time::Time() { } //------------------------------------------------------------------------------ // Initieringskonstruktor //------------------------------------------------------------------------------ Time::Time(int pHour, int pMinute, int pSecond) { setHour(pHour); setMinute(pMinute); setSecond(pSecond); } //------------------------------------------------------------------------------ // Setfunktioner //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // setHour // Ange timme //------------------------------------------------------------------------------ void Time::setHour(int pHour) { if(pHour>-1) hours = pHour; else hours = 0; } //------------------------------------------------------------------------------ // setMinute // Ange minut //------------------------------------------------------------------------------ void Time::setMinute(int pMinute) { if(pMinute < 60 && pMinute > -1) { minutes = pMinute; } else minutes = 0; } //------------------------------------------------------------------------------ // setSecond // Ange sekund //------------------------------------------------------------------------------ void Time::setSecond(int pSecond) { if(pSecond < 60 && pSecond > -1) { seconds = pSecond; } else seconds = 0; } //--------------------------------------------------------------------------- // Överlagring av utskriftsoperatorn //--------------------------------------------------------------------------- ostream &operator<<(ostream &os, const Time &time) { os << time.getHour()*3600+time.getMinute()*60+time.getSecond(); return os; } //--------------------------------------------------------------------------- // Överlagring av inmatningsoperatorn //--------------------------------------------------------------------------- istream &operator>>(istream &is, Time &time) { int tmp; is >> tmp; time.setSecond(tmp%60); time.setMinute((tmp/60)%60); time.setHour(tmp/3600); return is; } //--------------------------------------------------------------------------- // Likhet //-------------------------------------------------------------------------- bool Time::operator==(const Time &time) const { return hours == time.getHour() && minutes == time.getMinute() && seconds == time.getSecond(); } //--------------------------------------------------------------------------- // Mindre än //--------------------------------------------------------------------------- bool Time::operator<(const Time &time) const { if(hours == time.getHour()) { if(minutes == time.getMinute()) { return seconds < time.getSecond(); } else { return minutes < time.getMinute(); } } else { return hours < time.getHour(); } } //--------------------------------------------------------------------------- // Addition //--------------------------------------------------------------------------- Time Time::operator+(const Time &time) const { return Time(hours+time.getHour() + (minutes+time.getMinute() + (seconds+time.getSecond())/60)/60, (minutes+time.getMinute() + (seconds+time.getSecond())/60)%60, (seconds+time.getSecond())%60); } //--------------------------------------------------------------------------- Thanks in advance for any help! Edit2: Didn't think of including the more detailed crash info (as it didn't show in the crash pop-up, so to say). Anyway, here it is: Output: 'Jukebox.exe' (Win32): Loaded 'C:\Users\Håkan\Documents\Studier - IT\Objektbaserad programmering i C++\Inlämningsuppgifter\Projekt\Jukebox\Debug\Jukebox.exe'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ntdll.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\kernel32.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\KernelBase.dll'. Cannot find or open the PDB file. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110d.dll'. Symbols loaded. 'Jukebox.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcr110d.dll'. Symbols loaded. The thread 0xe50 has exited with code 0 (0x0). Unhandled exception at 0x0083630C in Jukebox.exe: 0xC0000005: Access violation reading location 0x0000003C. Call stack: > Jukebox.exe!Song::getLength() Line 27 C++ Jukebox.exe!operator<<(std::basic_ostream<char,std::char_traits<char> > & os, const Song & song) Line 59 C++ Jukebox.exe!Queue::deque(Song & item) Line 55 C++ Jukebox.exe!Jukebox::playList() Line 493 C++ Jukebox.exe!Jukebox::play() Line 385 C++ Jukebox.exe!Jukebox::run() Line 536 C++ Jukebox.exe!main() Line 547 C++ Jukebox.exe!__tmainCRTStartup() Line 536 C Jukebox.exe!mainCRTStartup() Line 377 C kernel32.dll!754d86e3() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7748bf39() Unknown ntdll.dll!7748bf0c() Unknown

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