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  • how to implement windows service loop that waits for a period in C# / .NET2.0

    - by matti
    My question is that is this the best practice to do this. Couldn't find any good examples. I have following code in file created by VS2005: public partial class ObjectFolder : ServiceBase { protected override void OnStart(string[] args) { ObjectFolderApp.Initialize(); ObjectFolderApp.StartMonitorAndWork(); } protected override void OnStop() { // TODO: Add code here to perform any tear-down necessary to stop yourservice. } } then: class ObjectFolderApp { public static bool Initialize() { //all init stuff return true; } public static void StartMonitorAndWork() { Thread worker = new Thread(MonitorAndWork); worker.Start(); } private static void MonitorAndWork() { int loopTime = 60000; if (int.TryParse(_cfgValues.GetConfigValue("OfWaitLoop"), out loopTime)) loopTime = 1000 * loopTime; while (true) { /* create+open connection and fill DataSet */ DataSet ofDataSet = new DataSet("ObjectFolderSet"); using (_cnctn = _dbFactory.CreateConnection()) { _cnctn.Open(); //do all kinds of database stuff } Thread.Sleep(loopTime); } } }

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • scanf segfaults and various other anomalies inside while loop

    - by Shadow
    while(1){ //Command prompt char *command; printf("%s>",current_working_directory); scanf("%s",command);<--seg faults after input has been received. printf("\ncommand:%s\n",command); } I am getting a few different errors and they don't really seem reproducible(except for the segfault at this point .<). This code worked fine about 10 minutes ago, then it infinite looped the printf command and now it seg faults on the line mentioned above. The only thing I changed was scanf("%s",command); to what it currently is. If I change the command variable to be an array it works, obviously this is because the storage is set aside for it. 1) I got prosecuted about telling someone that they needed to malloc a pointer* (But that usually seems to solve the problem such as making it an array) 2) the command I am entering is "magic" 5 characters so there shouldn't be any crazy stack overflow. 3) I am running on mac OSX 10.6 with newest version of xCode(non-OS4) and standard gcc 4) this is how I compile the program: gcc --std=c99 -W sfs.c Just trying to figure out what is going on. Being this is for a school project I am never going to have to see again, I will just code some noob work around that would make my boss cry :) But for afterwards I would love to figure out why this is happening and not just make some fix for it, and if there is some fix for it why that fix works.

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  • calculate next line numbers

    - by osomanden
    Weird question I guess.. But I am not very math wiz - soo here goes.. I am trying to create a patterne (or variable patterns based on selection) based on x and y numbers (2 rows and 4 columns) and the direction of the counting of x numbers like: 1-2-3-4 5-6-7-8 That one is easy, when number of x-columns is reached, next line and continue x count. But with eg. this one (still 2 rows and 4 columns): 1-2-3-4 8-7-6-5 upsie.. what if it is eg. 3++ rows and still 4 columns? 1-2-3-4 8-7-6-5 9-10-11-12 what would be the formula for this - or other possible variations (teaser for variations): 9-10-11-12 8-7-6-5 1-2-3-4 or reversed

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  • LINQ VB.NET variable not found when looping through grouped query

    - by Ed Sneller
    I'm trying to do the following LINQ grouping, which works in the debugger (the results are populated in the GroupedOrders object. But VS 2008 gives me the following error at design time... Name 'x' is not declared Dim GroupedOrders = (From m In thisConsultant.orders _ Group m By Key = m.commCode Into Group _ Select commCode = Key, orders = Group) For Each x In GroupedOrders Next VS 2008 gives me the following error,

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  • Detect winning game in nought and crosses

    - by Dennis
    I need to know the best way to detect a winning move in a game of noughts and crosses. Source code doesn't matter, I just need a example or something I can start with. The only thing I can come up with is to use loops and test every direction for every move a player makes, to search for e.g five in a row. Is there a faster and more efficient way?

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  • Rails: Accessing previous loop in Populator (rake db:populate)

    - by sscirrus
    I am populating my Rails database using populator, and I have a case where I would like to build a series of records where fields start_date and end_date follow seamlessly from each other (from today back into the past). Here is a sample of what I'm doing: Chain.populate 1 do |ch| ch.date_end = DateTime.now ch.date_start = DateTime.civil(DateTime.now.year-rand(40)-1, rand(12)+1, rand(31)+1) end Chain.populate 0..10 do |chs| chs.date_end = Chain.find(:last).date_start chs.date_start = DateTime.civil(chs.date_end.year-rand(10)-1, rand(12)+1, rand(31)+1) end Problem? undefined method 'date_start' for nil:NilClass. I assume the problem is the first Chain record hasn't been saved, so I added: Chain.save # in between the two loops This didn't work either. How can I make this work? Thank you!

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  • UIWebView comparing current and defined URL's with a loop depending on result

    - by Syleron
    I am trying to compare the current url in webView with a defined url say google.com so in theory.. NSURLRequest *currentRequest = [webView request]; NSURL *currentURL = [currentRequest URL]; would give us our current url... NSString *newurl = @"http://www.google.com"; this would give us the compared to defined url while (!currentURL == newurl) { //do whatever here because currentURL does not equal the newurl } This does not seem to work though.. solutions?

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  • reverse loop for date display

    - by Michael
    Hi, I've been trying to figure this out, and can't seem to get it Here is the code.. $m= date("m"); $de= date("d"); $y= date("Y"); for($i=0; $i<=6; $i++){ echo "<br>"; echo date('m/d',mktime(0,0,0,$m,($de+$i),$y)); echo "<br>"; } That displays this 04/08 04/07 04/06 04/05 04/04 04/03 04/02 That is exactly what I want but I want it to flip around so echos it would like this 04/02 04/03 04/04 04/05 04/06 04/07 04/07 How would I do this? Thank you in advance!

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  • Python optimization problem?

    - by user342079
    Alright, i had this homework recently (don't worry, i've already done it, but in c++) but I got curious how i could do it in python. The problem is about 2 light sources that emit light. I won't get into details tho. Here's the code (that I've managed to optimize a bit in the latter part): import math, array import numpy as np from PIL import Image size = (800,800) width, height = size s1x = width * 1./8 s1y = height * 1./8 s2x = width * 7./8 s2y = height * 7./8 r,g,b = (255,255,255) arr = np.zeros((width,height,3)) hy = math.hypot print 'computing distances (%s by %s)'%size, for i in xrange(width): if i%(width/10)==0: print i, if i%20==0: print '.', for j in xrange(height): d1 = hy(i-s1x,j-s1y) d2 = hy(i-s2x,j-s2y) arr[i][j] = abs(d1-d2) print '' arr2 = np.zeros((width,height,3),dtype="uint8") for ld in [200,116,100,84,68,52,36,20,8,4,2]: print 'now computing image for ld = '+str(ld) arr2 *= 0 arr2 += abs(arr%ld-ld/2)*(r,g,b)/(ld/2) print 'saving image...' ar2img = Image.fromarray(arr2) ar2img.save('ld'+str(ld).rjust(4,'0')+'.png') print 'saved as ld'+str(ld).rjust(4,'0')+'.png' I have managed to optimize most of it, but there's still a huge performance gap in the part with the 2 for-s, and I can't seem to think of a way to bypass that using common array operations... I'm open to suggestions :D

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  • C Program Stalls or Infinite Loops inside and else statement?

    - by Bobby S
    I have this weird thing happening in my C program which has never happened to me before. I am calling a void function with a single parameter, the function is very similar to this so you can get the jist: ... printf("Before Call"); Dumb_Function(a); printf("After Call"); ... ... void Dumb_Function(int a){ if(a == null) { } else{ int i; for(i=0; i<a; i++) { do stuff } printf("test"); } } This will output Before Call test and NOT "After Call" How is this possible? Why does my function not return? Did my program counter get lost? I can not modify it to a non void function. When running the cursor will blink and I am able to type, I press CTRL+C to terminate. Any ideas?

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  • How to loop 3 dimension array using foreach PHP

    - by vzhen
    Below is foreach and the 3 dimension arrays, no problem with the looping but i cannot sepcify which array to echo, they must me the whole arrays like echo $subvalue, any better solutions with looping 3 dimension array? i actually feel weird with this looping. Thanks in adv foreach ($stories as $key => $story){ //echo "<br />"; foreach($story as $subkey => $subvalue){ echo $subvalue."<br />"; foreach($subvalue as $key => $subsubvalue){ echo $subsubvalue."<br />"; } } } Array ( [270] => Array ( [uid] => 36 [user_email] => [email protected] [sid] => 270 [story_name] => Story C [photo_url] => Array ( [0] => story_photos/2012/0322/361332381418153311.jpg [1] => story_photos/2012/0322/361332393792911587.jpg ) [photo_added_date] => Array ( [0] => 1332381418 [1] => 1332393792 ) ) [269] => Array ( [uid] => 36 [user_email] => [email protected] [sid] => 269 [story_name] => Story B [photo_url] => Array ( [0] => story_photos/2012/0322/361332381406580761.jpg ) [photo_added_date] => Array ( [0] => 1332381406 ) ) [268] => Array ( [uid] => 36 [user_email] => [email protected] [sid] => 268 [story_name] => Story A [photo_url] => Array ( [0] => story_photos/2012/0322/361332381393552719.jpg ) [photo_added_date] => Array ( [0] => 1332381393 ) ) )

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  • Parsing XML file using a for loop

    - by Johnny Spintel
    I have been working on this program which inserts an XML file into a MYSQL database. I'm new to the whole .jar idea by inserting packages. Im having an issue with parse(), select(), and children(). Can someone inform me how I could fix this issue? Here is my stack trace and my program below: Exception in thread "main" java.lang.Error: Unresolved compilation problems: The method select(String) is undefined for the type Document The method children() is undefined for the type Element The method children() is undefined for the type Element The method children() is undefined for the type Element The method children() is undefined for the type Element at jdbc.parseXML.main(parseXML.java:28) import java.io.*; import java.sql.*; import org.jsoup.Jsoup; import org.w3c.dom.*; import javax.xml.parsers.*; public class parseXML{ public static void main(String xml) { try{ BufferedReader br = new BufferedReader(new FileReader(new File("C:\\staff.xml"))); String line; StringBuilder sb = new StringBuilder(); while((line=br.readLine())!= null){ sb.append(line.trim()); } Document doc = Jsoup.parse(line); StringBuilder queryBuilder; StringBuilder columnNames; StringBuilder values; for (Element row : doc.select("row")) { // Start the query queryBuilder = new StringBuilder("insert into customer("); columnNames = new StringBuilder(); values = new StringBuilder(); for (int x = 0; x < row.children().size(); x++) { // Append the column name and it's value columnNames.append(row.children().get(x).tagName()); values.append(row.children().get(x).text()); if (x != row.children().size() - 1) { // If this is not the last item, append a comma columnNames.append(","); values.append(","); } else { // Otherwise, add the closing paranthesis columnNames.append(")"); values.append(")"); } } // Add the column names and values to the query queryBuilder.append(columnNames); queryBuilder.append(" values("); queryBuilder.append(values); // Print the query System.out.println(queryBuilder); } }catch (Exception err) { System.out.println(" " + err.getMessage ()); } } }

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  • string auto splitting in each loop - jquery

    - by sluggerdog
    I have the following jquery code that is looping through the returned json data, for some reason is it splitting the suburb by a space when being assigned as the value but not as the text, I cannot work out why this is happening. MY CODE $.each(data , function( index, obj ) { $.each(obj, function( key, value ) { var suburb = $.trim(value['mcdl01']); var number = $.trim(value['mcmcu']); $("#FeedbackBranchName").append("<option value=" + suburb + ">" + suburb + " (" + number + ")</option>"); }); }); SAMPLE RETURNED RESULTS <option **value="AIRLIE" beach=""**>AIRLIE BEACH (4440)</option> <option value="ASHMORE">ASHMORE (4431)</option> <option **value="BANYO" commercial=""**>BANYO COMMERCIAL (4432)</option> <option value="BEENLEIGH">BEENLEIGH (4413)</option> <option value="BERRIMAH">BERRIMAH (4453)</option> <option **value="BOWEN" hills=""**>BOWEN HILLS (4433)</option> Notice how for AIRLEE BEACH, BANYO COMMERICAL AND BOWN HILLS the second word has been separated out from the value attribute but it's fine at the text level. Anyone have any idea why this might happen? Thanks

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  • Render {embed} for each entry in {exp:weblog:entries} loop

    - by eyelidlessness
    {exp:weblog:entries [args]} [content] {embed="path/to/sub-template" [args]} {/exp:weblog:entries} The sub-template only renders for the first entry, and the {embed} template tag is swallowed for all subsequent entries. Is there a way to make it render the sub-template for each iteration? Edit: stranger yet, if caching is enabled for the sub-template, it renders for each iteration—but, of course, the arguments on the embed tag aren't passed to subsequent iterations, as the sub-template is cached.

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  • Calculate minimum moves to solve a puzzle

    - by Luke
    I'm in the process of creating a game where the user will be presented with 2 sets of colored tiles. In order to ensure that the puzzle is solvable, I start with one set, copy it to a second set, then swap tiles from one set to another. Currently, (and this is where my issue lies) the number of swaps is determined by the level the user is playing - 1 swap for level 1, 2 swaps for level 2, etc. This same number of swaps is used as a goal in the game. The user must complete the puzzle by swapping a tile from one set to the other to make the 2 sets match (by color). The order of the tiles in the (user) solved puzzle doesn't matter as long as the 2 sets match. The problem I have is that as the number of swaps I used to generate the puzzle approaches the number of tiles in each set, the puzzle becomes easier to solve. Basically, you can just drag from one set in whatever order you need for the second set and solve the puzzle with plenty of moves left. What I am looking to do is after I finish building the puzzle, calculate the minimum number of moves required to solve the puzzle. Again, this is almost always less than the number of swaps used to create the puzzle, especially as the number of swaps approaches the number of tiles in each set. My goal is to calculate the best case scenario and then give the user a "fudge factor" (i.e. 1.2 times the minimum number of moves). Solving the puzzle in under this number of moves will result in passing the level. A little background as to how I currently have the game configured: Levels 1 to 10: 9 tiles in each set. 5 different color tiles. Levels 11 to 20: 12 tiles in each set. 7 different color tiles. Levels 21 to 25: 15 tiles in each set. 10 different color tiles. Swapping within a set is not allowed. For each level, there will be at least 2 tiles of a given color (one for each set in the solved puzzle). Is there any type of algorithm anyone could recommend to calculate the minimum number of moves to solve a given puzzle?

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  • loop is cut one element of the array

    - by Walaa
    The problem is : Write a program that reads a number n and then declares an array of n elements. The program then fills the array with the first n numbers, where each number is two to the power of the previous. Finally, display array’s contents. My code : import java.util.*; public class Q1 { static Scanner scan = new Scanner (System.in); public static void main(String args [] ) { int num; int i = 0; System.out.println("Enter a number :"); num = scan.nextInt(); double [] a=new double[num]; a[0]= num ; for ( ;i<=a.length-1 ; i++) { a[i+1] = Math.pow(2,a[i]); System.out.println((int)(a[i]) ); } } } The error is : ----jGRASP exec: java Q1 Enter a number : 4 4 16 65536 Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 4 at Q1.main(Q1.java:16) ----jGRASP wedge2: exit code for process is 1. why it says that? And the number by user printed twice!

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  • Question about variable definitions in functions.

    - by Kaan Tekelioglu
    Hi. #include <stdio.h> main() { int a; for(a=1; a<=4 && printf("%d ",a); a++) { int a; static int b=a; printf("%d ",(a++)-b); } getchar(); getchar(); } In this code, the printout is 1 0 2 1 3 2 4 3. I understand why the int a; part works differently then the int a which was defined outside the for function, and why static int b; is only defined once with the primary value of a ; but why does the (a++) part in printf affect proceeding values of a? Don't we redefine int a; each time the for function runs? Thanks in advance.

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  • K-nearest neighbour with closed-loop dimensions

    - by Tomas
    Hi, I've got a K-nearest neighbour problem where some of the dimensions are closed loops. For example one is 'time of day' and I'm matching for similarity so 'very early morning' is close to 'late evening', you can't just make it a linear scale from 'very early morning' at one end to 'late evening' at the other. How can I represent this in the data model? Is there an established way to handle this or a way to work around it?

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  • Python Loop for mysql statement

    - by user552974
    Hi, I have a project that i need to compile number of cities in each state and make an insert statement for mysql database. I think the easiest way to do it is via python but since i m a complete noob i would like to reach out all the python gurus here. Here is what the input looks like. Example below is for Florida. cities = ['Boca Raton', 'Boynton Beach', 'Bradenton', 'Cape Coral', 'Deltona'] and this what the output should be. INSERT INTO `oc_locations` (`idLocation`, `name`, `idLocationParent`, `friendlyName`) VALUES (1, 'Florida', 0, 'Florida'), (2, 'Boca Raton', 1, 'Boca Raton'), (3, 'Boynton Beach', 1, 'Boynton Beach'), (4, 'Bradenton', 1, 'Bradenton'), (5, 'Cape Coral', 1, 'Cape Coral'), (6, 'Deltona', 1, 'Deltona'), If you look at carefully the "idLocationParent" for "Florida" value is "0" so which means it is a top level value. This will be done for 50 states so ability to plug the state name into the mysql statement would be icing on the cake if there is a easy way to do it. Also alphabetical order and auto increment for the idLocation would be great. Here is an example of what i m trying to achieve concatenation is the part i need to figure out. for city in cities: print (1, 'city', 0, 'city'), city

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  • add a number in while loop

    - by Luke
    if ($num_rows > 0) { while($row=mysql_fetch_assoc($res)) { $fromuser=$row['username']; $comment=$row['comment']; $commentdate=$row['date']; $date=strtotime($commentdate); $final_date=date("g:i a", $date); $final_date2=date("F j Y", $date); ?> <table align="center" width="100%"style='border-top: 1px dotted;'bgcolor="#eeeeee" > <tr><td><?echo "<a href=\"userprofile.php?user=$fromuser\"><b>$fromuser</b></a> commented:\n";?></td></tr> <tr><td><?echo "at $final_date on $final_date2\n";?></td></tr> <tr bgcolor="#ffffff"><td><?echo "$comment\n";?></td></tr> </table><br> <? } } else { echo"There are currently no comments on this user"; } ?> I am looking for a way to add a number to each comment. So 1, 2, 3, 4, etc in DESC order. I can't think how I can do this?

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