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  • How do i change the address of a New struct in a loop?!

    - by Yasin
    Hi guys, i'm writing a simple code which is about polynomials using link lists in C#. the problem i have is that whenever it creates a new struct (node) in the for loop it gives it the same address as the previous node was given. so how do i fix it ? here is my struct : struct poly { public int coef; public int pow; public poly* link;} ; and here is the where the problem occurs: for (; i < this.textBox1.Text.Length; i++) { q = new poly(); ...... p->link = &q; } &q remains unchanged !

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  • Why is this loop over mysql resultset slow? (1.4ms per cycle)

    - by pawpro
    The $res contains around 488k rows the whole loop takes 61s! that's over 1.25ms per cycle! What is taking all that time? while($row = $res->fetch_assoc()) { $clist[$row['upload_id']][$row['dialcode_id']][$row['carrier_id']]['std'] = $row['cost_std']; $clist[$row['upload_id']][$row['dialcode_id']][$row['carrier_id']]['ecn'] = $row['cost_ecn']; $clist[$row['upload_id']][$row['dialcode_id']][$row['carrier_id']]['wnd'] = $row['cost_wnd']; $dialcode_destination[$row['upload_id']][$row['carrier_id']][$row['dialcode_id']]['other_destination'] = $row['destination_id']; $dialcode_destination[$row['upload_id']][$row['carrier_id']][$row['dialcode_id']]['carrier_destination'] = $row['carrier_destination_id']; } Now resultset of 10 rows, smaller arrays and performance 30 times higher (0.041ms) not the fastest still but better. while($row = $res->fetch_assoc()) { $customer[$row['id']]['name'] = $row['name']; $customer[$row['id']]['code'] = $row['customer']; }

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  • Why "constructor-way" of declaring variable in "for-loop" allowed but in "if-statement" not allowed?

    - by PiotrNycz
    Consider this simple example: /*1*/ int main() { /*2*/ for (int i(7); i;){break;} /*3*/ if (int i(7)) {} /*4*/ } Why line-2 compiles just fine, whilst line-3 gives the error? This is little strange to me why if-statement is in this aspect treated worse than for-loop? If this is compiler specific - I tested with gcc-4.5.1: prog.cpp: In function 'int main()': prog.cpp:3:7: error: expected primary-expression before 'int' prog.cpp:3:7: error: expected ')' before 'int' I was inspired by this question [UPDATE] I know this compiles just fine: /*1*/ int main() { /*2*/ for (int i = 7; i;){break;} /*3*/ if (int i = 7) {} /*4*/ }

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  • R: How to separate character output in a loop?

    - by John
    I'm blanking on the best way to paste a list of strings together to go into an SQL statement... I'm having trouble with the separator bar | printing at the beginning when I don't want it to: foo = "blah" paste_all_together = NULL for (n in 1:4) { paste_together = paste(foo ,sep = "") paste_all_together = paste(paste_all_together, paste_together, sep = "|") } > paste_all_together [1] "|blah|blah|blah|blah" I just want it to print out "blah|blah|blah|blah". Do I need a nested loop, or is there a better itterator in R for doing this? Or perhaps a better way to input SQL statements?

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  • How to change the text of the multiple asp:label using for loop in C# ASP.NET

    - by Minelava
    I want to change the asp label multiple times. Here is the asp.net code <asp:Label ID="lbl_Text1" runat="server" Text=""> <asp:Label ID="lbl_Text2" runat="server" Text=""> <asp:Label ID="lbl_Text3" runat="server" Text=""> <asp:Label ID="lbl_Text4" runat="server" Text=""> Instead of using this: C# Code lbl_Text1.Text = "hello"; lbl_Text2.Text = "hello"; lbl_Text3.Text = "hello"; lbl_Text4.Text = "hello"; I tried to use for loop for (int i = 1; i <= 4; i++) { lbl_Text[i].Text = "hello"; } And I get this error..... cannot apply indexing with [] to an expression of type 'system.web.ui.webcontrols.label' Is there anyone can help me on that?

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  • A more condensed way of doing the following loop?

    - by kylex
    I have the following for-loop. It uses the values 0-6 form monday-sunday respectively. Is there a more condensed way to do this? As opposed to listing out the if ($i=="day") // $i = 0 is monday... $i = 6 is Sunday for($i=0;$i<7;$i++){ if ($i==0) echo ' <input name="repeat_on_week[]" type="checkbox" value="0" /> Monday'; if ($i==1) echo ' <input name="repeat_on_week[]" type="checkbox" value="1" /> Tuesday'; if ($i==2) echo ' <input name="repeat_on_week[]" type="checkbox" value="2" /> Wednesday'; if ($i==3) echo ' <input name="repeat_on_week[]" type="checkbox" value="3" /> Thursday'; if ($i==4) echo ' <input name="repeat_on_week[]" type="checkbox" value="4" /> Friday'; if ($i==5) echo ' <input name="repeat_on_week[]" type="checkbox" value="5" /> Saturday'; if ($i==6) echo ' <input name="repeat_on_week[]" type="checkbox" value="6" /> Sunday'; }

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  • Python: why does this code take forever (infinite loop?)

    - by Rosarch
    I'm developing an app in Google App Engine. One of my methods is taking never completing, which makes me think it's caught in an infinite loop. I've stared at it, but can't figure it out. Disclaimer: I'm using http://code.google.com/p/gaeunitlink text to run my tests. Perhaps it's acting oddly? This is the problematic function: def _traverseForwards(course, c_levels): ''' Looks forwards in the dependency graph ''' result = {'nodes': [], 'arcs': []} if c_levels == 0: return result model_arc_tails_with_course = set(_getListArcTailsWithCourse(course)) q_arc_heads = DependencyArcHead.all() for model_arc_head in q_arc_heads: for model_arc_tail in model_arc_tails_with_course: if model_arc_tail.key() in model_arc_head.tails: result['nodes'].append(model_arc_head.sink) result['arcs'].append(_makeArc(course, model_arc_head.sink)) # rec_result = _traverseForwards(model_arc_head.sink, c_levels - 1) # _extendResult(result, rec_result) return result Originally, I thought it might be a recursion error, but I commented out the recursion and the problem persists. If this function is called with c_levels = 0, it runs fine. The models it references: class Course(db.Model): dept_code = db.StringProperty() number = db.IntegerProperty() title = db.StringProperty() raw_pre_reqs = db.StringProperty(multiline=True) original_description = db.StringProperty() def getPreReqs(self): return pickle.loads(str(self.raw_pre_reqs)) def __repr__(self): return "%s %s: %s" % (self.dept_code, self.number, self.title) class DependencyArcTail(db.Model): ''' A list of courses that is a pre-req for something else ''' courses = db.ListProperty(db.Key) def equals(self, arcTail): for this_course in self.courses: if not (this_course in arcTail.courses): return False for other_course in arcTail.courses: if not (other_course in self.courses): return False return True class DependencyArcHead(db.Model): ''' Maintains a course, and a list of tails with that course as their sink ''' sink = db.ReferenceProperty() tails = db.ListProperty(db.Key) Utility functions it references: def _makeArc(source, sink): return {'source': source, 'sink': sink} def _getListArcTailsWithCourse(course): ''' returns a LIST, not SET there may be duplicate entries ''' q_arc_heads = DependencyArcHead.all() result = [] for arc_head in q_arc_heads: for key_arc_tail in arc_head.tails: model_arc_tail = db.get(key_arc_tail) if course.key() in model_arc_tail.courses: result.append(model_arc_tail) return result Am I missing something pretty obvious here, or is GAEUnit acting up?

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  • Why do R objects not print in a function or a "for" loop?

    - by Sal Leggio
    I have an R matrix named ddd. When I enter this, everything works fine: i <- 1 shapiro.test(ddd[,y]) ad.test(ddd[,y]) stem(ddd[,y]) print(y) The calls to Shapiro Wilk, Anderson Darling, and stem all work, and extract the same column. If I put this code in a "for" loop, the calls to Shapiro Wilk, and Anderson Darling stop working, while the the stem & leaf call and the print call continue to work. for (y in 7:10) { shapiro.test(ddd[,y]) ad.test(ddd[,y]) stem(ddd[,y]) print(y) } The decimal point is 1 digit(s) to the right of the | 0 | 0 0 | 899999 1 | 0 [1] 7 The same thing happens if I try and write a function. SW & AD do not work. The other calls do. > D <- function (y) { + shapiro.test(ddd[,y]) + ad.test(ddd[,y]) + stem(ddd[,y]) + print(y) } > D(9) The decimal point is at the | 9 | 000 9 | 10 | 00000 [1] 9 Why don't all the calls behave the same way?

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  • Set bounds for markers generated by jQuery table loop?

    - by abemonkey
    I have some jQuery code that goes through a table of location results and puts corresponding pins on a map. I am having trouble figuring out how to set the bounds so that when it goes through the loop and generates the markers on the map that it zooms and pans to fit the markers in the view. I've tried implementing code from some similar questions on this site but nothing seems to be working. Please let me know what code I should be using and where the heck I should put it in my script: $(function() { var latlng = new google.maps.LatLng(44, 44); var settings = { zoom: 15, center: latlng, disableDefaultUI: false, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), settings); $('tr').each(function(i) { var the_marker = new google.maps.Marker({ title: $(this).find('.views-field-title').text(), map: map, clickable: true, position: new google.maps.LatLng( parseFloat($(this).find('.views-field-latitude').text()), parseFloat($(this).find('.views-field-longitude').text()) ) }); var infowindow = new google.maps.InfoWindow({ content: $(this).find('.views-field-title').text() + $(this).find('.adr').text() }); new google.maps.event.addListener(the_marker, 'click', function() { infowindow.open(map, the_marker); }); }); }); `

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Logic for FOR loop in c#

    - by karthik
    My method has a parameter, I have to use that in my For loop to iterate. For example, I have a text file with 4 lines. If the Param is 1, the for loop must iterate through the last three lines If the Param is 2, the for loop must iterate through the last two lines If the Param is 3, the for loop must iterate through the last one line How can i pass this param in my For loop to achieve all the three scenarios stated above ?

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  • How can I refactor this JavaScript code to avoid making functions in a loop?

    - by Bungle
    I wrote the following code for a project that I'm working on: var clicky_tracking = [ ['related-searches', 'Related Searches'], ['related-stories', 'Related Stories'], ['more-videos', 'More Videos'], ['web-headlines', 'Publication'] ]; for (var x = 0, length_x = clicky_tracking.length; x < length_x; x++) { links = document.getElementById(clicky_tracking[x][0]) .getElementsByTagName('a'); for (var y = 0, length_y = links.length; y < length_y; y++) { links[y].onclick = (function(name, url) { return function() { clicky.log(url, name, 'outbound'); }; }(clicky_tracking[x][1], links[y].href)); } } What I'm trying to do is: define a two-dimensional array, with each instance the inner arrays containing two elements: an id attribute value (e.g., "related-searches") and a corresponding description (e.g., "Related Searches"); for each of the inner arrays, find the element in the document with the corresponding id attribute, and then gather a collection of all <a> elements (hyperlinks) within it; loop through that collection and attach an onclick handler to each hyperlink, which should call clicky.log, passing in as parameters the description that corresponds to the id (e.g., "Related Searches" for the id "related-searches") and the value of the href attribute for the <a> element that was clicked. Hopefully that wasn't thoroughly confusing! The code may be more self-explanatory than that. I believe that what I've implemented here is a closure, but JSLint complains: http://img.skitch.com/20100526-k1trfr6tpj64iamm8r4jf5rbru.png So, my questions are: How can I refactor this code to make JSLint agreeable? Or, better yet, is there a best-practices way to do this that I'm missing, regardless of what JSLint thinks? Should I rely on event delegation instead? That is, attaching onclick event handlers to the document elements with the id attributes in my arrays, and then looking at event.target? I've done that once before and understand the theory, but I'm very hazy on the details, and would appreciate some guidance on what that would look like - assuming this is a viable approach. Thanks very much for any help!

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  • Why doesen't the number 2 work in this for-loop?

    - by Emil
    Hello. I have a function that runs trough each element in an array. It's hard to explain, so I'll just paste in the code here: NSLog(@"%@", arraySub); for (NSString *string in arrayFav){ int favoriteLoop = [string intValue] + favCount; NSLog(@"%d", favoriteLoop); id arrayFavObject = [array objectAtIndex:favoriteLoop]; [arrayFavObject retain]; [array removeObjectAtIndex:favoriteLoop]; [array insertObject:arrayFavObject atIndex:0]; [arrayFavObject release]; id arraySubFavObject = [arraySub objectAtIndex:favoriteLoop]; [arraySubFavObject retain]; [arraySub removeObjectAtIndex:favoriteLoop]; [arraySub insertObject:arraySubFavObject atIndex:0]; [arraySubFavObject release]; id arrayLengthFavObject = [arrayLength objectAtIndex:favoriteLoop]; [arrayLengthFavObject retain]; [arrayLength removeObjectAtIndex:favoriteLoop]; [arrayLength insertObject:arrayLengthFavObject atIndex:0]; [arrayLengthFavObject release]; } NSLog(@"%@", arraySub); The array arrayFav contains these strings: "3", "8", "2", "10", "40". Array array contains 92 strings with a name. Array arraySub contains numbers 0 to 91, representing a filename with a title from the array array. Array arrayLength contains 92 strings representing the size of each file from array arraySub. Now, the first NSLog shows, as expected, the numbers 0 to 91. The NSLog-s in the loop shows the numbers 3, 8, 2, 10, 40, also as expected. But here's the odd part: the last NSLog shows these numbers: 40, 10, 0, 8, 3, 1, 2, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 that is 40, 10, 0, 8, 3, and so on. It was not supposed to be a zero in there, it was supposed to be a 2.. Do you have any idea at why this is happening or a way to fix it? Thank you.

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  • Why doesen't the number 2 work in this for-loop?

    - by Emil
    Hello. I have a function that runs trough each element in an array. It's hard to explain, so I'll just paste in the code here: NSLog(@"%@", arraySub); for (NSString *string in arrayFav){ int favoriteLoop = [string intValue] + favCount; NSLog(@"%d", favoriteLoop); id arrayFavObject = [array objectAtIndex:favoriteLoop]; [arrayFavObject retain]; [array removeObjectAtIndex:favoriteLoop]; [array insertObject:arrayFavObject atIndex:0]; [arrayFavObject release]; id arraySubFavObject = [arraySub objectAtIndex:favoriteLoop]; [arraySubFavObject retain]; [arraySub removeObjectAtIndex:favoriteLoop]; [arraySub insertObject:arraySubFavObject atIndex:0]; [arraySubFavObject release]; id arrayLengthFavObject = [arrayLength objectAtIndex:favoriteLoop]; [arrayLengthFavObject retain]; [arrayLength removeObjectAtIndex:favoriteLoop]; [arrayLength insertObject:arrayLengthFavObject atIndex:0]; [arrayLengthFavObject release]; } NSLog(@"%@", arraySub); The array arrayFav contains these strings: "3", "8", "2", "10", "40". Array array contains 92 strings with a name. Array arraySub contains numbers 0 to 91, representing a filename with a title from the array array. Array arrayLength contains 92 strings representing the size of each file from array arraySub. Now, the first NSLog shows, as expected, the numbers 0 to 91. The NSLog-s in the loop shows the numbers 3, 8, 2, 10, 40, also as expected. But here's the odd part: the last NSLog shows these numbers: 40, 10, 0, 8, 3, 1, 2, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 that is 40, 10, 0, 8, 3, and so on. It was not supposed to be a zero in there, it was supposed to be a 2.. Do you have any idea at why this is happening or a way to fix it? Thank you.

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Wild card redirect in htaccess giving error this webpage has a redirect loop

    - by kath
    In my website I changed the directory name "vehicles-cars" to "vehicles-cars-for-sale". When I tried to redirect using a wild card redirect from my old directory name to new directory name in my web hosting cPanel account, I get an error every time I open pages from that directory: this webpage has a redirect loop The website is php. The problem is that that I have lots of pages with the old directory indexed in Google and they are getting duplicate content. I really need some advice on what to do with this problem. Here is .htaccess file code for redirect, thanks. RewriteEngine on RewriteCond %{HTTP_HOST} ^adsbuz\.com$ [OR] RewriteCond %{HTTP_HOST} ^www\.adsbuz\.com$ RewriteRule ^vehicles\-cars\/?(.*)$ "http\:\/\/adsbuz\.com\/vehicles\-cars\-for\-sale\/$1" [R=301,L]

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  • Login crash loop

    - by dawmail333
    After about the second/third batch of updates on a fresh install of Ubuntu 12.04, I end up getting stuck in an infinite login loop: I enter my password, screen goes black and shows me the end of the initialisation messages (including things like CUPS initialising), and then the greeter reappears. Kicker is, as I'm using gnome-shell, I just decided to uninstall LightDM, ubuntu-desktop and unity-greeter, using GDM as my manager, and the problem still happens in exactly the same manner. I'm lost even as to where to start looking - Xorg logs, LightDM logs (before I removed it), syslog and dmesg logs have held no unusual information at all. I have a TeX assignment due next week, and reinstalling Ubuntu every time I want to work on it is not going to work (nor is using TeX on Windows ;). Anything else I should try?

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  • wild card redirects issue giving error this webpage has a redirect loop

    - by kath
    In my website I changed or better word modified the directory name ""vehicles-cars"" to ""vehicles-cars-for-sale"" when i tryed to redirect using wild card redirect my old directory name to new directory name in my web hosting cpanel account. every time when i open pages from that directory i am getting error code this webpage has a redirect loop the website is php the problem is that that my lots of pages from old directory are indexed in googles and they are getting duplicate contents i really need some advice what to do with this problem here is .htaccess file code for redirect thanks RewriteEngine on RewriteCond %{HTTP_HOST} ^adsbuz\.com$ [OR] RewriteCond %{HTTP_HOST} ^www\.adsbuz\.com$ RewriteRule ^vehicles\-cars\/?(.*)$ "http\:\/\/adsbuz\.com\/vehicles\-cars\-for\-sale\/$1" [R=301,L]

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Infinite redirect loop in cpanel-purchased script

    - by lital maatuk
    I am installing a script (that I bought on cpanel) in the root directory of my web site. When I try to install it, it gives me an error. I found that it starts an infinite URL redirect loop containing the name of my web site. Something like: install//mywebsite.com/install=mywebsite.com/install=mywebsite.com/install=mywebsite.com etc. until the browser refuses to continue when URL gets too long. The vendor told me I need to have mod_rewrite installed on my cpanel and something about .htaccess. How do I do fix this?

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  • Empty Synchronized method in game loop

    - by Shijima
    I am studying the gameloop used in Replica Island to understand a bit about Android game development. The main loop has the below logic... GameThread.java (note the variable names in sample code dont match exact source code) while (!finished) { if (objectManager != null) { renderer.waitDrawingComplete(); //Do more gameloop stuff after drawing is complete... } } I was curious to see what waitDrawingComplete actually does, but found its just an empty syncrhonized method! I guess it does nothing, am I missing something here? GameRenderer.java line 328 public synchronized void waitDrawingComplete() { } Source code can be checked out here with SVN if you feel like having a look: https://code.google.com/p/replicaisland/source/checkout

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • can't install anything anymore with apt-get

    - by Aymane Shuichi
    Welcome this is the log I have when trying to install anything (php5-fpm after removing it) apt-get install php5-fpm Reading package lists... Done Building dependency tree Reading state information... Done php5-fpm is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Do you want to continue [Y/n]? y Setting up php5-fpm (5.4.4-14+deb7u10) ... insserv: warning: script 'S55IptabLes' missing LSB tags and overrides insserv: warning: script 'S55IptabLex' missing LSB tags and overrides insserv: There is a loop between service IptabLes and mountnfs if started insserv: loop involving service mountnfs at depth 8 insserv: loop involving service networking at depth 7 insserv: loop involving service mountnfs-bootclean at depth 10 insserv: There is a loop between service rc.local and mountall if started insserv: loop involving service mountall at depth 6 insserv: loop involving service checkfs at depth 5 insserv: loop involving service kbd at depth 11 insserv: There is a loop between service rc.local and mountall-bootclean if started insserv: loop involving service mountall-bootclean at depth 7 insserv: loop involving service urandom at depth 9 insserv: There is a loop between service IptabLes and mountdevsubfs if started insserv: loop involving service mountdevsubfs at depth 2 insserv: loop involving service udev at depth 1 insserv: There is a loop at service rc.local if started insserv: There is a loop at service IptabLes if started insserv: Starting IptabLes depends on rc.local and therefore on system facility `$all' which can not be true! (x99 times repeated ) insserv: Max recursions depth 99 reached insserv: loop involving service postfix at depth 2 insserv: There is a loop between service IptabLes and udev if started insserv: loop involving service mountkernfs at depth 1 insserv: loop involving service IptabLes at depth 1 Now here is the error i get insserv: exiting now without changing boot order! update-rc.d: error: insserv rejected the script header dpkg: error processing php5-fpm (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: php5-fpm E: Sub-process /usr/bin/dpkg returned an error code (1) The biggest operation I held before this was updating nginx from 1.2 to 1.6 and it was thanks to this site : here is the link : How to upgrade nginx from 1.2 to 1.6 on debian 7 Please help !

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