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  • PHP Put list from Powershell into Array

    - by Mezzan
    Code: $exchangesnapin = "Add-PSSnapin Microsoft.Exchange.Management.PowerShell.E2010"; $output = shell_exec('powershell '.$exchangesnapin.';"get-mailboxdatabase" 2>&1'); echo( '<pre>' ); echo( $output ); echo( '</pre>' ); Result: Name Server Recovery ReplicationType ---- ------ -------- --------------- Mailbox Database 0651932265 EGCVMADTEST False None Mailbox Database 0651932266 EGCVMADTEST False None I tried with echo( $output[1] ); The result was only a letter 'N'. I believe its taking the Name column but one character at a time. $output[1] is 'N', $output[2] is 'a'. Is there any way I can get the mailbox list into array?

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  • Java Int Array - Number being stored are different from ones specified

    - by Danadir
    Hey there, I have encountered the most weird problem ever in Java. When I am doing this: int []s = new int [5]; s[0] = 026; s[1] = 0011; s[2] = 1001; s[3] = 0026; s[4] = 1101; the numbers being stored in the array, seen from debug mode are different i.e. the numbers stored are 22,9,1001,22,1101. Can you give me some hints what might be wrong with this? Thanks in advance

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  • Javascript function not working with an array

    - by Ryan Harvie
    Hi, i have this function which loops through an array of check boxes checking if the boxes value is equal to something in a text box, i dont know whats wrong. function checkValue(contain) { var boxes = document.getElementsByTagName("input"); for (var i = 0; i < boxes.length; i++) { if (boxes[i].name == "vote[]") { if (boxes[i].value.indexOf(contain.value) != -1) { boxes[i].checked = true; } } } } and this is how i call it OnClick="uncheckAll(); checkValue(document.getElementsByName("countrylist"));" this code is in side a echo in php which is like this echo ' ';

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  • Troubles displaying an associative array with PHP and HTML

    - by Psyche
    Hello, I have the following HTML code: <div id="newsTicker"> <span class="icon news"></span> <ul> [repeating structure] <li> <ul> <li><a href="#">News 1</a></li> <li><a href="#">News 2</a></li> <li><a href="#">News 3</a></li> </ul> </li> [/repeating structure] </ul> </div><!--/#newsTicker--> I also have a PHP array with news (title an url) and I would like to know how can I repeat that code inside [repeating structure] and display 3 different news for each repeating structure. Thank you.

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  • Problem with fetching table to array

    - by jasmine
    I have writed this function: function news_array() { $sql = "SELECT * FROM content WHERE home=1"; $query = mysql_query($sql); $i = 0; while($row = mysql_fetch_array($query)){ $row_array[$i] = array( TITLE => $row['title'], ABSTRACTT => $row['abstract'], BODY => $row['body'], ID => $row['conID'] ); $i++; } return $row_array; } When using this function like this: <?php $row_array = news_array(); for($i = 0 ; $i < count($row_array) ; $i++){ echo $row_array[$i][TITLE]; } ?> There no output in html. What is wrong in my function? Thanks in advance

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  • Error while trying to reverse a char array in C++

    - by mpminnich
    Hi, I'm trying to get better at C++ (I know a little). I'm working on character arrays. I found an exercise where the objective is to reverse a character array (after I convert it from an integer). I'm getting the following error (using VS2005): Run-Time Check Failure #2 - Stack around the variable 'revBuffer' was corrupted. When I step through the code, I notice the following: revBuffer = 0x0012fe40 "100899ÌÌÌÌÌÌÌÌÌÌ998001" The relevant code is below. char buffer[5]; char revBuffer[5]; int i; int j=5; long number = 998001; itoa(number, buffer, 10); for(i=0; i<strlen(buffer);i++) { revBuffer[j] = buffer[i]; j--; } Any help would be great. TIA!

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  • Array to string conversion in (cant get it to work)

    - by user2966551
    ok I am trying to pull a a specific row of data that corresponds to the username logged in. on my page I have started my session but for some reason I cant get the code to work.i keep getting a "Array to string conversion in " on the line " WHERE username = '$_SESSION[user]'");" what am I doing wrong? if I set username = a set username it works but I need it to draw from the session id so it will display different values based on whos logged in. <?php $con=mysqli_connect("localhost","root","xxx","xxxx"); // Check connection if (mysqli_connect_errno()) { echo "Failed to connect to MySQL: " . mysqli_connect_error(); } $result = mysqli_query($con,"SELECT * FROM users WHERE username = '$_SESSION[user]'"); while($row = mysqli_fetch_array($result)) { echo $row['username'] . " " . $row['att']; echo "<br>"; } ?>

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  • Sort Array in PHP

    - by DonCroce
    I have a script which gets some values from a DB. The structure of the vars is as the following: $dump["likes"] = 1234; $likes["data"][$i]["name"] = "ABCDEFG"; for($i=0;$i<=$max;$i++){ $data[$i]["likes"] = $dump["likes"]; $data[$i]["name"] = $likes["data"][$i]["name"]; } //Print Here Sorted array (highest value in "like" first) I just need a way to find out in which entry the biggest "likes" are :) So far i have tried array_multisort, but it showed me "inconsistent size" or some error... Thanks for all your help!

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  • How to initialize static const char array for ASCII codes [C++]

    - by Janney
    I want to initialize a static const char array with ASCII codes in a constructor, here's my code: class Card { public: Suit(void) { static const char *Suit[4] = {0x03, 0x04, 0x05, 0x06}; // here's the problem static const string *Rank[ 13 ] = {'A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'}; // and here. } However i got a whole lot of errors stating that 'initializing' : cannot convert from 'char' to 'const std::string *' 'initializing' : cannot convert from 'int' to 'const std::string *' please help me! Thank you so much.

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  • How does Ruby's Array.| compare elements for equality?

    - by Max Howell
    Here's some example code: class Obj attr :c, true def == that p '==' that.c == self.c end def <=> that p '<=>' that.c <=> self.c end def equal? that p 'equal?' that.c.equal? self.c end def eql? that p 'eql?' that.c.eql? self.c end end a = Obj.new b = Obj.new a.c = 1 b.c = 1 p [a] | [b] It prints 2 objects but it should print 1 object. None of the comparison methods get called. How is Array.| comparing for equality?

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  • Python finding index in a array

    - by NIH
    I am trying to see if a company from a list of companies is in a line in a file. If it is I utilize the index of that company to increment a variable in another array. The following is my python code. I keep getting the following error: AttributeError: 'set' object has no attribute 'index'. I cannot figure out what is going wrong and think the error is the line that is surrounded by **. companies={'white house black market', 'macy','nordstrom','filene','walmart'} positives=[0 for x in xrange(len(companies))] negatives=[0 for x in xrange(len(companies))] for line in f: for company in companies: if company in line.lower(): words=tokenize.word_tokenize(line) bag=bag_of_words(words) classif=classifier.classify(bag) if classif=='pos': **indice =companies.index(company)** positives[indice]+=1 elif classif=='neg': **indice =companies.index(company)** negatives[indice]+=1

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  • ArrayList to Array of Strings in java

    - by rajivpradeep
    ArrayList<String> newArray = new ArrayList<String>(); newArray = urlList.getUrl(); for( int i = 0 ; i < newArray.size();i++) { System.out.println(newArray.get(i)); } newArray.toArray(mStrings );// is this correct mStrings = newArray.toArray();// or this to convert ArrayList ot String array here for( int i = 0 ; i < mStrings.length;i++) { System.out.println(mStrings[i]); }

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  • Going from numpy array to itk Image

    - by tkerwin
    I have a numpy array and want to convert it into an ITK image for further processing. How do I do this without using the PyBuffer extension to WrapITK. I can't use that because I get a bunch of errors when compiling: .../ExternalProjects/PyBuffer/itkPyBuffer.txx: In static member function ‘static PyObject* itk::PyBuffer<TImage>::GetArrayFromImage(TImage*) [with TImage = itk::Image<float, 2u>]’: .../ExternalProjects/PyBuffer/wrap_itkPyBufferPython.cxx:1397: instantiated from here .../ExternalProjects/PyBuffer/itkPyBuffer.txx:64: error: cannot convert ‘int*’ to ‘npy_intp*’ in argument passing I could use an idea about either how to fix the compilation errors or another way to convert my python objects.

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  • Empty array (which's not empty)

    - by Brut4lity
    while($row = mysql_fetch_row($result)){ preg_match('#<span id="lblNumerZgloszenia" style="font-weight:bold;font-style:italic;">([^<]*)<\/span>#',$row[1],$matches); $query2 = 'UPDATE content_pl SET kategoria_data='.$matches[1].' WHERE id='.$row[0].';'; mysql_query($query2); } I'm doing this preg_match to get the span contents into $matches array. When I do a print_r($matches), it shows the right results but when I use $matches[1], it browser tells me that there is no such index.

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  • size of array passed to C++ function ?

    - by user336994
    Hello, how can I get the size of an array that is passed to a function ? I have this code, but it is not working for me float verts[] = { -1.0,1.0,1.0, 1.0,1.0,1.0, 1.0,-1.0,1.0, -1.0,-1.0,1.0, -1.0,1.0,-1.0, 1.0,1.0,-1.0, 1.0,-1.0,-1.0, -1.0,-1.0,-1.0 }; void makeVectorData(float p_vertData[]) { int num = (sizeof(p_vertData)/sizeof(int)); cout << "output: " << num << endl; }; thanks,

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  • Is there any way to get the combine two xml into one xml in Linux.

    - by user28167
    XML one is something like that: <dict> <key>2</key> <array> <string>A</string> <string>B</string> </array> <key>3</key> <array> <string>C</string> <string>D</string> <string>E</string> </array> </dict> XML Two is something like that: <dict> <key>A</key> <array> <string>A1</string> <false/> <false/> <array> <string>Apple</string> <string>This is an apple</string> </array> <array> <string>Apple Pie</string> <string>I love Apple Pie.</string> </array> </array> <key>B</key> <array> <string>B7</string> <false/> <false/> <array> <string>Boy</string> <string>I am a boy.</string> </array> </array> </dict> I want to convert to this: <dict> <key>2</key> <array> <string>A, Apple, Apple Pie</string> <string>B, Boy</string> </array> ... </dict>

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  • How can I create a flexible system for tiling a 2D RPG map?

    - by CptSupermrkt
    Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their tiled map in, and none made mention of how to do it any other way. By tiled map, I mean like Final Fantasy 1, where the world map is a grid of squares, each with a different texture. So for example, I've got a 6 tile x 6 tile map, using the following code: Array<Tile> tiles = new Array<Tile>(); tiles.add(new Tile(new Vector2(0,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(1,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(2,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(3,5), TileType.GRASS)); tiles.add(new Tile(new Vector2(4,5), TileType.STONE)); tiles.add(new Tile(new Vector2(5,5), TileType.STONE)); //... x5 more times. Given the random nature of the environment, for loops don't really help as I have to start and finish a loop before I was able to do enough to make it worth setting up the loop. I can see how a loop might be helpful for like tiling an ocean or something, but not in the above case. The above code DOES get me my final desired output, however, if I were to decide I wanted to move a piece or swap two pieces out, oh boy, what a nightmare, even with just a 6x6 test piece, much less a 1000x1000 world map. There must be a better way of doing this. Someone on some post somewhere (can't find it now, of course) said to check out MapEditor. Looks legit. The question is, if that is the answer, how can I make something in MapEditor and have the output map plug in to a variable in my code? I need the tiles as objects in my code, because for example, I determine whether or not a tile is can be passed through or collided with based on my TileTyle enum variable. Are there alternative/language "native" (i.e. not using an outside tool) methods to doing this?

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  • How to add new partition to RAID-1 array on Redhat FC10?

    - by Peter Scott
    I have a RH FC10 system with RAID 1 partitions, here is mdadm.conf: # mdadm.conf written out by anaconda DEVICE partitions MAILADDR root ARRAY /dev/md1 level=raid1 num-devices=2 metadata=0.90 UUID=9588bfe1:ddfd5858:1067c814:ac499922 ARRAY /dev/md3 level=raid1 num-devices=2 metadata=0.90 UUID=3895ca46:c1526588:d48acd7e:c153aa83 ARRAY /dev/md4 level=raid1 num-devices=2 metadata=0.90 UUID=ebd4920f:b46c1f18:2eced24a:a21ca861 ARRAY /dev/md2 level=raid1 num-devices=2 metadata=0.90 UUID=048e8198:5d6d9682:d3a1e5c3:d475ad80 ARRAY /dev/md0 level=raid1 num-devices=2 metadata=0.90 UUID=d89ec2de:079d4be5:e00ee8f5:fcb19188 I want to carve off 500MB from md4 to make a new partition (for an AFS cache). I haven't touched mdadm or any other disk partitioning tools in years. md4 is 50GB and less than 10% used. What's the easiest way of doing this?

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  • What is the procedure to replace a failing hard drive in a RAID array?

    - by slayton
    3 years ago a co-worker setup a software RAID-6 array on Ubuntu 9.04 and I'm getting messages from the OS that the drive has bad sectors and should be replaced. I'd like to remove this drive and replace it with a new drive, however, I have never done this before and I'm terrified that in the process of fixing the array I'm going to end up ruining it. I know the device ID of the array and I know the device IDs of the individual drives in the array. Additionally I physically have the bad drive. What are the steps to replace the bad drive with a new drive and get the array running again?

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  • 2D Tile Map files for Platformer, JSON or DB?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • Implementing an automatic navigation mesh generation for 2d top down map?

    - by J2V
    I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc. I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons. How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models. Thanks a lot in advance! I have been trying to get my head around it for some time now.

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • What is the best way to render a 2d game map?

    - by Deukalion
    I know efficiency is key in game programming and I've had some experiences with rendering a "map" earlier but probably not in the best of ways. For a 2D TopDown game: (simply render the textures/tiles of the world, nothing else) Say, you have a map of 1000x1000 (tiles or whatever). If the tile isn't in the view of the camera, it shouldn't be rendered - it's that simple. No need to render a tile that won't be seen. But since you have 1000x1000 objects in your map, or perhaps less you probably don't want to loop through all 1000*1000 tiles just to see if they're suppose to be rendered or not. Question: What is the best way to implement this efficiency? So that it "quickly/quicker" can determine what tiles are suppose to be rendered? Also, I'm not building my game around tiles rendered with a SpriteBatch so there's no rectangles, the shapes can be different sizes and have multiple points, say a curved object of 10 points and a texture inside that shape; Question: How do you determine if this kind of objects is "inside" the View of the camera? It's easy with a 48x48 rectangle, just see if it X+Width or Y+Height is in the view of the camera. Different with multiple points. Simply put, how to manage the code and the data efficiently to not having to run through/loop through a million of objects at the same time.

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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