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  • error in a pygame code

    - by mekasperasky
    # INTIALISATION import pygame, math, sys from pygame.locals import * screen = pygame.display.set_mode((1024, 768)) car = pygame.image.load('car.png') clock = pygame.time.Clock() k_up = k_down = k_left = k_right = 0 speed = direction = 0 position = (100, 100) TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = ­5 BLACK = (0,0,0) while 1: # USER INPUT clock.tick(30) for event in pygame.event.get(): if not hasattr(event, 'key'): continue down = event.type == KEYDOWN # key down or up? if event.key == K_RIGHT: k_right = down * ­5 elif event.key == K_LEFT: k_left = down * 5 elif event.key == K_UP: k_up = down * 2 elif event.key == K_DOWN: k_down = down * ­2 elif event.key == K_ESCAPE: sys.exit(0) # quit the game screen.fill(BLACK) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up + k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right + k_left) # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += ­speed*math.sin(rad) y += ­speed*math.cos(rad) position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() enter code here the error i get is this Non-ASCII character '\xc2' in file race1.py on line 13, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Not able to understand what the error is and how to get rid of it?

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  • Why does my UIScrollView change it's original content offset when I scroll?

    - by Tony
    Before I scroll, my UIScrollView is laid out perfectly. See here However if I scroll up, the view bounces as I go out of bounds and then resets too high. See here I am going to guess this has to do with a hack that I did earlier to get the view to originally show like in the first screen shot. For some reason, to get my view to look like the second screen shot, I do: [scrollView setContentOffset:CGPointMake(0,-50) animated:YES]; in viewDidLoad But if I set the content offset to 0,0 in viewDidLoad, I get something that looks like the second screen shot when the view loads. This doesn't make much sense to me because if the content offset is 0,0 I would think the content should begin in the upper right corner of the screen. Does anyone know what could be going on here? Thanks!

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • Ubuntu12.10 not installing on new computer?

    - by Joshua
    I'm trying to Install the latest 12.10 Desktop. I have burned the iso file onto a DVD using an ISO burner. I then reboot my computer, and use the boot menu, I choose the DVD and it asks me if I want to try it, install it, or check for defects. Whichever one I choose my screen goes blank and for a bit you can hear my DVD burner, but then it stops and the screen goes completely blank and doesn't so anything. I am using a new HP Pavilion model P7-1455 running windows 8. What is wrong? How can I fix this?

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  • Blackberry Keyboard Lock timeout

    - by Vernon
    I want this blackberry 9700 to "fully lock" as soon as I click the icon for the "Keyboard Lock" application. Currently I have to wait 5 to 7 seconds for the screen to go dark after each time I click the "Keyboard Lock" icon. During that time if something touches the touch pad, then the 5-7 second timer resets and you have to wait another 5 to 7 seconds for the screen to go dark and "fully lock" After it finally goes dark, touching the touch pad does not reset the timer. At that point it is "fully locked" and requires a key to be pressed. How can I get it to "fully lock" as soon as the lock icon is clicked? I want the screen to go dark immediately, and for it to require a key press to request an unlock. I have tried Options - Screen/Keyboard - Backlight Timeout ... etc ... none of that reduces the timeout for the "Keyboard Lock" application. And there does not seem to be an option screen for the "Keyboard Lock" application, that I can find. NOTE: This is occurring with BlackBerry 9700 v5.0.0.330 (Platform 5.1.0.91)

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  • What are Android different screens dimensions in dp for different screens (e.g. xlarge = 960dp x 720dp)?

    - by Zizo
    in this link: Range of screens supported, Android team mentioned that: As you design your UI for different screen sizes, you'll discover that each design requires a minimum amount of space. So, each generalized screen size above has an associated minimum resolution that's defined by the system. These minimum sizes are in "dp" units—the same units you should use when defining your layouts—which allows the system to avoid worrying about changes in screen density. xlarge screens are at least 960dp x 720dp large screens are at least 640dp x 480dp normal screens are at least 470dp x 320dp small screens are at least 426dp x 320dp So, If I want to support all Android screens, can I create images, for full screen view, in those dimensions and that will be sufficient condition to support all available screens? or they are just the minimum sizes, and I need other dimensions? If other dimensions are needed, Please list them as in the list above. Thanks in Advance.

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  • Regarding Application Templates

    - by user185590
    Hi Folks , Here is Jagadeesh, New to the Iphone Development Platform , i need to know the Difference among the Templates for our Applications( like we have Navigation, view, window, Open Gl, Tab Bar, Utility type application)over there and there is a small description at the bottom of the pane , can anyone let me know the Complete description and Templates Screen shot(like View based aPpliction screen shot, Window based Screen Shot Etc..., ) so that as a beginner it is very easy to learn....

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  • Does Windows 7 have a Kiosk Mode?

    - by Jordan
    I'm writing a Kiosk on a Windows 7 computer. The Kiosk is on a touch screen computer, that will not have a keyboard. The application is a WPF application running the .NET Framework version 3.5. I'm having problems with the progress bar task bar showing up (blinking) at the bottom of the screen. This unfortunately gives the user access to the background operating system. Is there someway to lock a full screen application window into the front of the screen without using it on-top-of-everything mode. Some sort of Kiosk mode, or some tool that was designed for this.

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  • Shows different behaviour in release and debug mode .apk

    - by Ashique Muhammed
    My android application get restarted when I take the application from home screen, but this not a consistent. Some time it works perfectly (resume with the last visited activity). My application contains a splash screen activity and 5 activities in tab layout. Usage Start application After splash screen the application shows one of the activity in tab Press home button Try to invoke application from home screen Application gets restarted, it is not happening always. I am working on actual device. Android version 2.3.3 Here is the root activity in my manifest file. <activity android:name="com.nes.smrt.gui.Survey" android:theme="@android:style/Theme.NoTitleBar" android:screenOrientation="portrait" android:alwaysRetainTaskState="true"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> Any help would be greatly appreciated!

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  • Does a hidden UIViewController consume any resources (iPhone)?

    - by MrDatabase
    My simple iPhone game has two basic "screens": home screen (UIViewController subclass) game screen (UIWindow w/ EAGLLayer where all the OpenGL drawing happens) Currently when the user taps "Play" on the homescreen the UIViewController is just hidden and the game screen is revealed. When the game is over the homescreen UIViewController is unhidden. Does the hidden UIViewController consume any resources when it's hidden?

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  • Best practice to create WPF wrapper application displaying screens on demand.

    - by Robbie
    Context: I'm developing a WPF application which will contain a lot of different "screens". Each screen contains a which on its turn contains all the visual elements. Some elements trigger events (e.g., checkboxes), a screen has individual resources, etc. The main application is "wrapper" around these screens: it contains a menubar, toolbar, statusbar and alike (in a DockPanel) and space to display one screen. Through the menubar, the user can choose which screen he wants to display. Goal: I want to dynamically load & display & (event)handle one screen in the space in the main application. I don't want to copy & paste all the "wrapper" stuff in all the different screens. And As I have many complex screens (around 300 - luckily auto-generated), I don't want to load all of them at the start of the application, but only upon request. Question: What do you recommend as the best way to realize this? What kind of things should I use and investigate: Pages or windows or User Control for the screens? Does this affect the event handling?

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  • How can I have a smooth animated move between 2 Google Maps locations?

    - by pelms
    When clicking from one marker to another in Google Maps, the map screen animates the move smoothly if both markers are within them initial map view but jumps if one of the markers is off screen. I'm trying to set up a map which has several locations within the main map area but has one which is 'off screen'. I have a signpost icon to the more distant location within the initial map area which I want to smoothly scroll to the off screen location when clicked (so as to give a better sense of it's relative location). I can't find anything in the Maps API which would let me do this however. I could zoom out, move and then zoom in again but this looks a bit jarring. Am I missing something in the API, or does anyone have any suggestions?

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  • How do I create a view with a picker on the bottom and a table view on the top?

    - by Andy
    Hi - first time asker, long-time lurker. I am trying to create an iPhone view that has a date/time picker on the bottom half of the screen, and a grouped, single-section, four-row table view on the top half of the screen (almost identical to the one Apple shows in Fig. 2-4 of their View Controller Programming Guide (but then never goes on to explain). Conceptually, I think I understand that what I need is a main view with a pair of subviews - one for the picker, and one for the table view. I'm pretty sure I can make the picker function once I have it on-screen, and I'm pretty sure I can make the table view function too. What I can't for the life of me figure out is how, programmatically speaking, to get the two views onto the screen simultaneously. I can lay it out perfectly in Interface Builder, but then it all goes to hell when I switch to Xcode...the view appears with the picker, but no table view. Thanks, in advance, for any help you can offer.

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  • Facebook Connect on iPhone question

    - by TheGambler
    When you use facebook connect on the iPhone do you have to use the supplied login button and login screen built into the framework? The reason I ask is because I'm also using twitter and I would like to have the same user experience when they log in to user as they have when they log in to facebook. So I can either replicate the login screen facebook connect uses for twitter or just not use the facebook connect login screen all together.

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  • opengl es render but dont show on display

    - by Sponge
    i have written a object selection algorithm which picks the objects by there color. i give every object an unique color and then i just have to use the glReadPixels method to check which object was selected this works fine and is really fast but the problem is that the frame is displayed on the screen with all the picking-colors so the screen flashes every time you select something. so my question is: how do i write everything in the correct display buffer but dont display it on the screen to avoid these flashes?

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  • Remove objects from UINavigationController

    - by Joshep Freeman
    I would like to know if there is a way to know which objects [UIViewControllers?] are stored inside [self navigationController] (I'm guessing they are stored there with pushViewController?), and if there is a way to remove such objects. Consider this scenario: 1.- Show "Presentation screen" (a logo) 2.- Wait 2 seconds 3.- Push "Data screen" (no need for "Presentation screen" anymore but it's stored in Memory) Thanks for your time.

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Android and Layouts

    - by davs
    Hi all, I need your help! I need to locate text on view as showed on the picture: text 'Some more text' should be located in bottom|center_horizontal text 'Short text' should be located on with align right, but about 10% from the top of the screen text 'x.x.x.x' should be aligned to the center of the screen (right/bottom align of the 1st quater) text 'Some long text ..' should be aligned to the top/left of the 3-rd quater of the screen, but it should cross the center_horizontal of the screen eh ... something like this .. I hope, you're understand me :) Please, help me!!! Thanks for your help!

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  • Displaying bitmaps in relative positions

    - by JonF
    I'd like to put a couple images on a surfaceview. I understand that the screen sizes of android devices can vary, so I don't think I can just use an x y position or I might end up placing it off different screens. Say I want to put two boxes in the center of the screen, a blue one and a red one. The blue one is to the left of the red one. How can I accomplish that while accounting for different screen sizes?

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  • Anyone have experience developing with ESQL/C for INFORMIX-SQL?

    - by Frank Developer
    Does anyone have experience developing with ESQL/C for INFORMIX-SQL, as in calling C funcs within "Perform" screen generator and "ACE" report writer? I have ISQL without ESQL/C. I experimented compiling a perform screen, where in the instructions section I put "ON BEGINNING CALL userfunc() END" and although I don't have ESQL/C, the Perform screen successfully compiled without errors!.. Apparently, the compiler didn't reject the C call even though there's no ESQL/C or C program linked.

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  • Key binding in Compiz no longer works

    - by Dave M G
    I have a key binding set in CompizConfig settings manager that runs this command: sleep .5 && xset -display :0.0 dpms force off I have it attached to Super+~. It's worked fine for years. Now, suddenly, it stopped working. When I open CompizConfig the key binding is blank. I set it again, close CompizConfig, and it doesn't work. So I open CompizConfig again, and the key binding is blank again. It won't save what I set it to. How do I get my key binding and command to work, and stay working.

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  • Touch event missing when pushing new view

    - by Milu
    Hello, I am new in iPhone programming. At the moment I am trying to recognize a constant touch. For example I want the user to leave his finger on the screen for the whole application. I use a navigationcontroller which holds the different views. If the user now touches the screen in view1 and then the view is changed to view2 by pushing it on the stack (with pushviewcontroller) with still touching the screen then there are no touch events recognized by view2. If the user then releases his finger (no touch event) and touches the screen again then all events are recognized. Is this a bug or am I doing something totally wrong? I haven't found any answer on this. Could someone help me?

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  • How can you remove Unity?

    - by Brad
    In previous versions of Netbook Remix I was able to disable the netbook-launcher and just have a blank desktop. I liked the speed of the Netbook version but not the interface, this worked well for me. However, now with 10.10 and Unity I'm having trouble doing a similar thing. I tried removing netbook-launcher from the startup and tried uninstalling unity. The best result I got was a black desktop with a panel and a non configurable blank white background. Is Unity soo integrated into this version that I will have to just go with the default ubuntu installation?? In the past the default version has been slower then the Netbook version without the interface. Thanks.

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  • How can I specify a dynamic height for an ImageView?

    - by kefs
    I have an ImageView at the top of my display that looks like the following: +----------------------------------------------+ ¦ ImageView +--------------+ ¦ ¦ ¦ ¦ ¦ ¦ ¦ Actual image ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ +--------------+ ¦ +----------------------------------------------+ Below this, I have a series of Buttons and TextViews.. I would like the ImageView's height to dynamically increase depending on the max height of the screen. I'm aligning the layout containing the buttons along the bottom of edge of the screen, and I would like the rest of the screen taken up by the above ImageView. Also, since the ImageView contains a centered image, I would also like to set min height, and a scrollbar if the screen is too small to display the imageview and the buttons below. Thanks! Is this possible?

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