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  • Pointers to Derived Class Objects Losing vfptr

    - by duckworthd
    To begin, I am trying to write a run-of-the-mill, simple Ray Tracer. In my Ray Tracer, I have multiple types of geometries in the world, all derived from a base class called "SceneObject". I've included the header for it here. /** Interface for all objects that will appear in a scene */ class SceneObject { public: mat4 M, M_inv; Color c; SceneObject(); ~SceneObject(); /** The transformation matrix to be applied to all points of this object. Identity leaves the object in world frame. */ void setMatrix(mat4 M); void setMatrix(MatrixStack mStack); void getMatrix(mat4& M); /** The color of the object */ void setColor(Color c); void getColor(Color& c); /** Alter one portion of the color, leaving the rest as they were. */ void setDiffuse(vec3 rgb); void setSpecular(vec3 rgb); void setEmission(vec3 rgb); void setAmbient(vec3 rgb); void setShininess(double s); /** Fills 'inter' with information regarding an intersection between this object and 'ray'. Ray should be in world frame. */ virtual void intersect(Intersection& inter, Ray ray) = 0; /** Returns a copy of this SceneObject */ virtual SceneObject* clone() = 0; /** Print information regarding this SceneObject for debugging */ virtual void print() = 0; }; As you can see, I've included a couple virtual functions to be implemented elsewhere. In this case, I have only two derived class -- Sphere and Triangle, both of which implement the missing member functions. Finally, I have a Parser class, which is full of static methods that do the actual "Ray Tracing" part. Here's a couple snippets for relevant portions void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) { int width = cam.getNumXPixels(); int height = cam.getNumYPixels(); vector<vector<vec3>> colors; colors.clear(); for (int i = 0; i< width; i++) { vector<vec3> ys; for (int j = 0; j<height; j++) { Intersection intrsct; Ray ray; cam.getRay(ray, i, j); vec3 color; printf("Obtaining color for Ray[%d,%d]\n", i,j); getColor(color, scene, ray, maxDepth); ys.push_back(color); } colors.push_back(ys); } printImage(colors, width, height, outputFile); } void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces) { Intersection inter; scene.intersect(inter,ray); if(inter.isIntersecting()){ Color c; inter.getColor(c); c.getAmbient(color); } else { color = vec3(0,0,0); } } Right now, I've forgone the true Ray Tracing part and instead simply return the color of the first object hit, if any. As you have no doubt noticed, the only way the computer knows that a ray has intersected an object is through Scene.intersect(), which I also include. void Scene::intersect(Intersection& i, Ray r) { Intersection result; result.setDistance(numeric_limits<double>::infinity()); result.setIsIntersecting(false); double oldDist; result.getDistance(oldDist); /* Cycle through all objects, making result the closest one */ for(int ind=0; ind<objects.size(); ind++){ SceneObject* thisObj = objects[ind]; Intersection betterIntersect; thisObj->intersect(betterIntersect, r); double newDist; betterIntersect.getDistance(newDist); if (newDist < oldDist){ result = betterIntersect; oldDist = newDist; } } i = result; } Alright, now for the problem. I begin by creating a scene and filling it with objects outside of the Parser::trace() method. Now for some odd reason, I cast Ray for i=j=0 and everything works wonderfully. However, by the time the second ray is cast all of the objects stored in my Scene no longer recognize their vfptr's! I stepped through the code with a debugger and found that the information to all the vfptr's are lost somewhere between the end of getColor() and the continuation of the loop. However, if I change the arguments of getColor() to use a Scene& instead of a Scene, then no loss occurs. What crazy voodoo is this?

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  • Visual Editor vs Manual code

    - by Albinoswordfish
    I'm not sure how it is using other frameworks but this questions is strictly regarding Java swing. Is it better to use a Visual Editor to place objects or to manually code the placement of the objects onto the frame (Layout managers or null layouts)? From my experience I've had a lot of trouble using Visual editors when it comes to different screen resolutions or changing the window size. Using manual code to place objects I've found that my GUIs behave a lot better with regard to the screen size issue. However when I want to change a small part of my GUI it takes a lot more work compared to using a visual editor Just wondering what people's thoughts were on this?

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  • C#/.NET: Separation of multipage tiff with compression "CCITT T.6" very slow

    - by Alex B
    I need to separate multiframe tiff files, and use the following method: public static Image[] GetFrames(Image sourceImage) { Guid objGuid = sourceImage.FrameDimensionsList[0]; FrameDimension objDimension = new FrameDimension(objGuid); int frameCount = sourceImage.GetFrameCount(objDimension); Image[] images = new Image[frameCount]; for (int i = 0; i < frameCount; i++) { MemoryStream ms = new MemoryStream(); sourceImage.SelectActiveFrame(objDimension, i); sourceImage.Save(ms, ImageFormat.Tiff); images[i] = Image.FromStream(ms); } return images; } It works fine, butt if the source was encoded using the CCITT T.6 compression, separating a 20-frame-file takes up to 15 seconds on my 2,5ghz CPU. Saving the images afterwards to a single file using standard compression (LZW), the separation time is under 1 second. Is there a way to speed up the process?

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  • ASP.NET + GoDaddy Free Hosting?

    - by Sahat
    Has anyone successfully been able to deploy ASP.NET website to GoDaddy's free hosting? I am talking about free hosting that comes with a domain package from GoDaddy. The catch of the free hosting is having an annoying Google Ads banner in a frame on top of the page. I've searched Google, stackoverflow and GoDaddy forums but I can't find anywhere the solution to my problem. When I upload a ASP.NET website to GoDaddy, it gives me an error - something about TrustLevel. Someone told me that by default asp.net websites have Full Trust Level which GoDaddy doesn't allow. I've even tried changing Trust Level to Medium manually, but with no luck. What may be the problem?

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  • Invoking play on a QTMovie causes screensaver to deactivate on Snow Leopard

    - by ressaw
    I'm trying to port a working Leopard screensaver to Snow Leopard but it's deactivating after about half a second. The screensaver seems to deactivate upon invoking play on a QTMovie. And it deactivates both upon -play on the QTMovie object itself, and -play:self on the QTMovieView. If I don't actually call -play on the object, the screensaver does not deactivate and sits still on the first frame of the movie. Setting up the same code in a regular Cocoa Application works fine, and the screensaver also works fine in preview mode in the System Preferences. Any help is greatly appreciated.

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  • How to override ggplot2's axis formatting?

    - by Richie Cotton
    When you choose a log scale, ggplot2 formats the breaks like 10^x. I'd like it to not do that. For example, the code below should display a graph with ticks at 1, 2, 5 etc, not 10^0, 10^0.3, 10^0.69 etc. library(ggplot2) dfr <- data.frame(x = 1:100, y = rlnorm(100)) breaks <- as.vector(c(1, 2, 5) %o% 10^(-1:1)) p1 <- ggplot(dfr, aes(x, y)) + geom_point() + scale_y_log10(breaks = breaks) print(p1) I guess that adding a formatter argument to scale_y_log10 would do the trick, but I'm not sure what to put in the argument, or where the options might be documented.

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  • maths: motion depending on time

    - by clamp
    hello, i have a mathematical problem: i have a function where the only parameter is the current time. the return should be a position which is used to place an object on a certain place. int position(int time) { int x = 0; //TODO implement x depending on time return x; } so basically the function is called every frame to put the object in motion. the motion should look like this (this is the actual question): a linear motion for time A, the object moves at constant speed no motion for time B, the object is stopped repeat at 1. thanks!

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  • Rolling back database changes

    - by justin
    Hi, I work in team which uses Work flow management tool. I was presented with a challenge where the user should be able to roll back the changes made anytime during the flow to a certain point in the past. Surely the toll can handle it but the additional database calls that may have made during these activities have to be manually rolled back. the challenge is that there are multiple parallel paths and there different permutations of external database calls. So is there a frame work or a way to keep track of these DB calls and rollback them?. thank you, Justin

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  • How to set document.domain for a dynamically generated IFRAME?

    - by Paras Chopra
    I am implementing CodeMirror (http://marijn.haverbeke.nl/codemirror/) on a page where document.domain needs to be declared (because of other IFRAMES on the page). CodeMirror generates a dynamic IFRAME to provide syntax highlighted code editing. The problem is that IE throws up 'Access Denied' (other browsers are fine) at the following piece of code mirror code: this.win = frame.contentWindow; ... var doc = this.win.document; <-- ERROR doc.open(); doc.write(html.join("")); doc.close(); It turns out IE doesn't inherit document.domain from parent IE. I can set document.domain in the IFRAME contents but IE throws up the error before I can even set the contents. Any ideas how to tackle this problem?

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  • how to create a particle system on iphone and retain the created particles?

    - by lukya
    Hi all, I need to create a particle system and retain the created particles. I need to shake / move the created particles with the iphone accelerometer. Also, the number of particles needs to be very high (I need to show sand!). I do not have any OpenGLES programming experience. After initial search, I found Cocos2D can be used for particle generation. But there is no way of retaining the particles in the CCParticle system. As a work around, I tried creating many sprites at the end of particle generation and shown them as particles. But moving few number of sprites with accelerometer drops the frame rate considerably. Please suggest how this can be achieved and whether I should look for some other framework or if some kind of similar demo code is available. Thanks, Swapnil

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  • Macro VBA to get selected text in Outlook 2003

    - by balalakshmi
    I am trying to use this code snippet to get the selected text in outlook 2003 Sub SelectedTextDispaly() On Error Resume Next Err.Clear Dim oText As TextRange ''# Get an object reference to the selected text range. Set oText = ActiveWindow.Selection.TextRange ''# Check to see whether error occurred when getting text object ''# reference. If Err.Number <> 0 Then MsgBox "Invalid Selection. Please highlight some text " _ & "or select a text frame and run the macro again.", _ vbExclamation End End If ''# Display the selected text in a message box. If oText.Text = "" Then MsgBox "No Text Selected.", vbInformation Else MsgBox oText.Text, vbInformation End If End Sub When running this macro I get the error --------------------------- Microsoft Visual Basic --------------------------- Compile error: User-defined type not defined Do I need to add any references to fix this up?

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  • Can I programatically determine if a PNG is animated?

    - by alex
    I have PNG (as well as JPEG) images uploaded to my site. They should be static (i.e. one frame). There is such thing as APNG. (it will be animated in Firefox). According to the Wikipedia article... APNG hides the subsequent frames in PNG ancillary chunks in such a way that APNG-unaware applications would ignore them, but there are otherwise no changes to the format to allow software to distinguish between animated and non-animated images. Does this mean it is impossible to determine if a PNG is animated with code? If it is possible, can you please point me in the right direction PHP wise (GD, ImageMagick)?

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  • R Question. Numeric variable vs. Non-numeric and "names" function

    - by Michael
    > scores=cbind(UNCA.score, A.score, B.score, U.m.A, U.m.B) > names(scores)=c('UNCA.scores', 'A.scores', 'B.scores','UNCA.minus.A', 'UNCA.minus.B') > names(scores) [1] "UNCA.scores" "A.scores" "B.scores" "UNCA.minus.A" "UNCA.minus.B" > summary(UNCA.scores) X6.69230769230769 Min. : 4.154 1st Qu.: 7.333 Median : 8.308 Mean : 8.451 3rd Qu.: 9.538 Max. :12.000 > is.numeric(UNCA.scores) [1] FALSE > is.numeric(scores[,1]) [1] TRUE My question is, what is the difference between UNCA.scores and scores[,1]? UNCA.scores is the first column in the data.frame 'scores', but they are not the same thing, since one is numeric and the other isn't. If UNCA.scores is just a label here how can I make it be equivalent to 'scores[,1]? Thanks!

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  • UISearchDisplayController's full-screen background intercepts touch events in iOS 7

    - by tba
    I have a UITableview that doesn't take up the whole screen (screenshot). Everything worked fine in iOS 6. But in iOS 7, when the user searches, the search result table takes up the whole view (screenshot). To fix this, I tried setting the frame manually as described in this answer. The appearance is now correct (screenshot), but now the "<" button in the top left doesn't receive tap events when the search results table is displayed. It seems the searchResultsTableView is adding a full-screen background view that is intercepting touch events. To prove this, I added this code to didShowSearchResultsTableView: controller.searchResultsTableView.superview.backgroundColor = [UIColor blueColor];` This screenshot confirms my hypothesis. How can I fix this to allow the "<" button to receive tap events? I want to avoid modifying controller.searchResultsTableView.superview so that my change doesn't break in future versions of iOS. And what change in iOS 7 caused this behavior to start happening?

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  • How to add multiple files to py2app?

    - by Niek de Klein
    I have a python script which makes a GUI. When a button 'Run' is pressed in this GUI it runs a function from an imported package (which I made) like this from predictmiP import predictor class MiPFrame(wx.Frame): [...] def runmiP(self, event): predictor.runPrediction(self.uploadProtInterestField.GetValue(), self.uploadAllProteinsField.GetValue(), self.uploadPfamTextField.GetValue(), \ self.edit_eval_all.Value, self.edit_eval_small.Value, self.saveOutputField) When I run the GUI directly from python it all works well and the program writes an output file. However, when I make it into an app, the GUI starts but when I press the button nothing happens. predictmiP does get included in build/bdist.macosx-10.3-fat/python2.7-standalone/app/collect/, like all the other imports I'm using (although it is empty, but that's the same as all the other imports I have). How can I get multiple python files, or an imported package to work with py2app?

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  • Disable animation when moving CALayers

    - by Sean Clark Hess
    The following code animates the movement, even though I didn't use beginAnimations:context. How do I get it to move without animating? This is a new iphone view project, and these are the only updates to it. // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; sublayer = [CALayer new]; sublayer.backgroundColor = [[UIColor redColor] CGColor]; sublayer.frame = CGRectMake(0, 0, 100, 100); [self.view.layer addSublayer:sublayer]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { sublayer.position = [[touches anyObject] locationInView:self.view]; }

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  • How do I forward map a point in OpenCV using mapx & mapy?

    - by Charles
    Ultimately, I'm trying to determine the 3D location of a point I've identified in two cameras (using OpenCV 2.3.1, Windows 7, C++). I'm having trouble locating the 2D point for each camera from its mapx & mapy. I could not find in Bradski & Kaehler's OpenCV book how to do it. PROCESS calibrateCamera for each of the pair stereoCalibrate stereoRectify detect the blob I want to locate in 3D on each camera in 2D initUndistortRectifyMap for each camera Eventually, perspectiveTransform PROBLEM with 5: I have the x and y location of the point in the distorted and unrectified image for each camera(from #4) but I don't know how to get the undistorted and rectified x and y for each camera from the two maps initUndistortRectifyMap creates for each camera. I don't want to remap the whole image since I only want to learn the 3D location of one object for each frame. QUESTION: How do I forward map a point (get the undistorted and rectified x and y) with its two maps? Thanks for any help.

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  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

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  • Is there a way to change the maximum width of a window without using the WM_GETMINMAXINFO message?

    - by David
    I want to change the imposed Windows maximum width that a window can be resized to, for an external application's window (not my C#/WinForms program's window). The documentation of GetSystemMetrics for SM_CXMAXTRACK says: "The default maximum width of a window that has a caption and sizing borders, in pixels. This metric refers to the entire desktop. The user cannot drag the window frame to a size larger than these dimensions. A window can override this value by processing the WM_GETMINMAXINFO message." Is there a way to modify this SM_CXMAXTRACK value (either system wide or for one particular window), without processing the WM_GETMINMAXINFO message? Maybe an undocumented function, a registry setting, etc.? (Or: The documentation for MINMAXINFO.ptMaxTrackSize says: "This value is based on the size of the virtual screen and can be obtained programmatically from the system metrics SM_CXMAXTRACK and SM_CYMAXTRACK." Maybe there is a way to change the size of the virtual screen?) Thank you

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  • Flash: dynamically adding events code to instances possible?

    - by Kohan
    I want to make a movieclip invisible initially but i dont want to set it manually within the properties in flash because i cant then see it on the scene. I was hoping i could add some code like so: MC Frame one. this.onClipEvent(load) { this._alpha = 0; } but I cannot. How can i set the MC _alpha to 0 for all instances without adding it manually to each instance or setting it in the properties? edit: or creating a class for it just to set the alpha.

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  • gdb: SIGTRAP on std::string::c_str() call

    - by sheepsimulator
    So I've been trying to use gdb to return the value of a string I have by calling > print <member variable name>.c_str() But everytime I do so, I get this: Program received signal SIGTRAP, Trace/breakpoint trap. <some address> in std::string::c_str() from /usr/lib/libstdc++.so.6 GDB remains in the frame where the signal was received. To change this behavior use "set unwindonsignal on" Evaluation of the expression containing the function (std::string::c_str() const) will be abandoned. Two questions: Why/how is the standard library throwing SIGTRAP? I checked basic_string.h and c_str() is defined as: const _CharT* c_str() const { return _M_data(); } I don't see any SIGTRAP-throwing here... is there a way to get around this SIGTRAP? How can I read the text value of the std::string out (without getting some crazy extension library) in gdb?

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  • How to permanently change a variable in a Python game loop

    - by Wehrdo
    I have a game loop like this: #The velocity of the object velocity_x = 0.09 velocity_y = 0.03 #If the location of the object is over 5, bounce off. if loc_x > 5: velocity_x = (velocity_x * -1) if loc_y > 5: velocity_y = (velocity_y * -1) #Every frame set the object's position to the old position plus the velocity obj.setPosition([(loc_x + velocity_x),(loc_y + velocity_y),0]) Basically, my problem is that in the if loops, I change the variable from its original value to the inverse of its old value. But because I declare the variable's value at the beginning of the script, the velocity variables don't stay on what I change it to. I need a way to change the variable's value permanently. Thank you!

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  • How to add a Button-s in SWT?

    - by Krausz Lóránt Szilveszter
    Only one "frame" is displayed in the left corner ,but I want a n*n buttons in display . I'd like to create a table using SWT, the table will include a column with button(s). private void createButtonPanel() { GridData gridData = new GridData(); gridData.heightHint = N * imageSize; gridData.widthHint = N * imageSize; Composite buttonPanel = new Composite(shell, SWT.NONE); buttonPanel.setBackground(new Color(display, 140, 140, 100)); buttonPanel.setLayoutData(gridData); for (int i = 0; i < N; ++i) { for (int j = 0; i < N; ++i) { button[i][j] = new Button(buttonPanel, SWT.PUSH); button[i][j].setSize(imageSize, imageSize); button[i][j].setImage(null); } } } If some one know please help me...

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  • How to make a control invisible?

    - by Nakilon
    I've made several TextCtrls and Button, but currently users of my application don't want to see them. So I have to hide them temporary (for current build). Here they are: class MainFrame < Wx::Frame def initialize (parent = nil) super nil,:title=>"sometitle",:size=>[600,600] set_sizer Wx::BoxSizer.new Wx::VERTICAL @tag1 = Wx::TextCtrl.new self sizer.add_item @tag1,:flag=>Wx::RIGHT|Wx::EXPAND @tag1.set_value 'property' @tag1title = Wx::TextCtrl.new self sizer.add_item @tag1title,:flag=>Wx::RIGHT|Wx::EXPAND @tag1title.set_value 'title' @tag2 = Wx::TextCtrl.new self sizer.add_item @tag2,:flag=>Wx::RIGHT|Wx::EXPAND @tag2.set_value 'description' @tag2title = Wx::TextCtrl.new self sizer.add_item @tag2title,:flag=>Wx::RIGHT|Wx::EXPAND @tag2title.set_value '' @button_parse = Wx::Button.new self sizer.add_item @button_parse @button_parse.label = "Parse XML" evt_button @button_parse, :click_parse # ...... end # ...... end I see nothing about it in docs and Google is also not a friend for me today.

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  • How to remove segmentedcontroller from uinavigationcontroller after view pops?

    - by cannyboy
    I'm building a segmented control within my viewDidLoad method, like so: NSArray *tabitems = [NSArray arrayWithObjects:@"ONE", @"TWO", nil]; UISegmentedControl *tabs = [[UISegmentedControl alloc] initWithItems:tabitems]; tabs.segmentedControlStyle = UISegmentedControlStyleBar; tabs.frame = CGRectMake(185.0, 7.0, 130.0, 30.0); tabs.selectedSegmentIndex = 0; [self.navigationController.navigationBar addSubview:tabs]; [tabs release]; But when the user goes Back in the uinavigationcontroller hierarchy, the segmented controller stays on the navigation bar. How would I get rid of it? Or am I doing something fundamentally wrong?

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