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  • OpenGL: Want to keep gun on top of car and be able to control angle. Having difficulties.

    - by Blair
    So I am making a simple game. I want to put a gun on top of a car so basically like a long rod in the middle of a black is how I am modelling it right now. I want to be able to control the angle of the gun. Basically it can go forward all the way so that it is parallel to the ground facing the direction the car is moving or it can point behind the car and any of the angles in between these positions. I have something like the following right now but its not really working. Is there an better way to do this that I am not seeing? #This will place the car glPushMatrix() glTranslatef(self.position.x,1.5,self.position.z) glRotated(self.rotation, 0.0, 1.0, 0.0) glScaled(0.5, 0.5, 0.5) glCallList(self.model.gl_list) glPopMatrix() #This will place the gun on top glPushMatrix() glTranslatef(self.position.x,2.5,self.position.z) glRotated(self.tube_angle, self.direction.z, 0.0, self.direction.x) print self.direction.z glRotated(45, self.position.z, 0.0, self.position.x) glScaled(1.0, 0.5, 1.0) glCallList(self.tube.gl_list) glPopMatrix() This almost works. It moves the gun up and down. But when the car moves around the angle of the gun changes. Not what I want.

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  • How do you go about understanding the source code of an Open source project?

    - by Anirudh Vemula
    I am planning to contribute code through patches to some open source organisations to become more aware of open source development. I have chosen some organisations but when I download their source code, I don't seem to understand even a bit of it. How do I go about understanding their source code? I tried going through resolving a bug but finding the place in the source code where the bug is present is also difficult when you have no idea about how the code is structured and implemented. I need help on this so I can start working on an open source code.

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  • Why changing signals causes NameErrors in a sane code? - PyGtk issue

    - by boywithaxe
    I'm working on a very simple app for Ubuntu. I've asked a question on stackoverflow, and it seems that the issue I am having is caused by signals, not by the scope of variables, as I originally thought. The problem I am having is that when TextBox emits a signal through activate the whole code works without a glitch. But when I change the signal to insert-at-click it returns NameErrors in every non-TextBox-linked function. Now, It is highly possible I am doing something completely wrong here, but is it at least probable that signals could affect global variable assignments?

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  • Pythonic use of the isinstance function?

    - by Pace
    Whenever I find myself wanting to use the isinstance() function I usually know that I'm doing something wrong and end up changing my ways. However, in this case I think I have a valid use for it. I will use shapes to illustrate my point although I am not actually working with shapes. I am parsing XML configuration files that look like the following: <square> <width>7</width> </square> <rectangle> <width>5</width> <height>7</height> </rectangle> <circle> <radius>4</radius> </circle> For each element I create an instance of the Shape class and build up a list of Shape objects in a class called the ShapeContainer. Different parts of the rest of my application need to refer to the ShapeContainer to get certain shapes. Depending on what the code is doing it might need just rectangles, or it might operate on all quadrangles, or it might operate on all shapes. I have created the following function in the ShapeContainer class (the actual function uses a list comprehension but I have expanded it here for readability): def locate(self, shapeClass): result = [] for shape in self.__shapes: if isinstance(shape,shapeClass): result.append(shape) return result Is this a valid use of the isinstance function? Is there another way I can do this which might be more pythonic?

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • OpenGL (glx) not working with ubuntu 12.10

    - by user26766
    It all started when I installed nvidia's own (download from website) driver. Uninstalling it and reverting back to nvidia-current didn't solve the problem, so I have been playing with this for a while. It seems glx support is missing, and my intel graphics is not responding. gnome loads only in fallback mode. Here are some outputs: glxinfo name of display: :0.0 Error: couldn't find RGB GLX visual or fbconfig glxgears Error: couldn't get an RGB, Double-buffered visual optirun glxgears works fine lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev ff) Here's the content of log file when just after running glxinfo: less /var/log/Xorg.0.log | grep gl [ 112.156] (II) LoadModule: "glx" [ 112.157] (II) Loading /usr/lib/xorg/modules/extensions/libglx.so [ 112.157] (II) Module glx: vendor="X.Org Foundation" [ 112.157] (II) UnloadModule: "glx" [ 112.157] (II) Unloading glx [ 112.157] (EE) Failed to load module "glx" (module requirement mismatch, 0) Some more info... lsmod Module Size Used by bbswitch 13612 0 pci_stub 12623 1 vboxpci 23195 0 vboxnetadp 25671 0 vboxnetflt 23480 0 vboxdrv 320372 3 vboxpci,vboxnetadp,vboxnetflt parport_pc 32689 0 ppdev 17074 0 bnep 18141 2 rfcomm 46620 12 binfmt_misc 17501 1 snd_hda_codec_hdmi 32049 1 snd_hda_codec_realtek 78147 1 joydev 17458 0 uvcvideo 76750 0 videobuf2_core 32852 1 uvcvideo videodev 120310 2 uvcvideo,videobuf2_core videobuf2_vmalloc 12861 1 uvcvideo videobuf2_memops 13405 1 videobuf2_vmalloc snd_hda_intel 33492 3 coretemp 13401 0 kvm_intel 132760 0 arc4 12530 2 snd_hda_codec 134213 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel kvm 414111 1 kvm_intel iwlwifi 386837 0 i915 520799 2 snd_hwdep 17699 1 snd_hda_codec snd_pcm 96668 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec psmouse 100389 0 drm_kms_helper 49113 1 i915 ghash_clmulni_intel 13221 0 snd_seq_midi 13325 0 snd_rawmidi 30513 1 snd_seq_midi btusb 22475 0 drm 288436 3 i915,drm_kms_helper serio_raw 13216 0 snd_seq_midi_event 14900 1 snd_seq_midi snd_seq 61555 2 snd_seq_midi,snd_seq_midi_event mac80211 535936 1 iwlwifi bluetooth 209249 22 bnep,rfcomm,btusb snd_timer 29426 2 snd_pcm,snd_seq snd_seq_device 14498 3 snd_seq_midi,snd_rawmidi,snd_seq snd 78921 16 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device cfg80211 206797 2 iwlwifi,mac80211 aesni_intel 51038 1 cryptd 20404 2 ghash_clmulni_intel,aesni_intel aes_x86_64 17256 1 aesni_intel dell_wmi 12682 0 sparse_keymap 13891 1 dell_wmi dcdbas 14439 0 i2c_algo_bit 13414 1 i915 microcode 22804 0 lpc_ich 17062 0 soundcore 15048 1 snd snd_page_alloc 18485 2 snd_hda_intel,snd_pcm video 19391 1 i915 mac_hid 13206 0 wmi 19071 1 dell_wmi mei 40691 0 lp 17760 0 parport 46346 3 parport_pc,ppdev,lp ahci 25721 3 libahci 31192 1 ahci atl1c 41102 0 how can I fix this? any ideas? Here is another thing I've tried: sudo apt-get purge nvidia* sudo reboot sudo apt-get install bumblebee bumblebee-nvidia didn't make any difference. The most relevant post I found on the web was this: http://ubuntuforums.org/archive/index.php/t-1722306.html Here it's explained that the problem is with the priority of shared libraries that are loaded for glxinfo. Here's what I get when I look up the libraries: linux-vdso.so.1 => (0x00007fff6bf8b000) libGL.so.1 => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 (0x00007f22d6ccd000) libX11.so.6 => /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x00007f22d6993000) libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007f22d65d3000) libglapi.so.0 => /usr/lib/x86_64-linux-gnu/libglapi.so.0 (0x00007f22d63ad000) libXext.so.6 => /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x00007f22d619b000) libXdamage.so.1 => /usr/lib/x86_64-linux-gnu/libXdamage.so.1 (0x00007f22d5f97000) libXfixes.so.3 => /usr/lib/x86_64-linux-gnu/libXfixes.so.3 (0x00007f22d5d91000) libX11-xcb.so.1 => /usr/lib/x86_64-linux-gnu/libX11-xcb.so.1 (0x00007f22d5b8f000) libxcb-glx.so.0 => /usr/lib/x86_64-linux-gnu/libxcb-glx.so.0 (0x00007f22d5977000) libxcb.so.1 => /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x00007f22d5759000) libXxf86vm.so.1 => /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 (0x00007f22d5553000) libdrm.so.2 => /usr/lib/x86_64-linux-gnu/libdrm.so.2 (0x00007f22d5346000) libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0 (0x00007f22d5129000) libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x00007f22d4f25000) /lib64/ld-linux-x86-64.so.2 (0x00007f22d6f54000) libXau.so.6 => /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x00007f22d4d20000) libXdmcp.so.6 => /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x00007f22d4b1a000) librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007f22d4911000) It seems "mesa" instead of nvidia-current is being used. However I didn't find any obvious link to /lib/nvidia-current in /etc/ld.so.conf (where the directories containing the shared libraries are listed). I don't know if there's anything missing or if this is normal. thanks, UPDATE: The problem was solved by updating to Ubuntu 13.04. It seems bumblebee was to blame, but I'm not sure what was going wrong...

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  • Update Manager won't open (error related to pythonverbose)

    - by Mateus Machado Luna
    I'm having an issue with update-manager. Last night, my computer restart suddenly during the update process. Now it won't open and it keep appearing on the notifier with a message warning that an error occurred. The error is the same that is displayed when I try to open it on the terminal: Error in sitecustomize; set PYTHONVERBOSE for traceback: EOFError: EOF read where not expected Traceback (most recent call last): File "/usr/bin/update-manager", line 26, in <module> from __future__ import print_function EOFError: EOF read where not expected I've already seen some questions here, but most of them are related to problems with ppas and the source.list file. This seems to be a bug on update-manager itself. I've already tried to remove it and install again, but the problem persists. I also noted another bug: my source-center doesn't open too. The message for it is similar to the other one: Error in sitecustomize; set PYTHONVERBOSE for traceback: EOFError: EOF read where not expected Traceback (most recent call last): File "/usr/lib/command-not-found", line 5, in <module> from __future__ import absolute_import, print_function EOFError: EOF read where not expected For now I'm using apt-get update && upgrade for updating and the Synaptic for the source management. But I really would like to fix this stuff. Anyone can help? I'm with Ubuntu 12.10, Gnome-remix, 64-bits.

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  • Install unetbootin on Ubuntu 12.04

    - by Matteo
    I'm trying to install UNetbootin on Ubuntu 12.04 LTS. I downloaded the executable file from this link and followed the instructions below: If using Linux, make the file executable (using either the command chmod +x ./unetbootin-linux, or going to Properties-Permissions and checking "Execute"), then start the application, you will be prompted for your password to grant the application administrative rights, then the main dialog will appear, where you select a distribution and install target (USB Drive or Hard Disk), then reboot when prompted.\ So I typed on my terminal sudo chmod +x unetbootin-linux-584 and tried to execute the binary file with ./unetbootin-linux-584 but got this output: ./unetbootin-linux-584: error while loading shared libraries: libXrandr.so.2: cannot open shared object file: No such file or directory However when I checked for libraries libXrandr on my system I actually found them $> locate libXrandr /usr/lib/x86_64-linux-gnu/libXrandr.so.2 /usr/lib/x86_64-linux-gnu/libXrandr.so.2.2.0 /usr/lib/x86_64-linux-gnu/libXrandr_ltsq.so.2 /usr/lib/x86_64-linux-gnu/libXrandr_ltsq.so.2.2.0 so I really don't have a clue of what's the problem and how can I fix it, any ideas?

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  • Runtime analysis

    - by Joe Smith
    can someone please help me with the analysis of the following function (for inputs of size n). The part that confuses me the most is the inner for loop. def prefix_sums(L): # Total cost = ? pSum = [] #cost = 1 for a in range(len(L)+1): # range + body of function = (n+1) + (n+1)*(body) ? s = 0 #cost = 1 for b in range(a): # cost = ? s = s + L[b] #cost = operation + accessing list = 2 pSum.append(s) #cost = 1 return pSum #cost = 1 What I need to do is figure out the cost of each statement.

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  • Ubuntu boots up maintenance shell?

    - by Andrew
    Any time I try to start up my computer it goes to a screen titled GNU GRUB version 1.99-12ubuntu5 I can then choose from 5 different options. If I try to just boot Ubuntu, with Linux 3.0.0-20-generic it then goes to a screen saying: mountall: /lib/x86_64-linux-gnu/libc.so.6: version 'GLIBC_2.14' not found (required by /lib/libply.so.2) General error mounting filesystems. A maintenance shell will now be started. CONTROL-D will terminate this shell and reboot the system. root@Brown126:~# Control-D just brings me back to the first screen. And nothing works in recovery mode. How can I fix this?

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  • Unity throws SynchronizationLockException while debugging

    - by pjohnson
    I've found Unity to be a great resource for writing unit-testable code, and tests targeting it. Sadly, not all those unit tests work perfectly the first time (TDD notwithstanding), and sometimes it's not even immediately apparent why they're failing. So I use Visual Studio's debugger. I then see SynchronizationLockExceptions thrown by Unity calls, when I never did while running the code without debugging. I hit F5 to continue past these distractions, the line that had the exception appears to have completed normally, and I continue on to what I was trying to debug in the first place.In settings where Unity isn't used extensively, this is just one amongst a handful of annoyances in a tool (Visual Studio) that overall makes my work life much, much easier and more enjoyable. But in larger projects, it can be maddening. Finally it bugged me enough where it was worth researching it.Amongst the first and most helpful Google results was, of course, at Stack Overflow. The first couple answers were extensive but seemed a bit more involved than I could pull off at this stage in the product's lifecycle. A bit more digging showed that the Microsoft team knows about this bug but hasn't prioritized it into any released build yet. SO users jaster and alex-g proposed workarounds that relieved my pain--just go to Debug|Exceptions..., find the SynchronizationLockException, and uncheck it. As others warned, this will skip over SynchronizationLockExceptions in your code that you want to catch, but that wasn't a concern for me in this case. Thanks, guys; I've used that dialog before, but it's been so long I'd forgotten about it.Now if I could just do the same for Microsoft.CSharp.RuntimeBinder.RuntimeBinderException... Until then, F5 it is.

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  • Can't get activate_uri signal working when making a lens

    - by pub.david
    I'm trying to develop a lens for unity in ubuntu 11.10 and I can not get activate_uri signal working. This is an extract of my code: def _on_activate_uri (self, scop, uri): print "----> " + uri + "<-" ret=Unity.ActivationResponse.new(Unity.HandledType.HIDE_DASH,'') return ret and this is what I get back: TypeError: can't convert return value to desired type ../lens/appslens.py:230: Warning: g_object_get_qdata: assertion G_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_set_qdata_full: assertionG_IS_OBJECT (object)' failed GObject.MainLoop().run() ../lens/appslens.py:230: Warning: g_object_unref: assertion `G_IS_OBJECT (object)' failed GObject.MainLoop().run() Does anyone has an idea where is my mistake ? Thanks in advance for your help

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  • Pro Google App Engine developer interview questions (with answers)

    - by WooYek
    What are good questions to determine if applicant is pro Google App Engine developer? Questions that can distinguish that someone is not an ad-hoc GAE programmer, but is really doing professional GAE development, with all areas concerned (eg. performance, transactions, async/batch data processing). Please provide answers, so an intermediate developer (such as myself :) can interview someone more experienced. Please avoid open questions. If possible please provide a link to a documentation part that's covering a topic in question. Please keep one interview question/answer per response for better reading experience and easier interview preparation.

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  • Naming a predicate: "precondition" or "precondition_is_met"?

    - by RexE
    In my web app framework, each page can have a precondition that needs to be satisfied before it can be displayed to the user. For example, if user 1 and user 2 are playing a back-and-forth role-playing game, user 2 needs to wait for user 1 to finish his turn before he can take his turn. Otherwise, the user is displayed a waiting page. This is implemented with a predicate: def precondition(self): return user_1.completed_turn The simplest name for this API is precondition, but this leads to code like if precondition(): ..., which is not really obvious. Seems to me like it is more accurate to call it precondition_is_met(), but not sure about that either. Is there a best practice for naming methods like this?

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • Help needed with pyparsing [closed]

    - by Zearin
    Overview So, I’m in the middle of refactoring a project, and I’m separating out a bunch of parsing code. The code I’m concerned with is pyparsing. I have a very poor understanding of pyparsing, even after spending a lot of time reading through the official documentation. I’m having trouble because (1) pyparsing takes a (deliberately) unorthodox approach to parsing, and (2) I’m working on code I didn’t write, with poor comments, and a non-elementary set of existing grammars. (I can’t get in touch with the original author, either.) Failing Test I’m using PyVows to test my code. One of my tests is as follows (I think this is clear even if you’re unfamiliar with PyVows; let me know if it isn’t): def test_multiline_command_ends(self, topic): output = parsed_input('multiline command ends\n\n',topic) expect(output).to_equal( r'''['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - statement: ['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - terminator: ['\n', '\n'] - terminator: ['\n', '\n']''') But when I run the test, I get the following in the terminal: Failed Test Results Expected topic("['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline") to equal "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Note: Since the output is to a Terminal, the expected output (the second one) has extra backslashes. This is normal. The test ran without issue before this piece of refactoring began. Expected Behavior The first line of output should match the second, but it doesn’t. Specifically, it’s not including the two newline characters in that first list object. So I’m getting this: "['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline" When I should be getting this: "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Earlier in the code, there is also this statement: pyparsing.ParserElement.setDefaultWhitespaceChars(' \t') …Which I think should prevent exactly this kind of error. But I’m not sure. Even if the problem can’t be identified with certainty, simply narrowing down where the problem is would be a HUGE help. Please let me know how I might take a step or two towards fixing this.

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  • Teaching programming (languages) in central/northern Europe

    - by canavanin
    I hope this question is not going to be off-topic; in case you think there'd be a better place to ask it, please let me know. Anyway, I'm currently doing my PhD working in bioinformatics. I would, however, like to turn away from academia eventually and instead go into teaching programming or, preferably, programming languages (e.g. Perl, which feels like my "mother tongue"...) - not as a school teacher, but with a company (in Germany or Scandinavia). It'll take me another one to one and a half years to complete my PhD, so I would like to know how I could/should use that time to raise my chances of getting into the profession I'd be interested in. Are there any Perl certificates I should aim to obtain, for example? In case there's anything that comes to mind when reading this, please let me know. Thanks a lot in advance!

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Best practice with pyGTK and Builder XML files

    - by Phoenix87
    I usually design GUI with Glade, thus producing a series of Builder XML files (one such file for each application window). Now my idea is to define a class, e.g. MainWindow, that inherits from gtk.Window and that implements all the signal handlers for the application main window. The problem is that when I retrieve the main window from the containing XML file, it is returned as a gtk.Window instance. The solution I have adopted so far is the following: I have defined a class "Window" in the following way class Window(): def __init__(self, win_name): builder = gtk.Builder() self.builder = builder builder.add_from_file("%s.glade" % win_name) self.window = builder.get_object(win_name) builder.connect_signals(self) def run(self): return self.window.run() def show_all(self): return self.window.show_all() def destroy(self): return self.window.destroy() def child(self, name): return self.builder.get_object(name) In the actual application code I have then defined a new class, say MainWindow, that inherits frow Window, and that looks like class Main(Window): def __init__(self): Window.__init__(self, "main") ### Signal handlers ##################################################### def on_mnu_file_quit_activated(self, widget, data = None): ... The string "main" refers to the main window, called "main", which resides into the XML Builder file "main.glade" (this is a sort of convention I decided to adopt). So the question is: how can I inherit from gtk.Window directly, by defining, say, the class Foo(gtk.Window), and recast the return value of builder.get_object(win_name) to Foo?

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  • App installed in ~/usr launches from terminal but not Applications menu (or why does setting ld_library_path in .profile not work as it should)

    - by levesque
    I have built and installed an application under a directory of my choosing, let's say under /home/jim/usr, so files have been put in three-four folders, all under this $HOME/usr folder (e.g., bin, include, lib, share, etc.). I can launch this application from the command line just fine as I added the proper paths to my environement variables PATH and LD_LIBRARY_PATH in ~/.bashrc. I added the same paths to the ~/.profile file, which, if I'm not mistaken, is supposed to be parsed by Ubuntu. Doesn't work. Nothing. Where can I go from there? EDIT: I logged out/in and restarted my computer. Both didn't change a thing. The problem seems to come from the fact that no matter what I do the LD_LIBRARY_PATH environment variable is not properly passed to Ubuntu. Using log files, I found that the application I'm trying to run in this example doesn't find one it's dependencies located in ~/usr/lib. One solution would be to add the /home/jim/usr/lib folder inside a file located in /etc/ld.so.conf.d/, but I don't have admin rights on this machine. Making a wrapper script like this one works: #!/bin/bash export LD_LIBRARY_PATH=$HLOC/usr/lib application &> $HOME/application_messages.log but that would force me to wrap all my home compiled applications with this script. Any ideas? Why does Ubuntu/Gnome remove the LD_LIBRARY_PATH environment variable from my set variables? Is it because trying to do this is bad practice? UPDATE (and solution): As found by Christopher, there is a bug report about this on launchpad. LD_LIBRARY_PATH is unset after parsing of the ~/.profile file. See the bug report. Seems the only solution for now is to make a wrapper script.

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  • Embedding a back and forward arrows in a quickly application

    - by Jonathan
    I have downloaded a set of icons to use for my web browser that I'm creating and would like to use. I know how to add the icons, but I only know the code for the refresh button. My question is what is the code for the back and forward arrows? It would also be so helpful if I would know the code for the home button and how to make the web browser manage downloads. I'm using WebkitGtk as the web browser view. The images are found here

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  • Gtk.MessageDialog window parameter problems

    - by William Culver
    I'm in a deeply nested class (which inherits from Gtk.Box) and I need to get a reference to the GtkWindow I'm in to pass to a call to Gtk.MessageDialog() yet I cant seem to find a reference to it. I have tried self.props.window as well as self.get_parent_window() with no avail. Everything I try to do leads to the following error: TypeError: Expected Gtk.Window, but got GObjectMeta Code snippet is as follows: def on_tb_del_clicked(self,widget): question = _("Are you sure you want to do this?") win = self.get_parent_window() dialog = Gtk.MessageDialog(win,0,Gtk.MessageType.QUESTION, Gtk.ButtonsType.YES_NO,question) # <<Exception response = dialog.run() Please help :)

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • Sprite Sheets in PyGame?

    - by Eamonn
    So, I've been doing some googling, and haven't found a good solution to my problem. My problem is that I'm using PyGame, and I want to use a Sprite Sheet for my player. This is all well and good, and it would be too, if I wasn't using a Sprite Sheet strip. Basically, if you don't understand, I have a strip of 32x32 'frames'. These frames are all in an image, along side each other. So, I have 3 frames in 1 image. I'd like to be able to use them as my sprite sheet, and not have to crop them up. I have used an awesome, popular and easy-to-use game framework for Lua called LÖVE. LÖVE has these things called "Quads". They are similar to texture regions in LibGDX, if you know what they are. Basically, quads allow you to get parts of an image. You define how large a quad is, and you define parts of an image that way, or 'regions' of an image. I would like to do something similar to this in PyGame, and use a "for" loop to go through the entire image width and height and mark each 32x32 area (or whatever the user defines as their desired frame width and height) and store that in a list or something for use later on. I'd define an animation speed and stuff, but that's for later on. I've been looking around on the web, and I can't find anything that will do this. I found 1 script on the PyGame website, but it crashed PyGame when I tried to run it. I tried for hours trying to fix it, but no luck. So, is there a way to do this? Is there a way to get regions of an image? Am I going about this the wrong way? Is there a simpler way to do this? Thanks! :-)

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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