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  • Rewriting a simple Pygame 2D drawing function in C++

    - by Dominic Bou-Samra
    I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so: for row in grid: for point in row: pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0) pygame.display.flip() #redraw the screen This works perfectly, however it's much slower then I expected. I want to rewrite this in C++ and hopefully learn some stuff (I am doing a unit on C++ atm, so it'll help) on the way. What's the easiest way to approach this? I have looked at Direct X, and have so far followed a bunch of tutorials and have drawn some rudimentary triangles. However I can't find a simple (draw point).

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  • How to get the width of the whole text of the widget in WPF?

    - by macias
    Remarks Before I ask, let me focus on words: the length of "i" is 1 the length of "w" is 1 the render width of "w" is greater than "i" (except for monospace font) -- I am interested in this and from now on, I would simply write "width" The problem (small picture) Let's say I have incredible long text set for TextBlock widget which width is 100. And the text does not fit (the text is clipped -- i.e. only small portion of text is visible). The question is -- what is the width of the entire text (visible + not visible parts)? The background (big picture) I have a window width DataGrid (WPF standard) as main widget which contains text. I try to resize window and DataGrid in such way, that all texts will be visible without need of resizing and/or scrolling. I focus on width. The size of the window vs. size of the screen is not an issue, the text is so short that it would fit even on netbook screen.

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  • Why is the dictionary debug visualizer less useful in Visual Studio 2010 for Silverlight debugging?

    - by Kevin
    I was debugging in Visual Studio 2010, which we just installed and trying to look at a dictionary in the quick watch window. I see Keys and Values, but drilling into those shows the Count and Non-Public members, Non-Public members continues the trail and I never see the values in the dictionary. I can run test.Take(10) and see the values, but why should I have to do that. I don't have VS 2008 installed anymore to compare, but it seems that I could debug a dictionary much easier. Why is it this way now? Is it just a setting I set somehow on my machine? Test code: Dictionary<string, string> test = new Dictionary<string, string>(); test.Add("a", "b"); EDIT: I've just tried the same debug in a Console app and it works as expected. The other project is a Silverlight 4 application, why are they different? Console Debug Screen Shot Silverlight 4 Debug Screen Shot:

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  • c# with asp.net

    - by indu
    i need to place a panel in the screen with border color blue, border type solid and the panel should have a rounded corner in all four edge of the panel

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  • XNA how to organize code with game components (managers)

    - by Johannes
    XNA If I have a button class, and I have a buttonManager class that manages what buttons to be drawn to the screen depending on what the current game state is (main menu, in game, etc), how do I organize my code so that when I click on a button, it takes the user to a different screen. (ex. options menu, ingame). To be more specific, if I were to put the check to see if the user clicks on the button within the buttonManager how would I have the game switch and run the actual game (which is in an entire different class)? Main gameclass buttonManager game component (adds buttons) Button class

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  • jQuery drag and drop behavior with partially transparent image

    - by Aaron
    I'm trying to develop a drag-and-drop behavior based on the jQuery UI draggable behavior but am running into some road blocks. I want to be able to drag several images with transparent regions around a region of the screen. I want the user to be able to drag the image he clicks and not just whatever draggable div or PNG happens to be z-indexed on top. The below image is a screen grab from my test page. If I click the lower left region of the blue square through the red thing I should drag the square and not the red thing. The red thing is what gets dragged though because it is on top and the browser does not care about the transparency. My question is, how can I make it behave as expected in this situation and drag the square instead? Edit: Seems I can't attach images as a new user. See this URL for my example image: http://i42.tinypic.com/r1g4sk.png

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • addChild in the same layer

    - by CEAFDC
    I'm doing an application that puts tons of sprites on the screen in random position, like throwing cards on a table, but after a while it starts to drop the fps, because all the sprites still there. What I would like to do is adding the sprites but like an image, what's behind isn't stored. There are some way to do that? the code looks like this: var mySprite:MySprite = new MySprite(); mySprite.x = random; mySprite.y = random; mySprite.rotation = random; addChild(mySprite); Ps: I will not have to mess with them after they are on the screen.

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  • scrum and specifications

    - by zachary
    So we start Scrum today and start going over story points estimates. The first story that comes up is a new screen that needs to be developed. It has 1 sentence to describe the screen and 3 user acceptance tests. This starts a fight between the development team and the product owner. Product owner says that stories do not need to be speced out and they will just be fleshed out during the sprint. We say that the story needs to be completely speced out for the sprint. But now I am starting to be unsure about who is right.... Any good articles on this that I can send to the team about how defined a user story has to be?

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  • Configuring 2 XBee Modules on OSX for wireless connection

    - by Annette
    I am trying find out how and with which program for OSX (10.5.8) I can configure serial ports? I am trying to establish a wireless connection between two Xbee´s (RF modules) and cannot figure out how to use ZTerm nor screen under Terminal. The setup I am using is: an Arduino+Xbeeshield+Xbee with external power supply, and an xbee on the xbee explorer connected to the Computer via USB. I am trying to gather information on this through various forums, but most of them cover the configuration issue for PC using X-CTU (which I tried with CrossOver but it doesn´t recognize ny of my ports). According to one source, using screen under Terminal should show me all my serial ports, particularly /dev/tty.KeySerial1 - but it doesn´t show, even though I´ve plugged in both my arduino+xbee shield and the xbee on the explorer.

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  • Help with this reg. exp. in PHP

    - by Jonathan
    Hi, i don't know about regular expressions, I asked here for one that: gets either anything up to the first parenthesis/colon or the first word inside the first parenthesis. This was the answer: preg_match('/(?:^[^(:]+|(?<=^\\()[^\\s)]+)/', $var, $match); I need an improvement, I need to get either anything up to the first parenthesis/colon/quotation marks or the first word inside the first parenthesis. So if I have something like: $var = 'story "The Town in Hell"s Backyard'; // I get this: $match = 'story'; $var = "screenplay (based on)"; // I get this: $match = 'screenplay'; $var = "(play)"; // I get this: $match = 'play'; $var = "original screen"; // I get this: $match = 'original screen'; Thanks!

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  • how to add image button for a datagrid ( drill down grid)

    - by prince23
    hi i need to perform drill down data grid operation using silver light . the screen shoot wat i have provided is done using asp.net and image 1 now i have done the same thing using silver light 4. n promblem: i havent added an image button in data grid i dnt know how to do it in silver light where i shold be placing eitther in datatemplate are wat ? . how to handle the event and change the state and once i click an row i should be changing the state of image that is from image1 to image2 telling the row is expanded i thinking by looking at the screen shoot you people can come to know wat i am actually looking for i want to display data in same way using expand and collpase using the image button any code on it how to achive this one would be really help full for me. plz help me out crying 4 an help from past 2days. i have searched entire google would not found how to solve the promblem thanks

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  • How do you position a wx.MessageDialog (wxPython)?

    - by Jason
    Hi: Is there any reason why the position, pos, flag doesn't seem to work in the following example? dlg = wx.MessageDialog( parent=self, message='You must enter a URL', caption='Error', style=wx.OK | wx.ICON_ERROR | wx.STAY_ON_TOP, pos=(200,200) ) dlg.ShowModal() dlg.Destroy() The documentation is here: http://www.wxpython.org/docs/api/wx.MessageDialog-class.html 'self' is a reference to the frame. I'm running in Windows Vista, python26, wxpython28. The message dialog always appears to be in the middle of the screen. If for some reason it's not possible to position the dialog, is there anyway to at least restrict the dialog to be in the frame, rather than just the center of the screen? thanks!

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  • detect if extended desktop is to the left or to the right

    - by bobobobo
    So, I have a screen capture utility (it takes full screen shots and saves it to png files) I've written, and it uses SM_CXVIRTUALSCREEN and SM_CYVIRTUALSCREEN to determine the width and height of the desktop. I then get the desktop DC and copy out the bits and save them as png. BitBlt( backDC, 0, 0, backBufferCX, backBufferCX, desktopDC, X_SRC, 0, SRCCOPY ); Here X_SRC is usually 0, UNLESS THE DESKTOP HAS BEEN EXTENDED "TO THE LEFT". In that case it needs to be -1280px, for example, if the left monitor measures 1280px. How can I determine if the desktop's starting point is negative (if the user has extended his desktop to the left?)

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • Quartz 2D animating text?

    - by coure06
    i have to animate text around a circle. The text will also scale up/down. Whats the best approach to accomplish this? (i am using Quartz 2D) My approach is: -- Calculate point using sin and cos methods. -- Move Pen there and draw text with alpha and size. -- Clear the screen -- Calculate next point using sin and cos methods. -- Move pen there and draw text with alpha and size. -- clear the screen so on... any better way?

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  • Printing complex widgets in Qt

    - by Jens
    I have a complex widget with tons of different subwidgets, e.g. subclasses of QLabel. I want to print this widget, but obviously I do not want to print the background, I want to print with differing text colors or have the style of frames slightly modified. As I do not really want to iterate through all subwidgets with a special "print" function, which I would need to attach to all widgets (how to add "print" to a QLabel?), I would like to use paintEvent. If I have a hierarchy MyWidget - derived from - some QWidget, I would like to insert a sublayer MyWidget - MyPrintWidget - some QWidget, where myPrintWidget::paintEvent would check, if the current print is going to the screen (thus call QWidget::paintEvent), else if we are printing to the printer, call some function MyPrintWidget::drawWidget instead. Is this the right way to print-enable a widget? How can I figure out in paintEvent, that I'm printing to a printer instead of the screen? Is there a good example of printing complex widgets?

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  • in jqgrid, how can i have the editform disappear after submit

    - by leora
    right now, when i click submit it sends a message to the server and updates the databased and refreshes the screen but it keeps the edit form popup on the screen. Is there anyway to have it disappear once the submit is complete. its kind of annoying because its a little unclear that you are done because the form just sits there (even through the grid has refreshed) i have closeAfterEdit and closeAfterAdd set to true but it doesn't seem to do anything. jQuery("#grid").navGrid("#pager", { }, { height: 380, width: 500, reloadAfterSubmit: true, closeAfterEdit: true, url: siteRoot + controller + "/Update" }, { height: 380, width: 500, reloadAfterSubmit: true, closeAfterAdd: true, url: siteRoot + controller + "/Add" }, { reloadAfterSubmit: true, url: siteRoot + controller + "/Delete" }, { multipleSearch: true }

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  • Disable the Go button in the Keyboard for a UITextfield in iphone app.

    - by coder net
    Hi, My app has a screen where keyboard is always visible. The main element of the screen is a UITextfield. For easy data entering, keyboard is always made visible. When the user finishes entering data and hits Go, the app performs a 4,5 seconds action which is done in the background thread in order to show UIActivityIndicatorView. My problem is that the Go button on the keyboard still shows as enabled since the logic is performed in the background. The user could potentially hit the Go again causing it to run again. I am not able to set editable/userinteraction properties to No because then the keyboard disappears. Is there anyway just to disable the Go button or freeze the keyboard until the background thread returns?

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  • Modal View Does Not Appear in Center in Horizontal Orientation

    - by Sheehan Alam
    I have a UIPresentationFormSheet (contains a textview) that appears in the center of the screen when I am in vertical orientation. When I dismiss the modal view, it disappears fine. When I am in horizontal orientation my modal view does not appear in the center of the screen. I have to dismiss my keyboard for the modal view to appear in the center. [self presentModalViewController:composeTweetController animated:TRUE]; When I dismiss the modal view in horizontal orientation the app automatically switches to vertical orientation. -(void)dismissComposeTweetView{ [self dismissModalViewControllerAnimated:TRUE]; } I want the following to happen: Modal view should appear in the center in horizontal orientation Modal view should disappear without switching to vertical orientation

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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  • using NetBeans for rotate a figure in a label [migrated]

    - by user134812
    I was reading this post: http://forums.netbeans.org/post-8864.html and what I have done so far is to make a jFrame in NetBeans, on it I have drawn a jPanel and inisde the panel I have drawn a jLabel on it and use the icon property to put an image on it; until now all is so far so good. I would like to make a program that everytime I click on the figure it rotates it to the right. Actually I have found the following code: public class RotateImage extends JPanel{ // Declare an Image object for us to use. Image image; // Create a constructor method public RotateImage(){ super(); // Load an image to play with. image = Toolkit.getDefaultToolkit().getImage("Duke_Blocks.gif"); } public void paintComponent(Graphics g){ Graphics2D g2d=(Graphics2D)g; // Create a Java2D version of g. g2d.translate(170, 0); // Translate the center of our coordinates. g2d.rotate(1); // Rotate the image by 1 radian. g2d.drawImage(image, 0, 0, 200, 200, this); } but for what I see this code is for making the panel and other components from scratch, for my purposes it is not so good because I need to put several figures on my jFrame. Could somebody can give me a hint how to do this?

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