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  • sizeof float (3.0) vs (3.0f)

    - by kumar
    Hi, What is the difference between sizeof(3.0) and sizeof(3.0f) I was expecting both of them to give the same result (sizeof float)..but its different. In 32 bit machine,gcc compiler, sizeof(3.0f) =4 sizeof(3.0) = 8 Why so?

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  • Find float in a text file

    - by Werner
    Hi, I am trying to find some float number (like -1234.5678) in a huge text file using grep, so I thought about: grep -n '-1234.5678' but I get errors, do you know what is the right way using grep and why? there is anything easier? Thanks

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  • Python: convert 2 ints to 32 float

    - by bugspy.net
    How can I combine 2 ints to a single 32bit IEEE floating point ? (each of the 2 ints represent 16 bit) And in the opposite direction: How can I transform a python float into 2 16 bit ints? (I need this because of modbus protocol - where 2x16 bit registers are treated as single 32 floating point number)

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  • Physics like asteroides

    - by user2933016
    I try to make a ship that has the physic properties like asteroides. I have this for now(All in Java): Ship.class public class Ship { public static final float sMaxHealth = 0.1F; public static final float sMaxMoveVelocity = 5.0F; public static final float sMaxAngleVelocity = 20.0F; public static final float sRadius = 1.0F; public static final float sMoveDeceleration = 10.0F; public static final float sMoveAcceleration = 2.0F; public static final float sAngleDeceleration = 15.0F; public static final float sAngleAcceleration = 20.0F; private float mHealth; private float mXVelocity; private float mYVelocity; private float mAngleVelocity; private float mX; private float mY; private float mAngle; } (I let the getter and setter away for now) Controller code // Player input if(Gdx.input.isKeyPressed(Keys.UP)) { mPlayer.setXVelocity(mPlayer.getXVelocity() + (float) Math.cos(mPlayer.getAngle()) * Ship.sMoveAcceleration); mPlayer.setYVelocity(mPlayer.getYVelocity() + (float) Math.sin(mPlayer.getAngle()) * Ship.sMoveAcceleration); } if(Gdx.input.isKeyPressed(Keys.LEFT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleAcceleration * pDeltaTime); } if(Gdx.input.isKeyPressed(Keys.RIGHT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleAcceleration * pDeltaTime); } // X velocity if(mPlayer.getXVelocity() < 0) { if(-mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() > 0) { mPlayer.setXVelocity(0); } } else if(mPlayer.getXVelocity() > 0) { if(mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() < 0) { mPlayer.setXVelocity(0); } } // Y velocity if(mPlayer.getYVelocity() < 0) { if(-mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() > 0) { mPlayer.setYVelocity(0); } } else if(mPlayer.getYVelocity() > 0) { if(mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() < 0) { mPlayer.setYVelocity(0); } } // Angle velocity if(mPlayer.getAngleVelocity() < 0) { if(-mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(-Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() > 0) { mPlayer.setAngleVelocity(0); } } else if(mPlayer.getAngleVelocity() > 0) { if(mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() < 0) { mPlayer.setAngleVelocity(0); } } mPlayer.setX(mPlayer.getX() + mPlayer.getXVelocity() * pDeltaTime); mPlayer.setY(mPlayer.getY() + mPlayer.getYVelocity() * pDeltaTime); mPlayer.setAngle(mPlayer.getAngle() + mPlayer.getAngleVelocity() * pDeltaTime); Why the ship does not behave like in asteroides ? What do I wrong?

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  • x86 instruction encoding tables

    - by Cheery
    I'm in middle of rewriting my assembler. While at it I'm curious about implementing disassembly as well. I want to make it simple and compact, and there's concepts I can exploit while doing so. It is possible to determine rest of the x86 instruction encoding from opcode (maybe prefix bytes are required too, a bit). I know many people have written tables for doing it. I'm not interested about mnemonics but instruction encoding, because it is an actual hard problem there. For each opcode number I need to know: does this instruction contain modrm? how many immediate fields does this instruction have? what encoding does an immediate use? is the immediate in field an instruction pointer -relative address? what kind of registers does the modrm use for operand and register fields? sandpile.org has somewhat quite much what I'd need, but it's in format that isn't easy to parse. Before I start writing and validating those tables myself, I decided to write this question. Do you know about this kind of tables existing somewhere? In a form that doesn't require too much effort to parse.

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  • Using both chunked transfer encoding and gzip

    - by RadiantHeart
    I recently started using gzip on my site and it worked like charm on all browsers except Opera which gives an error saying it could not decompress the content due to damaged data. From what I can gather from testing and googling it might be a problem with using both gzip and chunked transfer encoding. The fact that there is no error when requesting small files like css-files also points in that direction. Is this a known issue or is there something else that I havent thought about? Someone also mentioned that it could have something to do with sending a Content-Length header. Here is a simplified version of the most relevant part of my code: $contents = ob_get_contents(); ob_end_clean(); header('Content-Encoding: '.$encoding); print("\x1f\x8b\x08\x00\x00\x00\x00\x00"); $size = strlen($contents); $contents = gzcompress($contents, 9); $contents = substr($contents, 0, $size); print($contents); exit();

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  • Need help with PHP URL encoding/decoding

    - by Kenan
    On one page I'm "masking"/encoding URL which is passed to another page, there I decode URL and start file delivering to user. I found some function for encoding/decoding URL's, but sometime encoded URL contains "+" or "/" and decoded link is broken. I must use "folder structure" for link, can not use QueryString! Here is encoding function: $urll = 'SomeUrl.zip'; $key = '123'; $result = ''; for($i=0; $i<strlen($urll); $i++) { $char = substr($urll, $i, 1); $keychar = substr($key, ($i % strlen($key))-1, 1); $char = chr(ord($char)+ord($keychar)); $result.=$char; } $result = urlencode(base64_encode($result)); echo '<a href="/user/download/'.$result.'/">PC</a>'; Here is decoding: $urll = 'segment_3'; //Don't worry for this one its CMS retrieving 3rd "folder" $key = '123'; $resultt = ''; $string = ''; $string = base64_decode(urldecode($urll)); for($i=0; $i<strlen($string); $i++) { $char = substr($string, $i, 1); $keychar = substr($key, ($i % strlen($key))-1, 1); $char = chr(ord($char)-ord($keychar)); $resultt.=$char; } echo '<br />DEC: '. $resultt; So how to encode and decode url. Thanks

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  • Encoding multiple video streams with a single avconv invocation

    - by automatthias
    I played with avconv on Ubuntu and I'm now able to e.g. record the desktop with sound from a soundcard. One thing I wanted to do was recording two video inputs at the same time, for instance the desktop and from the webcam. I thought about doing something like this: avconv \ -f alsa \ -i default \ -acodec flac \ -f video4linux2 \ -r 6 \ -i /dev/video0 \ -f x11grab \ -i :0.0 \ out.mkv My thinking was that if you define multiple video inputs, and the .mkv format can handle multiple video streams, avconv will encode 2 video streams and 1 audio stream into one file. But this isn't what happens: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [alsa @ 0x1091bc0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x1091bc0] Estimating duration from bitrate, this may be inaccurate Input #0, alsa, from 'default': Duration: N/A, start: 1354364317.020350, bitrate: N/A Stream #0.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s [video4linux2 @ 0x10923e0] Estimating duration from bitrate, this may be inaccurate Input #1, video4linux2, from '/dev/video0': Duration: N/A, start: 100607.724745, bitrate: 29491 kb/s Stream #1.0: Video: rawvideo, yuyv422, 640x480, 29491 kb/s, 6 tbr, 1000k tbn, 6 tbc [x11grab @ 0x107b2a0] device: :0.0+83,87 -> display: :0.0 x: 83 y: 87 width: 854 height: 480 [x11grab @ 0x107b2a0] shared memory extension found [x11grab @ 0x107b2a0] Estimating duration from bitrate, this may be inaccurate Input #2, x11grab, from ':0.0+83,87': Duration: N/A, start: 1354364318.488382, bitrate: 196761 kb/s Stream #2.0: Video: rawvideo, bgra, 854x480, 196761 kb/s, 15 tbr, 1000k tbn, 15 tbc Incompatible pixel format 'bgra' for codec 'mpeg4', auto-selecting format 'yuv420p' [buffer @ 0x107fcc0] w:854 h:480 pixfmt:bgra [avsink @ 0x10bdf00] auto-inserting filter 'auto-inserted scaler 0' between the filter 'src' and the filter 'out' [scale @ 0x10dc680] w:854 h:480 fmt:bgra -> w:854 h:480 fmt:yuv420p flags:0x4 Output #0, matroska, to '.../out.mkv': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: mpeg4, yuv420p, 854x480, q=2-31, 4000 kb/s, 1k tbn, 15 tbc Stream #0.1: Audio: libvorbis, 48000 Hz, 2 channels, s16 Stream mapping: Stream #2:0 -> #0:0 (rawvideo -> mpeg4) Stream #0:0 -> #0:1 (pcm_s16le -> libvorbis) Press ctrl-c to stop encoding [mpeg4 @ 0x10bd800] rc buffer underflow ^Cframe= 160 fps= 15 q=2.0 Lsize= 3414kB time=10.66 bitrate=2623.0kbits/s video:3273kB audio:131kB global headers:4kB muxing overhead 0.165600% Received signal 2: terminating. I'm not sure if it's the question of mapping (some -map options to add?) or that avconv just can't encode more than 1 video stream at one time. So is it an actual avconv limitation, or a limitation of the available containers, or me simply not finding the right combination of command line options?

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  • SQLite, python, unicode, and non-utf data

    - by Nathan Spears
    I started by trying to store strings in sqlite using python, and got the message: sqlite3.ProgrammingError: You must not use 8-bit bytestrings unless you use a text_factory that can interpret 8-bit bytestrings (like text_factory = str). It is highly recommended that you instead just switch your application to Unicode strings. Ok, I switched to Unicode strings. Then I started getting the message: sqlite3.OperationalError: Could not decode to UTF-8 column 'tag_artist' with text 'Sigur Rós' when trying to retrieve data from the db. More research and I started encoding it in utf8, but then 'Sigur Rós' starts looking like 'Sigur Rós' note: My console was set to display in 'latin_1' as @John Machin pointed out. What gives? After reading this, describing exactly the same situation I'm in, it seems as if the advice is to ignore the other advice and use 8-bit bytestrings after all. I didn't know much about unicode and utf before I started this process. I've learned quite a bit in the last couple hours, but I'm still ignorant of whether there is a way to correctly convert 'ó' from latin-1 to utf-8 and not mangle it. If there isn't, why would sqlite 'highly recommend' I switch my application to unicode strings? I'm going to update this question with a summary and some example code of everything I've learned in the last 24 hours so that someone in my shoes can have an easy(er) guide. If the information I post is wrong or misleading in any way please tell me and I'll update, or one of you senior guys can update. Summary of answers Let me first state the goal as I understand it. The goal in processing various encodings, if you are trying to convert between them, is to understand what your source encoding is, then convert it to unicode using that source encoding, then convert it to your desired encoding. Unicode is a base and encodings are mappings of subsets of that base. utf_8 has room for every character in unicode, but because they aren't in the same place as, for instance, latin_1, a string encoded in utf_8 and sent to a latin_1 console will not look the way you expect. In python the process of getting to unicode and into another encoding looks like: str.decode('source_encoding').encode('desired_encoding') or if the str is already in unicode str.encode('desired_encoding') For sqlite I didn't actually want to encode it again, I wanted to decode it and leave it in unicode format. Here are four things you might need to be aware of as you try to work with unicode and encodings in python. The encoding of the string you want to work with, and the encoding you want to get it to. The system encoding. The console encoding. The encoding of the source file Elaboration: (1) When you read a string from a source, it must have some encoding, like latin_1 or utf_8. In my case, I'm getting strings from filenames, so unfortunately, I could be getting any kind of encoding. Windows XP uses UCS-2 (a Unicode system) as its native string type, which seems like cheating to me. Fortunately for me, the characters in most filenames are not going to be made up of more than one source encoding type, and I think all of mine were either completely latin_1, completely utf_8, or just plain ascii (which is a subset of both of those). So I just read them and decoded them as if they were still in latin_1 or utf_8. It's possible, though, that you could have latin_1 and utf_8 and whatever other characters mixed together in a filename on Windows. Sometimes those characters can show up as boxes, other times they just look mangled, and other times they look correct (accented characters and whatnot). Moving on. (2) Python has a default system encoding that gets set when python starts and can't be changed during runtime. See here for details. Dirty summary ... well here's the file I added: \# sitecustomize.py \# this file can be anywhere in your Python path, \# but it usually goes in ${pythondir}/lib/site-packages/ import sys sys.setdefaultencoding('utf_8') This system encoding is the one that gets used when you use the unicode("str") function without any other encoding parameters. To say that another way, python tries to decode "str" to unicode based on the default system encoding. (3) If you're using IDLE or the command-line python, I think that your console will display according to the default system encoding. I am using pydev with eclipse for some reason, so I had to go into my project settings, edit the launch configuration properties of my test script, go to the Common tab, and change the console from latin-1 to utf-8 so that I could visually confirm what I was doing was working. (4) If you want to have some test strings, eg test_str = "ó" in your source code, then you will have to tell python what kind of encoding you are using in that file. (FYI: when I mistyped an encoding I had to ctrl-Z because my file became unreadable.) This is easily accomplished by putting a line like so at the top of your source code file: # -*- coding: utf_8 -*- If you don't have this information, python attempts to parse your code as ascii by default, and so: SyntaxError: Non-ASCII character '\xf3' in file _redacted_ on line 81, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Once your program is working correctly, or, if you aren't using python's console or any other console to look at output, then you will probably really only care about #1 on the list. System default and console encoding are not that important unless you need to look at output and/or you are using the builtin unicode() function (without any encoding parameters) instead of the string.decode() function. I wrote a demo function I will paste into the bottom of this gigantic mess that I hope correctly demonstrates the items in my list. Here is some of the output when I run the character 'ó' through the demo function, showing how various methods react to the character as input. My system encoding and console output are both set to utf_8 for this run: '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Now I will change the system and console encoding to latin_1, and I get this output for the same input: 'ó' = original char <type 'str'> repr(char)='\xf3' 'ó' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Notice that the 'original' character displays correctly and the builtin unicode() function works now. Now I change my console output back to utf_8. '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' '?' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Here everything still works the same as last time but the console can't display the output correctly. Etc. The function below also displays more information that this and hopefully would help someone figure out where the gap in their understanding is. I know all this information is in other places and more thoroughly dealt with there, but I hope that this would be a good kickoff point for someone trying to get coding with python and/or sqlite. Ideas are great but sometimes source code can save you a day or two of trying to figure out what functions do what. Disclaimers: I'm no encoding expert, I put this together to help my own understanding. I kept building on it when I should have probably started passing functions as arguments to avoid so much redundant code, so if I can I'll make it more concise. Also, utf_8 and latin_1 are by no means the only encoding schemes, they are just the two I was playing around with because I think they handle everything I need. Add your own encoding schemes to the demo function and test your own input. One more thing: there are apparently crazy application developers making life difficult in Windows. #!/usr/bin/env python # -*- coding: utf_8 -*- import os import sys def encodingDemo(str): validStrings = () try: print "str =",str,"{0} repr(str) = {1}".format(type(str), repr(str)) validStrings += ((str,""),) except UnicodeEncodeError as ude: print "Couldn't print the str itself because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print ude try: x = unicode(str) print "unicode(str) = ",x validStrings+= ((x, " decoded into unicode by the default system encoding"),) except UnicodeDecodeError as ude: print "ERROR. unicode(str) couldn't decode the string because the system encoding is set to an encoding that doesn't understand some character in the string." print "\tThe system encoding is set to {0}. See error:\n\t".format(sys.getdefaultencoding()), print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the unicode(str) because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('latin_1') print "str.decode('latin_1') =",x validStrings+= ((x, " decoded with latin_1 into unicode"),) try: print "str.decode('latin_1').encode('utf_8') =",str.decode('latin_1').encode('utf_8') validStrings+= ((x, " decoded with latin_1 into unicode and encoded into utf_8"),) except UnicodeDecodeError as ude: print "The string was decoded into unicode using the latin_1 encoding, but couldn't be encoded into utf_8. See error:\n\t", print ude except UnicodeDecodeError as ude: print "Something didn't work, probably because the string wasn't latin_1 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('latin_1') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('utf_8') print "str.decode('utf_8') =",x validStrings+= ((x, " decoded with utf_8 into unicode"),) try: print "str.decode('utf_8').encode('latin_1') =",str.decode('utf_8').encode('latin_1') except UnicodeDecodeError as ude: print "str.decode('utf_8').encode('latin_1') didn't work. The string was decoded into unicode using the utf_8 encoding, but couldn't be encoded into latin_1. See error:\n\t", validStrings+= ((x, " decoded with utf_8 into unicode and encoded into latin_1"),) print ude except UnicodeDecodeError as ude: print "str.decode('utf_8') didn't work, probably because the string wasn't utf_8 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('utf_8') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t",uee print print "Printing information about each character in the original string." for char in str: try: print "\t'" + char + "' = original char {0} repr(char)={1}".format(type(char), repr(char)) except UnicodeDecodeError as ude: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), ude) except UnicodeEncodeError as uee: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), uee) print uee try: x = unicode(char) print "\t'" + x + "' = unicode(char) {1} repr(unicode(char))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = unicode(char) ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = unicode(char) {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('latin_1') print "\t'" + x + "' = char.decode('latin_1') {1} repr(char.decode('latin_1'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('latin_1') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('latin_1') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('utf_8') print "\t'" + x + "' = char.decode('utf_8') {1} repr(char.decode('utf_8'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('utf_8') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('utf_8') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) print x = 'ó' encodingDemo(x) Much thanks for the answers below and especially to @John Machin for answering so thoroughly.

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  • SQLite, python, unicode, and non-utf data

    - by Nathan Spears
    I started by trying to store strings in sqlite using python, and got the message: sqlite3.ProgrammingError: You must not use 8-bit bytestrings unless you use a text_factory that can interpret 8-bit bytestrings (like text_factory = str). It is highly recommended that you instead just switch your application to Unicode strings. Ok, I switched to Unicode strings. Then I started getting the message: sqlite3.OperationalError: Could not decode to UTF-8 column 'tag_artist' with text 'Sigur Rós' when trying to retrieve data from the db. More research and I started encoding it in utf8, but then 'Sigur Rós' starts looking like 'Sigur Rós' note: My console was set to display in 'latin_1' as @John Machin pointed out. What gives? After reading this, describing exactly the same situation I'm in, it seems as if the advice is to ignore the other advice and use 8-bit bytestrings after all. I didn't know much about unicode and utf before I started this process. I've learned quite a bit in the last couple hours, but I'm still ignorant of whether there is a way to correctly convert 'ó' from latin-1 to utf-8 and not mangle it. If there isn't, why would sqlite 'highly recommend' I switch my application to unicode strings? I'm going to update this question with a summary and some example code of everything I've learned in the last 24 hours so that someone in my shoes can have an easy(er) guide. If the information I post is wrong or misleading in any way please tell me and I'll update, or one of you senior guys can update. Summary of answers Let me first state the goal as I understand it. The goal in processing various encodings, if you are trying to convert between them, is to understand what your source encoding is, then convert it to unicode using that source encoding, then convert it to your desired encoding. Unicode is a base and encodings are mappings of subsets of that base. utf_8 has room for every character in unicode, but because they aren't in the same place as, for instance, latin_1, a string encoded in utf_8 and sent to a latin_1 console will not look the way you expect. In python the process of getting to unicode and into another encoding looks like: str.decode('source_encoding').encode('desired_encoding') or if the str is already in unicode str.encode('desired_encoding') For sqlite I didn't actually want to encode it again, I wanted to decode it and leave it in unicode format. Here are four things you might need to be aware of as you try to work with unicode and encodings in python. The encoding of the string you want to work with, and the encoding you want to get it to. The system encoding. The console encoding. The encoding of the source file Elaboration: (1) When you read a string from a source, it must have some encoding, like latin_1 or utf_8. In my case, I'm getting strings from filenames, so unfortunately, I could be getting any kind of encoding. Windows XP uses UCS-2 (a Unicode system) as its native string type, which seems like cheating to me. Fortunately for me, the characters in most filenames are not going to be made up of more than one source encoding type, and I think all of mine were either completely latin_1, completely utf_8, or just plain ascii (which is a subset of both of those). So I just read them and decoded them as if they were still in latin_1 or utf_8. It's possible, though, that you could have latin_1 and utf_8 and whatever other characters mixed together in a filename on Windows. Sometimes those characters can show up as boxes, other times they just look mangled, and other times they look correct (accented characters and whatnot). Moving on. (2) Python has a default system encoding that gets set when python starts and can't be changed during runtime. See here for details. Dirty summary ... well here's the file I added: \# sitecustomize.py \# this file can be anywhere in your Python path, \# but it usually goes in ${pythondir}/lib/site-packages/ import sys sys.setdefaultencoding('utf_8') This system encoding is the one that gets used when you use the unicode("str") function without any other encoding parameters. To say that another way, python tries to decode "str" to unicode based on the default system encoding. (3) If you're using IDLE or the command-line python, I think that your console will display according to the default system encoding. I am using pydev with eclipse for some reason, so I had to go into my project settings, edit the launch configuration properties of my test script, go to the Common tab, and change the console from latin-1 to utf-8 so that I could visually confirm what I was doing was working. (4) If you want to have some test strings, eg test_str = "ó" in your source code, then you will have to tell python what kind of encoding you are using in that file. (FYI: when I mistyped an encoding I had to ctrl-Z because my file became unreadable.) This is easily accomplished by putting a line like so at the top of your source code file: # -*- coding: utf_8 -*- If you don't have this information, python attempts to parse your code as ascii by default, and so: SyntaxError: Non-ASCII character '\xf3' in file _redacted_ on line 81, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details Once your program is working correctly, or, if you aren't using python's console or any other console to look at output, then you will probably really only care about #1 on the list. System default and console encoding are not that important unless you need to look at output and/or you are using the builtin unicode() function (without any encoding parameters) instead of the string.decode() function. I wrote a demo function I will paste into the bottom of this gigantic mess that I hope correctly demonstrates the items in my list. Here is some of the output when I run the character 'ó' through the demo function, showing how various methods react to the character as input. My system encoding and console output are both set to utf_8 for this run: '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Now I will change the system and console encoding to latin_1, and I get this output for the same input: 'ó' = original char <type 'str'> repr(char)='\xf3' 'ó' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' 'ó' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Notice that the 'original' character displays correctly and the builtin unicode() function works now. Now I change my console output back to utf_8. '?' = original char <type 'str'> repr(char)='\xf3' '?' = unicode(char) <type 'unicode'> repr(unicode(char))=u'\xf3' '?' = char.decode('latin_1') <type 'unicode'> repr(char.decode('latin_1'))=u'\xf3' '?' = char.decode('utf_8') ERROR: 'utf8' codec can't decode byte 0xf3 in position 0: unexpected end of data Here everything still works the same as last time but the console can't display the output correctly. Etc. The function below also displays more information that this and hopefully would help someone figure out where the gap in their understanding is. I know all this information is in other places and more thoroughly dealt with there, but I hope that this would be a good kickoff point for someone trying to get coding with python and/or sqlite. Ideas are great but sometimes source code can save you a day or two of trying to figure out what functions do what. Disclaimers: I'm no encoding expert, I put this together to help my own understanding. I kept building on it when I should have probably started passing functions as arguments to avoid so much redundant code, so if I can I'll make it more concise. Also, utf_8 and latin_1 are by no means the only encoding schemes, they are just the two I was playing around with because I think they handle everything I need. Add your own encoding schemes to the demo function and test your own input. One more thing: there are apparently crazy application developers making life difficult in Windows. #!/usr/bin/env python # -*- coding: utf_8 -*- import os import sys def encodingDemo(str): validStrings = () try: print "str =",str,"{0} repr(str) = {1}".format(type(str), repr(str)) validStrings += ((str,""),) except UnicodeEncodeError as ude: print "Couldn't print the str itself because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print ude try: x = unicode(str) print "unicode(str) = ",x validStrings+= ((x, " decoded into unicode by the default system encoding"),) except UnicodeDecodeError as ude: print "ERROR. unicode(str) couldn't decode the string because the system encoding is set to an encoding that doesn't understand some character in the string." print "\tThe system encoding is set to {0}. See error:\n\t".format(sys.getdefaultencoding()), print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the unicode(str) because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('latin_1') print "str.decode('latin_1') =",x validStrings+= ((x, " decoded with latin_1 into unicode"),) try: print "str.decode('latin_1').encode('utf_8') =",str.decode('latin_1').encode('utf_8') validStrings+= ((x, " decoded with latin_1 into unicode and encoded into utf_8"),) except UnicodeDecodeError as ude: print "The string was decoded into unicode using the latin_1 encoding, but couldn't be encoded into utf_8. See error:\n\t", print ude except UnicodeDecodeError as ude: print "Something didn't work, probably because the string wasn't latin_1 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('latin_1') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t", print uee try: x = str.decode('utf_8') print "str.decode('utf_8') =",x validStrings+= ((x, " decoded with utf_8 into unicode"),) try: print "str.decode('utf_8').encode('latin_1') =",str.decode('utf_8').encode('latin_1') except UnicodeDecodeError as ude: print "str.decode('utf_8').encode('latin_1') didn't work. The string was decoded into unicode using the utf_8 encoding, but couldn't be encoded into latin_1. See error:\n\t", validStrings+= ((x, " decoded with utf_8 into unicode and encoded into latin_1"),) print ude except UnicodeDecodeError as ude: print "str.decode('utf_8') didn't work, probably because the string wasn't utf_8 encoded. See error:\n\t", print ude except UnicodeEncodeError as uee: print "ERROR. Couldn't print the str.decode('utf_8') because the console is set to an encoding that doesn't understand some character in the string. See error:\n\t",uee print print "Printing information about each character in the original string." for char in str: try: print "\t'" + char + "' = original char {0} repr(char)={1}".format(type(char), repr(char)) except UnicodeDecodeError as ude: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), ude) except UnicodeEncodeError as uee: print "\t'?' = original char {0} repr(char)={1} ERROR PRINTING: {2}".format(type(char), repr(char), uee) print uee try: x = unicode(char) print "\t'" + x + "' = unicode(char) {1} repr(unicode(char))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = unicode(char) ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = unicode(char) {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('latin_1') print "\t'" + x + "' = char.decode('latin_1') {1} repr(char.decode('latin_1'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('latin_1') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('latin_1') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) try: x = char.decode('utf_8') print "\t'" + x + "' = char.decode('utf_8') {1} repr(char.decode('utf_8'))={2}".format(x, type(x), repr(x)) except UnicodeDecodeError as ude: print "\t'?' = char.decode('utf_8') ERROR: {0}".format(ude) except UnicodeEncodeError as uee: print "\t'?' = char.decode('utf_8') {0} repr(char)={1} ERROR PRINTING: {2}".format(type(x), repr(x), uee) print x = 'ó' encodingDemo(x) Much thanks for the answers below and especially to @John Machin for answering so thoroughly.

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  • Combine 3D objects in XNA 4

    - by Christoph
    Currently I am writing on my thesis for university, the theme I am working on is 3D Visualization of hierarchical structures using cone trees. I want to do is to draw a cone and arrange a number of spheres at the bottom of the cone. The spheres should be arranged according to the radius and the number of spheres correctly. As you can imagine I need a lot of these cone/sphere combinations. First Attempt I was able to find some tutorials that helped with drawing cones and spheres. Cone public Cone(GraphicsDevice device, float height, int tessellation, string name, List<Sphere> children) { //prepare children and calculate the children spacing and radius of the cone if (children == null || children.Count == 0) { throw new ArgumentNullException("children"); } this.Height = height; this.Name = name; this.Children = children; //create the cone if (tessellation < 3) { throw new ArgumentOutOfRangeException("tessellation"); } //Create a ring of triangels around the outside of the cones bottom for (int i = 0; i < tessellation; i++) { Vector3 normal = this.GetCircleVector(i, tessellation); // add the vertices for the top of the cone base.AddVertex(Vector3.Up * height, normal); //add the bottom circle base.AddVertex(normal * this.radius + Vector3.Down * height, normal); //Add indices base.AddIndex(i * 2); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 2) % (tessellation * 2)); base.AddIndex(i * 2 + 1); base.AddIndex((i * 2 + 3) % (tessellation * 2)); base.AddIndex((i * 2 + 2) % (tessellation * 2)); } //create flate triangle to seal the bottom this.CreateCap(tessellation, height, this.Radius, Vector3.Down); base.InitializePrimitive(device); } Sphere public void Initialize(GraphicsDevice device, Vector3 qi) { int verticalSegments = this.Tesselation; int horizontalSegments = this.Tesselation * 2; //single vertex on the bottom base.AddVertex((qi * this.Radius) + this.lowering, Vector3.Down); for (int i = 0; i < verticalSegments; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //Create a singe ring of latitudes for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex(normal * this.Radius, normal); } } // Finish with a single vertex at the top of the sphere. AddVertex((qi * this.Radius) + this.lowering, Vector3.Up); // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(CurrentVertex - 1); base.AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(CurrentVertex - 2 - i); } base.InitializePrimitive(device); } The tricky part now is to arrange the spheres at the bottom of the cone. I tried is to draw just the cone and then draw the spheres. I need a lot of these cones, so it would be pretty hard to calculate all the positions correctly. Second Attempt So the second try was to generate a object that builds all vertices of the cone and all of the spheres at once. So I was hoping to render a cone with all its spheres arranged correctly. After a short debug I found out that the cone is created and the first sphere, when it turn of the second sphere I am running into an OutOfBoundsException of ushort.MaxValue. Cone and Spheres public ConeWithSpheres(GraphicsDevice device, float height, float coneDiameter, float sphereDiameter, int coneTessellation, int sphereTessellation, int numberOfSpheres) { if (coneTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the cone. The number must be greater or equal to 3", coneTessellation)); } if (sphereTessellation < 3) { throw new ArgumentException(string.Format("{0} is to small for the tessellation of the sphere. The number must be greater or equal to 3", sphereTessellation)); } //set properties this.Height = height; this.ConeDiameter = coneDiameter; this.SphereDiameter = sphereDiameter; this.NumberOfChildren = numberOfSpheres; //end set properties //generate the cone this.GenerateCone(device, coneTessellation); //generate the spheres //vector that defines the Y position of the sphere on the cones bottom Vector3 lowering = new Vector3(0, 0.888f, 0); this.GenerateSpheres(device, sphereTessellation, numberOfSpheres, lowering); } // ------ GENERATE CONE ------ private void GenerateCone(GraphicsDevice device, int coneTessellation) { int doubleTessellation = coneTessellation * 2; //Create a ring of triangels around the outside of the cones bottom for (int index = 0; index < coneTessellation; index++) { Vector3 normal = this.GetCircleVector(index, coneTessellation); //add the vertices for the top of the cone base.AddVertex(Vector3.Up * this.Height, normal); //add the bottom of the cone base.AddVertex(normal * this.ConeRadius + Vector3.Down * this.Height, normal); //add indices base.AddIndex(index * 2); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 2) % doubleTessellation); base.AddIndex(index * 2 + 1); base.AddIndex((index * 2 + 3) % doubleTessellation); base.AddIndex((index * 2 + 2) % doubleTessellation); } //create flate triangle to seal the bottom this.CreateCap(coneTessellation, this.Height, this.ConeRadius, Vector3.Down); base.InitializePrimitive(device); } // ------ GENERATE SPHERES ------ private void GenerateSpheres(GraphicsDevice device, int sphereTessellation, int numberOfSpheres, Vector3 lowering) { int verticalSegments = sphereTessellation; int horizontalSegments = sphereTessellation * 2; for (int childCount = 1; childCount < numberOfSpheres; childCount++) { //single vertex at the bottom of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Down); for (int verticalSegmentsCount = 0; verticalSegmentsCount < verticalSegments; verticalSegmentsCount++) { float latitude = ((verticalSegmentsCount + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude); float dxz = (float)Math.Cos(latitude); //create a single ring of latitudes for (int horizontalSegmentsCount = 0; horizontalSegmentsCount < horizontalSegments; horizontalSegmentsCount++) { float longitude = horizontalSegmentsCount * MathHelper.TwoPi / horizontalSegments; float dx = (float)Math.Cos(longitude) * dxz; float dz = (float)Math.Sin(longitude) * dxz; Vector3 normal = new Vector3(dx, dy, dz); base.AddVertex((normal * this.SphereRadius) + lowering, normal); } } //finish with a single vertex at the top of the sphere base.AddVertex((this.GetCircleVector(childCount, this.NumberOfChildren) * this.SphereRadius) + lowering, Vector3.Up); //create a fan connecting the bottom vertex to the bottom latitude ring for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(0); base.AddIndex(1 + (i + 1) % horizontalSegments); base.AddIndex(1 + i); } //Fill the sphere body with triangles joining each pair of latitude rings for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; base.AddIndex(1 + i * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); base.AddIndex(1 + i * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + nextJ); base.AddIndex(1 + nextI * horizontalSegments + j); } } //create a fan connecting the top vertiex to the top latitude for (int i = 0; i < horizontalSegments; i++) { base.AddIndex(this.CurrentVertex - 1); base.AddIndex(this.CurrentVertex - 2 - (i + 1) % horizontalSegments); base.AddIndex(this.CurrentVertex - 2 - i); } base.InitializePrimitive(device); } } Any ideas how I could fix this?

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  • jQuery Cycle plugin z-index float problem

    - by Antony Carthy
    When I try to place an element on top of my jQuery Cycle element, it doesn't work. The element is always behind the jQuery cycle element. I use float: right; to position the element, and set its z-index to 100000, to no avail. Firebug sees the Cycle element and its children as having low z-indexes, and shows the floating element to be in the right place. The element never shows above the Cycling images. <!-- the cycling set --> <div id='headerimages'> <img src='images/header1.jpg' alt='' style='' /> <img src='images/header2.jpg' alt='' style='' /> <img src='images/header3.jpg' alt='' style='' /> </div> <!-- the floating element --> <img src='images/logotransparent.png' alt='' id='logo' />

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  • Sublime text 2 syntax highlighter?

    - by BigSack
    I have coded my first custom syntax highlighter for sublime text 2, but i don't know how to install it. It is based on notepad++ highlighter found here https://70995658-a-62cb3a1a-s-sites.googlegroups.com/site/lohanplus/files/smali_npp.xml?attachauth=ANoY7criVTO9bDmIGrXwhZLQ_oagJzKKJTlbNDGRzMDVpFkO5i0N6hk_rWptvoQC1tBlNqcqFDD5NutD_2vHZx1J7hcRLyg1jruSjebHIeKdS9x0JCNrsRivgs6DWNhDSXSohkP1ZApXw0iQ0MgqcXjdp7CkJJ6pY_k5Orny9TfK8UWn_HKFsmPcpp967NMPtUnd--ad-BImtkEi-fox2tjs7zc5LabkDQ%3D%3D&attredirects=0&d=1 <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>fileTypes</key> <array> <string>smali</string> </array> <dict> <key>Word1</key> <string>add-double add-double/2addr add-float add-float/2addr add-int add-int/2addr add-int/lit16 add-int/lit8 add-long add-long/2addr aget aget-boolean aget-byte aget-char aget-object aget-short aget-wide and-int and-int/2addr and-int/lit16 and-int/lit8 and-long and-long/2addr aput aput-boolean aput-byte aput-char aput-object aput-short aput-wide array-length check-cast cmp-long cmpg-double cmpg-float cmpl-double cmpl-float const const-class const-string const-string-jumbo const-wide const-wide/16 const-wide/32 const-wide/high16 const/16 const/4 const/high16 div-double div-double/2addr div-float div-float/2addr div-int div-int/2addr div-int/lit16 div-int/lit8 div-long div-long/2addr double-to-float double-to-int double-to-long execute-inline fill-array-data filled-new-array filled-new-array/range float-to-double float-to-int float-to-long goto goto/16 goto/32 if-eq if-eqz if-ge if-gez if-gt if-gtz if-le if-lez if-lt if-ltz if-ne if-nez iget iget-boolean iget-byte iget-char iget-object iget-object-quick iget-quick iget-short iget-wide iget-wide-quick instance-of int-to-byte int-to-char int-to-double int-to-float int-to-long int-to-short invoke-direct invoke-direct-empty invoke-direct/range invoke-interface invoke-interface/range invoke-static invoke-static/range invoke-super invoke-super-quick invoke-super-quick/range invoke-super/range invoke-virtual invoke-virtual-quick invoke-virtual-quick/range invoke-virtual/range iput iput-boolean iput-byte iput-char iput-object iput-object-quick iput-quick iput-short iput-wide iput-wide-quick long-to-double long-to-float long-to-int monitor-enter monitor-exit move move-exception move-object move-object/16 move-object/from16 move-result move-result-object move-result-wide move-wide move-wide/16 move-wide/from16 move/16 move/from16 mul-double mul-double/2addr mul-float mul-float/2addr mul-int mul-int/2addr mul-int/lit8 mul-int/lit16 mul-long mul-long/2addr neg-double neg-float neg-int neg-long new-array new-instance nop not-int not-long or-int or-int/2addr or-int/lit16 or-int/lit8 or-long or-long/2addr rem-double rem-double/2addr rem-float rem-float/2addr rem-int rem-int/2addr rem-int/lit16 rem-int/lit8 rem-long rem-long/2addr return return-object return-void return-wide rsub-int rsub-int/lit8 sget sget-boolean sget-byte sget-char sget-object sget-short sget-wide shl-int shl-int/2addr shl-int/lit8 shl-long shl-long/2addr shr-int shr-int/2addr shr-int/lit8 shr-long shr-long/2addr sparse-switch sput sput-boolean sput-byte sput-char sput-object sput-short sput-wide sub-double sub-double/2addr sub-float sub-float/2addr sub-int sub-int/2addr sub-int/lit16 sub-int/lit8 sub-long sub-long/2addr throw throw-verification-error ushr-int ushr-int/2addr ushr-int/lit8 ushr-long ushr-long/2addr xor-int xor-int/2addr xor-int/lit16 xor-int/lit8 xor-long xor-long/2addr</string> </dict> <dict> <key>Word2</key> <string>v0 v1 v2 v3 v4 v5 v6 v7 v8 v9 v10 v11 v12 v13 v14 v15 v16 v17 v18 v19 v20 v21 v22 v23 v24 v25 v26 v27 v28 v29 v30 v31 v32 v33 v34 v35 v36 v37 v38 v39 v40 v41 v42 v43 v44 v45 v46 v47 v48 v49 v50 p0 p1 p2 p3 p4 p5 p6 p7 p8 p9 p10 p11 p12 p13 p14 p15 p16 p17 p18 p19 p20 p21 p22 p23 p24 p25 p26 p27 p28 p29 p30</string> </dict> <dict> <key>Word3</key> <string>array-data .catch .catchall .class .end .end\ local .enum .epilogue .field .implements .line .local .locals .parameter .prologue .registers .restart .restart\ local .source .subannotation .super</string> </dict> <dict> <key>Word4</key> <string>abstract bridge constructor declared-synchronized enum final interface native private protected public static strictfp synchronized synthetic system transient varargs volatile</string> </dict> <dict> <key>Word4</key> <string>(&quot;0)&quot;0</string> </dict> <dict> <key>Word5</key> <string>.method .annotation .sparse-switch .packed-switch</string> </dict> <dict> <key>word6</key> <string>.end\ method .end\ annotation .end\ sparse-switch .end\ packed-switch</string> </dict> <dict> <key>word7</key> <string>&quot; ( ) , ; { } &gt;</string> </dict> <key>uuid</key> <string>27798CC6-6B1D-11D9-B8FA-000D93589AF6</string> </dict> </plist>

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  • simple float issue on wordpress blog

    - by JCHASE11
    I am modifying a wordpress theme completely, and have run into one very simple problem. Please look at my page here: wordpress blog When you scroll down, you can see the one blank area under the first post. For some reason, that block isn't floating left. Each post has the following css that fits in a 645px container: .home-post-wrap { width: 285px; margin:0; float: left; background-color: #FFF; padding: 15px; overflow: hidden; border-bottom:1px dotted #C5C5C5; border-right:1px dotted #C5C5C5; } Any idea on how to make the page flow correctly here?

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • text not wrapping around some floated images, wraps in IE & FF but not chrome, safari

    - by Hartley
    This is unlike anything I've read about and I've been totally scratching my head for the last few hours trying to figure out what's going on. I have a hand-coded site @ hartbro.com Part of the site is a blog, in which I include pictures. Here's the HTML code around one of the images that's causing trouble. <a href="blogcontent/090811.jpg" class="img"> <img src="blogcontent/090811.jpg" alt="Downed trees" width="25%" class="floatright" /></a> The storm left as quickly as it came. The sky cleared up and we were glad that the oppressive heat had let up. What I've noticed is that, on some of the blog entries that include more than one image, the 2nd image isn't really floating like its supposed to be, with the text wrapping around it. I figure its got to be some sort of conflict with some CSS that I have that's causing the problem but I just can't figure out what it is. I don't understand how it works in FF & IE but not Chrome or Safari?? Here's all of the relevant CSS, let me know if you need anything else. Thanks in advance. img{ margin:10px; } img.floatleft{ float:left; } img.floatright{ float:right; } edit: here's an screen-shot of what's happening.

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  • min() and max() give error: TypeError: 'float' object is not iterable

    - by PythonUser3.3
    markList=[] Lmark=0 Hmark=0 while True: mark=float(input("Enter your marks here(Click -1 to exit)")) if mark == -1: break markList.append(mark) markList.sort() mid = len(markList)//2 if len(markList)%2==0: median=(markList[mid]+ markList[mid-1])/2 print("Median:", median) else: print("Median:" , markList[mid]) Lmark==(min(mark)) print("The lowest mark is", Lmark) Hmark==(max(mark)) print("The highest mark is", Hmark) My program is a basic grade calculator using lists. My program asks the user to input their grades into a list in which it then calculates your average and finds your lowest and highest mark. I have found the average but I can't seem to figure out how to find the lowest and highest grade. Can you please show me pr tell me what to do?

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  • Fast 4x4 matrix multiplication in Java with NIO float buffers

    - by kayahr
    I know there are LOT of questions like that but I can't find one specific to my situation. I have 4x4 matrices implemented as NIO float buffers (These matrices are used for OpenGL). Now I want to implement a multiply method which multiplies Matrix A with Matrix B and stores the result in Matrix C. So the code may look like this: class Matrix4f { private FloatBuffer buffer = FloatBuffer.allocate(16); public Matrix4f multiply(Matrix4f matrix2, Matrix4f result) { {{{result = this * matrix2}}} <-- I need this code return result; } } What is the fastest possible code to do this multiplication? Some OpenGL implementations (Like the OpenGL ES stuff in Android) provide native code for this but others doesn't. So I want to provide a generic multiplication method for these implementations.

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  • Text over floated images

    - by Barbara
    I need to put some text over a series of images in a gallery. I found many tutorials about the text part however the images need to be floated. Whenever I add float:left though the trick no longer works. My code (css inline for sack of brevity): <a href="/photos/photo1.php" title="photo1"> <span style="position: relative; width: 100%;"> <img src="/photos/photo1.jpg" alt="" /> <span style="position: absolute; top: 10px; left: 0; width: 100%;">Text over image</span> </span> </a> <a href="/photos/photo2.php" title="photo2"> <span style="position: relative; width: 100%;"> <img src="/photos/photo2.jpg" alt="" /> <span style="position: absolute; top: 10px; left: 0; width: 100%;">Text over image</span> </span> </a> This way the images are one under another but like I said I need to float them without breaking everything else.

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  • Strange layout behaviour

    - by andrii
    I am a little bit confused. Here is an small web page. There are two main div-s: top and mainBlock. First contain image. The problem is that firebug shows that div#top's height is equal to 0 and because of that the next div mainBlock moves up. If I would delete this peace of code: div#logo{ float: left; } everything will start working fine and div#mainBlock will be below the div#top. Could you, please, explain me how it works and how to avoid this in proper way? Here is my code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <title>Paralab - Website &amp; interface design, web apps development, usability</title> <style text="text/css"> html, body{ } div#logo{ float: left; } #top{ width: 100%; } #mainBlock{ width:100%; } </style> </head> <body> <div id="top"> <div id="logo"> <img alt="logo" src="img/logo.png" /> </div> </div> <div id="mainBlock"> Contact Us </div> </body> </html>

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  • Strange(?) Opera Floating

    - by SkaveRat
    I have some strange floating behaviour on opera (IE f's up completely different, but that's for later). I'm floating the i-icons to the right. It works nicely on Fx and WebKit, but opera shifts the icons down a bit. Anyone got an idea how this happenes? CSS: .dataRow { margin: 5px 0; clear:right; } .dataRow label{ display: block; float:left; width: 160px; vertical-align: middle; font-size: 80%; } .dataGroup a img { border:0;float:right; position:relative; right:0; } .dataGroup a:hover { background:#EBEDC7; text-decoration:none; } .dataGroup a.tooltip span { display:none; padding:2px 3px; margin-top:20px; width:100px; font-size: 80%; } .dataGroup a.tooltip:hover span { display:inline; position:absolute; border:1px solid #632D11; background:#C2BD6C; color:#fff; } HTML: <fieldset class="dataGroup"> <div class="dataRow"><label>Foobar:</label> <input name="foobar" size="10" value="somedata" /> <a href="#" class="tooltip"><img src="/img/admin/information.png"/><span>Tooltip Info</span></a></div> </fieldset>

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  • div with float next to div with width

    - by dragonfly
    Hi, I have html: <div class="field-label"><label>Email: </label></div> <div class="field"><input class="input" ......></div> and piece of css: .field-label { clear:left; float:left; padding:0.5em; width:6em; } .field { padding:0.5em; } And it worked fine. But for some elements I wanted to apply following change: when I add width to .field class layout goes to blazes: element with .field class appears under element with field-label class. Container of whole form is width enough to hold elements with field-label & field class. Why is it happening, did I miss something in css basics? Thanks ,Pawel

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  • Why is sqrt() not a method on Float?

    - by KaptajnKold
    In Ruby everything is an object. That's why I don't understand why we have the Math module. It seems to me that most (all?) of the functions in the Math module should have been methods on the numeric types like Integer, Float and so on. E.g. instead of Math.sqrt(5) it would make more sense to have 5.sqrt The same goes for sin, cos, tan, log10 and so on. Does anyone know why all these functions ended up in the Math module?

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