Search Results

Search found 17397 results on 696 pages for '2d array'.

Page 292/696 | < Previous Page | 288 289 290 291 292 293 294 295 296 297 298 299  | Next Page >

  • How to marshal structs with unknown length string fields in C#

    - by Ofir
    Hi all, I get an array of bytes, I need to unmarshal it to C# struct. I know the type of the struct, it has some strings fields. The strings in the byte array appears as so: two first bytes are the length of the string, then the string itself. I don;t know the length of the strings. I do know that its Unicode! [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public class User { int Id;//should be 1 String UserName;//should be OFIR String FullName;//should be OFIR } the byte array looks like so: 00,00,01,00, 00,00,08,00, 4F,00,46,00,49,00,52,00, 00,00,08,00, 4F,00,46,00,49,00,52,00, I also found this link with same problem unsolved: loading binary data into a structure Thank you all, Ofir

    Read the article

  • Append a parent element to arrays in PHP for a foreach loop

    - by Erik Berger
    print_r of $data = json_decode($src, true); returns data that looks like this: Array ( [0] => Array ( [var1] => blah [var2] => foo ) [1] => Array ( [var1] => lorem [var2] => ipsum ) // goes down to [1936] ) I want to build an html table that shows var1 and var2 next to each other in the same row. I know do to this I need a foreach statement like foreach($data['items'] as $item) but the problem I think I am having is that my many arrays aren't the child of one thing like 'items', right? I looked into array_push but couldn't figure it out. Can someone help my orphaned parentless arrays?

    Read the article

  • IntPtr arithmetics

    - by Luca
    I tried to allocate an array of structs in this way: struct T { int a; int b; } data = Marshal.AllocHGlobal(count*Marshal.SizeOf(typeof(T)); ... I'd like to access to allocated data "binding" a struct to each element in array allocated with AllocHGlobal... something like this T v; v = (T)Marshal.PtrToStructure(data+1, typeof(T)); but i don't find any convenient way... why IntPtr lack of arithmetics? How can I workaround this is a "safe" way? Someone could confirm that PtrToStructure function copy data into the struct variable? In other words, modifing the struct reflect modifications in the structure array data, or not? Definitely, I want to operate on data pointed by an IntPtr using struct, without copying data each time, avoiding unsafe code. Thank all!

    Read the article

  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

    Read the article

  • How to build a character table.

    - by Mark Tomlin
    $chars = array ( ' ', '!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, ':', ';', '<', '=', '>', '?', '`', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '~' ); With the characters from the $chars array, I would like to find all possible combinations, for a length up to $n. **For Example**: It should start off with ' ', and then go to '!'. Once it gets to the end of the $chars array (`~`) it should add on another charter. Run though those combinations ('! ', '" ', ... '~ ', ' !' ... '~~', ' ', ect). And then just keep on going ...

    Read the article

  • How to reverse a string?

    - by WM
    Example : hi how are you; output : you are how hi; but wrote this code and im stuck not knowing how to put a string into an array and reverse it..? public class Reverse { public static void main(String[] args) { Scanner text = new Scanner(System.in); System.out.print("Enter your Text : "); String input = text.nextLine(); Scanner text2 = new Scanner(text.nextLine()); String[] array = new String[] ; int i; for(i = 0; i < input.length(); i++) { array[i] = input;

    Read the article

  • dynamically change bitmap in imageView, android

    - by Junfei Wang
    All, I have a problem related to imageView, android. I have array which contains of 10 bitmap objects, called bm. I have a imageView, called im. Now I wanna show the bitmaps in the array in im one by one, so I did the following: new Thread(new Runnable() { public void run() { for(int j=0;j<10;j++){ im.setImageBitmap(bm[j]); } } }).start(); But the result only shows the last bitmap in the array. Can someone tell me what to do with this issue? Millions of thanks!

    Read the article

  • Rails created_at find condition...

    - by Dustin Brewer
    I'm attempting to sum daily purchase amounts for a given user. @dates is an array of 31 dates. I need the find condition to compare a date from the array to the created_at date of the purchases. What I'm doing below compares the exact DateTime for the create_at column. I need it to look at the day itself, not the DateTime. How can I write this so created_at is in between the date from the array? <% @dates.each do |date| %> <%= current_user.purchases.sum(:amount, :conditions = ["created_at = ?", date]) % <% end %

    Read the article

  • Programming bots in games

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

    Read the article

  • Multiple delimiters using Regex.Split in C#

    - by Arthur Frankel
    Let's say you need to split a string by various delimiters including newline (/r, /n) and a few other 'special' character strings. For example: This is a sample %%% text &&& that I would like to split %%% into an array. I would like the following in the resulting string array (contents via index) [0]This is a sample [1]text [2]that I would [3]like to split [4]into an array. I would like to use C# Regex.Split() function. What is the regex expression to match on all of my delimiters? Thanks in advance

    Read the article

  • Magento setPath for category

    - by Alan Whitelaw
    I am using PHP to set up my categories in Magento 1.4.2 $categories[] = array('id' => '23', 'path' => '16'); $categories[] = array('id' => '24', 'path' => '16/23'); $categories[] = array('id' => '25', 'path' => '16/23/24'); foreach ($categories as $category) { $current_category = Mage::getModel('catalog/category') ->load($category['id']) ->setPath('1/2/'.$category['path']) ->save(); } However something has gone wrong The categories have been imported like this: root -23 -16 --24 and 25 is nowhere to be seen Have I got something wrong with my logic or how to use Mage::getModel('catalog/category') and ->setPath

    Read the article

  • Failed to save data at the server from memcached program

    - by zahir hussain
    hi i want to know why i cant store multi dimensional(array size is more than 1000) $memcache = new Memcache; $memcache->connect('localhost', 11211) or die ("Could not connect"); the above s working correctly... the below one have error... $memcache->set('key', $sear, false, 60) or die ("Failed to save data at the server"); if the $sear is string or object array then no problem for store data at the server.. but i store multi dimensional array in memcached,,i will get the error is Failed to save data at the server thanks and advance

    Read the article

  • Arrays & Pointers

    - by Thomas
    Hi, Looking for some help with arrays and pointers and explanation of what I am trying to do. I want to create a new array on the heap of type Foo* so that I may later assign objects that have been created else where to this array. I am having troubles understanding what I am creating exactly when I do something like the following. Foo *(*f) = new Foo*[10]; Also once I have created my array how do I access each element for example. (f + 9)->fooMember(); ?????? Thanks in advance.

    Read the article

  • How to debug macruby?

    - by Dan
    Hi, I've encountered an inconsistent bug with MacRuby and have no idea how to go about debugging this. If anyone could help would be great. I don't know if this is due to my own code or is it a bug in the MacRuby framework. I have a feeling it's my own code, something about over-retaining a piece of memory and hence the garbage collection failed. This is the error from Xcode. Thanks. CSV Wizard(30245,0x7fff704f7ca0) malloc: resurrection error for object 0x20199da20 while assigning {conservative-block}[196608](0x302360060)[117616] = Array[64](0x20199da20) garbage pointer stored into reachable memory, break on auto_zone_resurrection_error to debug CSV Wizard(30245,0x103781000) malloc: garbage block 0x20199da20(Array[64]) was over-retained during finalization, refcount = 1 This could be an unbalanced CFRetain(), or CFRetain() balanced with -release. Break on auto_zone_resurrection_error() to debug. CSV Wizard(30245,0x103781000) malloc: fatal resurrection error for garbage block 0x20199da20(Array[64]): over-retained during finalization, refcount = 1

    Read the article

  • Struts 2 Select tag

    - by nathj07
    I'm pretty new to the jsp and struts way of doing things and so far I like what I see. My current question is with the use of the struts select tag. I have a page that displays a number of dropdown boxes using struts select currently the options are hard coded in the jsp. I would like to populate them based on a properties file. However I have no idea where to start. I assume I need to take the contents of a properties file into an Array (of some sort) and assign that to the select tag. My questions are: Where does the code t build the array go? How do I connect that array to the select tag?

    Read the article

  • Javascript instanceof & typeof in GWT (JSNI)

    - by rybz
    Hi, I've encountered an curious problem while trying to use some objects through JSNI in GWT. Let's say we have javscript file with the function defined: test.js: function test(arg){ var type = typeof(arg); if (arg instanceof Array) alert('Array'); if (arg instanceof Object) alert('Object'); if (arg instanceof String) alert('String'); } And the we want to call this function user JSNI: public static native void testx()/ *-{ $wnd.test( new Array(1, 2, 3) ); $wnd.test( [ 1, 2, 3 ] ); $wnd.test( {val:1} ); $wnd.test( "Some text" ); }-*/; The questions are: why instanceof instructions will always return false? why typeof will always return "object" ? how to pass these objects so that they were recognized properly?

    Read the article

  • Can I change the filter options in the video lens?

    - by user49523
    Can I change the video options on the new dash menu? To be more precise, on the video file find menu filters, can I Add, Remove or Change what URLs can be include? If so how can I do? For example if I want to change in the filters youtube shows to YouTube comedy, how you do it? (I just installed MyUnity but from what I read and tested it won't fully work on Unity 2D, however I can change video filters using that)

    Read the article

  • Recursive function for a binary search in C++

    - by boomsnack
    Create a recursive function for the binary search. This function accepts a sorted array and a give item being search for and returns the index of the item if this give item in the array or returns -1 if this give item is not in the array. Moreover, write a test program to test your function. Sorry for the bad english but my teacher can not write it or speak it very well. This is for a final project and determines whether I graduate or not I went to the tutor and he did not know how to do it either. Any help is greatly appreicated.

    Read the article

  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

    Read the article

  • Flash crash on long JSON load time

    - by MooCow
    I have a Flex program that gets a JSON array from a PHP script. The PHP script doesn't contain just a simple JSON array but it grabs data from Activecollab and do some work on the data before encoding the data. The first test involve a small JSON array that took a short time to encode by PHP. However, when I try to scale up the test, the Flash movie will crash trying to load the JSON data from PHP. There's no code difference between the tests, just the amount of data and amount of time it takes PHP to encode. Am I looking at a memory problem or a time out problem?

    Read the article

  • Symfony2 Setting a default choice field selection

    - by Mat
    I am creating a form in the following manner: $form = $this->createFormBuilder($breed) ->add('species', 'entity', array( 'class' => 'BFPEduBundle:Item', 'property' => 'name', 'query_builder' => function(ItemRepository $er){ return $er->createQueryBuilder('i') ->where("i.type = 'species'") ->orderBy('i.name', 'ASC'); })) ->add('breed', 'text', array('required'=>true)) ->add('size', 'textarea', array('required' => false)) ->getForm() How can I set a default value for the species listbox? Thank you for your response, I apologise, I think I should rephrase my question. Once I have a value that I retrieve from the model, how do I set that value as SELECTED="yes" for the corresponding value in the species choice list? So, that select option output from the TWIG view would appear like so: <option value="174" selected="yes">Dog</option>

    Read the article

  • Can't change color of sprites in unity

    - by Aceleeon
    I would like to create a script that targets a 2d sprite "enemy" and changes their color to red (slightly opaque red if possible) when you hit tab. I have this code from a 3d tutorial hoping the transition would work. But it does not. I only get the script to cycle the enemy tags but never changes the color of the sprite. I have the code below I'm very new to coding, and any help would be FANTASTIC! HELP! hahah. TL;DR Cant get 3d color targeting to work for 2D. Check out the c#code below using UnityEngine; using System.Collections; using System.Collections.Generic; public class Targetting : MonoBehaviour { public List targets; public Transform selectedTarget; private Transform myTransform; // Use this for initialization void Start () { targets = new List(); selectedTarget = null; myTransform = transform; AddAllEnemies(); } public void AddAllEnemies() { GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject enemy in go) AddTarget(enemy.transform); } public void AddTarget(Transform enemy) { targets.Add(enemy); } private void SortTargetsByDistance() { targets.Sort(delegate(Transform t1,Transform t2) { return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position)); }); } private void TargetEnemy() { if(selectedTarget == null) { SortTargetsByDistance(); selectedTarget = targets[0]; } else { int index = targets.IndexOf(selectedTarget); if(index < targets.Count -1) { index++; } else { index = 0; } selectedTarget = targets[index]; } } private void SelectTarget() { selectedTarget.GetComponent().color = Color.red; } private void DeselectTarget() { selectedTarget.GetComponent().color = Color.blue; selectedTarget = null; } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Tab)) { TargetEnemy(); } } }

    Read the article

  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

    Read the article

< Previous Page | 288 289 290 291 292 293 294 295 296 297 298 299  | Next Page >