Search Results

Search found 9210 results on 369 pages for 'float encoding'.

Page 36/369 | < Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >

  • Ie7 float problems and hiperlinks problems

    - by Uffo
    Markup <ul class="navigation clearfix"> <li class="navigation-top"></li> <div class="first-holder" style="height:153px;"> <dl class="hold-items clearfix"> <dd class="clearfix with"><a href="http://site.com" title="Protokoll">Protokoll</a></dd> <dd class="with-hover"><a href="http://site.com" title="Mein/e Unternehmen">Mein/e Unternehmen</a></dd> <dd class="with"><a class="face-me" href="http://site.com" title="Erweiterte Suche">Erweiterte Suche</a></dd> <dd class="with"><a href="http://site.com" title="Abmelden">Abmelden</a></dd> </dl> </div><!--[end] /.first-holder--> <li class="navigation-bottom"></li> </ul><!--[end] /.navigation--> Css: .first-holder{height:304px;position:relative;width:178px;overflow:hidden;margin-bottom:0px;padding-bottom: 0px;} .hold-items{top:0px;position:absolute;} .navigation dd.with{line-height:38px;background:url('/images/sprite.png') no-repeat -334px -46px;width:162px;height:38px;padding-bottom:0px;overflow: hidden;} .navigation dd.with a{position:relative;outline:0;display:block;font-weight:bold;color:#3f78c0;padding-left:10px;line-height:38px;} .with-hover{background:url('/images/sprite.png') no-repeat -505px -47px;width:178px;height:38px;line-height:38px;overflow:none;} .with-hover a{position:relative;display:block;font-weight:bold;color:#fff;padding-left:10px} .navigation-top{background:url('/images/sprite.png') no-repeat -694px -46px;width:160px;height:36px;} .navigation-top a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-top a span{display:block;background:url('/images/sprite.png') no-repeat -212px -65px;width:8px;height:6px;} .navigation-bottom{background:url('/images/sprite.png') no-repeat -784px -402px;width:160px;height:37px;} .navigation-bottom a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-bottom a span{display:block;background:url('/images/sprite.png') no-repeat -212px -74px;width:8px;height:6px;} Also the links, are not clickable, if I click on a link in IE7 it doesn't do the action..it doesn't redirect me to the location. This is how it looks in IE7: http://screencast.com/t/MGY4NjljZjc This is how it look in IE8,Firefox,Chrome and so on http://screencast.com/t/MzhhMDQ1M What I'm doing wrong PS: .navigation-top a span and .navigation-bottom a span I'm using some where else, but that it's ok it works fine.

    Read the article

  • Faster float to int conversion in Python

    - by culebrón
    Here's a piece of code that takes most time in my program, according to timeit statistics. It's a dirty function to convert floats in [-1.0, 1.0] interval into unsigned integer [0, 2**32]. How can I accelerate floatToInt? piece = [] rng = range(32) for i in rng: piece.append(1.0/2**i) def floatToInt(x): n = x + 1.0 res = 0 for i in rng: if n >= piece[i]: res += 2**(31-i) n -= piece[i] return res

    Read the article

  • How do I use modulus for float/double?

    - by ShrimpCrackers
    I'm creating an RPN calculator for a school project. I'm having trouble with the modulus operator. Since we're using the double data type, modulus won't work on floating point numbers. For example, 0.5 % 0.3 should return 0.2 but I'm getting a division by zero exception. The instruction says to use fmod(). I've looked everywhere for fmod(), including javadocs but I can't find it. I'm starting to think it's a method I'm going to have to create? edit: hmm, strange. I just plugged in those numbers again and it seems to be working fine...but just in case. Do I need to watch out using the mod operator in Java when using floating types? I know something like this can't be done in C++ (I think).

    Read the article

  • Simple Tableless Positioning issue: Trying to float Div right on same line

    - by MrEnder
    Ok I just started a template for a website http://clickforclicks.com/design1/ I'm trying to make it tableless. Notice I have a red div along the side. I tried to get one on the otherside aswell that looked the same. But when I do it. It goes to a new line =[ How might I get this effect without using Javascript or Absolute positioning that wont look proper on all resolution sizes.

    Read the article

  • string <-> int/float conversion pain in .net winform

    - by Benny
    the Text property of control on winform is always string type, so if i wanna expose property of other type for custom control, i have to do the conversion as following, if i have dozens of properties to expose, it will be such pain for me. public int ImageGroupLength { get { return int.Parse(this.imageGroupLength.Text); } set { this.imageGroupLength.Text = value.ToString(); } } so, is there any elegant way to do the conversion?

    Read the article

  • Doctrine_Query update with float value

    - by YS-PRO
    I need to increment User's balance, so I do: Doctrine_Query::create()->from('User')->update('balance', 'balance + 0.15')->execute(); And I got an error "Unknown component alias 0". I think its because of 0.15 So how can I update (using DQL) balance without additional SELECT queries to User's table to fetch his balance, calculate new balance and do query like Doctrine_Query::create()->from('User')->update('balance', '?', $new_balance)->execute();

    Read the article

  • Ie7 float problems and hiperlinks not clickable

    - by Uffo
    Markup <ul class="navigation clearfix"> <li class="navigation-top"></li> <div class="first-holder" style="height:153px;"> <dl class="hold-items clearfix"> <dd class="clearfix with"><a href="http://site.com" title="Protokoll">Protokoll</a></dd> <dd class="with-hover"><a href="http://site.com" title="Mein/e Unternehmen">Mein/e Unternehmen</a></dd> <dd class="with"><a class="face-me" href="http://site.com" title="Erweiterte Suche">Erweiterte Suche</a></dd> <dd class="with"><a href="http://site.com" title="Abmelden">Abmelden</a></dd> </dl> </div><!--[end] /.first-holder--> <li class="navigation-bottom"></li> </ul><!--[end] /.navigation--> Css: .first-holder{height:304px;position:relative;width:178px;overflow:hidden;margin-bottom:0px;padding-bottom: 0px;} .hold-items{top:0px;position:absolute;} .navigation dd.with{line-height:38px;background:url('/images/sprite.png') no-repeat -334px -46px;width:162px;height:38px;padding-bottom:0px;overflow: hidden;} .navigation dd.with a{position:relative;outline:0;display:block;font-weight:bold;color:#3f78c0;padding-left:10px;line-height:38px;} .with-hover{background:url('/images/sprite.png') no-repeat -505px -47px;width:178px;height:38px;line-height:38px;overflow:none;} .with-hover a{position:relative;display:block;font-weight:bold;color:#fff;padding-left:10px} .navigation-top{background:url('/images/sprite.png') no-repeat -694px -46px;width:160px;height:36px;} .navigation-top a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-top a span{display:block;background:url('/images/sprite.png') no-repeat -212px -65px;width:8px;height:6px;} .navigation-bottom{background:url('/images/sprite.png') no-repeat -784px -402px;width:160px;height:37px;} .navigation-bottom a{display:block;outline:0;height:20px;padding-top:18px;padding-left:138px;} .navigation-bottom a span{display:block;background:url('/images/sprite.png') no-repeat -212px -74px;width:8px;height:6px;} Also the links, are not clickable, if I click on a link in IE7 it doesn't do the action..it doesn't redirect me to the location. This is how it looks in IE7: http://screencast.com/t/MGY4NjljZjc This is how it look in IE8,Firefox,Chrome and so on http://screencast.com/t/MzhhMDQ1M What I'm doing wrong PS: .navigation-top a span and .navigation-bottom a span I'm using some where else, but that it's ok it works fine.

    Read the article

  • CSS image float div problem in IE6

    - by Ben Dauphinee
    In the bottom cap of this page (bottom with corners) I seem to be having a weird IE6 issue. I've tried Google with no luck, as really, how do you ask this question. In IE6, the corner images that are floated left and right seem to cause the whitespace to drop. http://www.duncanhadleytriathlon.ca/ Any suggestions for why this may be?

    Read the article

  • Void* array casting to float, int32, int16, etc.

    - by Griffin
    Hey guys, I've got an array of PCM data, it could be 16 bit, 24 bit packed, 32 bit, etc.. It could be signed, or unsigned, and it could be 32 or 64 bit floating point. It is currently stored as a "void**" matrix, indexed by channel, then by frame. The goal is to allow my library to take in any PCM format and buffer it, without requiring manipulation of the data to fit a designated structure. If the A/D converter spits out 24 bit packed arrays of interleaved PCM, I need to accept it gracefully. I also need to support 16 bit non interleaved, as well as any permutation of the above formats. I know the bit depth and other information at runtime, and I'm trying to code efficiently while not duplicating code. What I need is an effective way to cast the matrix, put PCM data into the matrix, and then pull it out later. I can cast the matrix to int32_t, or int16_t for the 32 and 16 bit signed PCM respectively, I'll probably have to store the 24 bit PCM in an int32_t for 32 bit, 8 bit byte systems as well. Can anyone recommend a good way to put data into this array, and pull it out later? I'd like to avoid large sections of code which look like: switch( mFormat ) { case 1: // unsigned 8 bit for( int i = 0; i < mChannels; i++ ) framesArray = (uint8_t*)pcm[i]; break; case 2: // signed 8 bit for( int i = 0; i < mChannels; i++ ) framesArray = (int8_t*)pcm[i]; break; case 3: // unsigned 16 bit ... Limitations: I'm working in C/C++, no templates, no RTTI, no STL. Think embedded. Things get trickier when I have to port this to a DSP with 16 bit bytes. Does anybody have any useful macros they might be willing to share? Thanks, -Griff

    Read the article

  • iphone float vs integer rounding?

    - by Rob
    Okay, from what I understand, an integer that is a fraction will be rounded one way or the other so that if a formula comes up with say 5/6 - it will automatically round it to 1. I have a calculation: xyz = ((1300 - [abc intValue])/6) + 100; xyz is defined as an NSInteger, abc is an NSString that is chosen via a UIPicker. I want the calculation (1300 - [abc intValue]) to add 1 to 100 for each 6 units below 1300. For example, 1255 should result in xyz having a value of 100 and 1254 should result in a value of 101. Now, I understand that my formula above is wrong because of the rounding principles, but I am getting some CRAZY results from the program itself. When I punched in 1259 - I got 106. When I punched in 1255 - I got 107. Why would it behave that way?

    Read the article

  • IE7 rendering bug: Heading before a floated list

    - by Tomalak
    Can somebody please explain this IE7 bug to me? It occurs in Standards and Quirks mode rendering, it does not occur in Firefox, Chrome or IE8 (though switching the rendering engine via IE8 developer tools will provoke it). Here's the HTML to reproduce the behavior: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Test</title> <style type="text/css"> /* h1 { margin: 0px; } */ ul { padding: 0; margin: 0; list-style-type: none; } ul li { float: left; width: 140px; padding: 3px; } div { clear: left; padding: 3px; } div, li { background-color: OrangeRed; } /* ul { border: 1px solid blue; } */ </style> </head> <body> <h1>Heading 1</h1> <ul class="t"> <li>bla 1</li><li>bla 2</li><li>bla 3</li> </ul> <div>yada</div> </body> </html> This renders a floated <ul> above a <div> (supposed to be a tabbed user interface). There's an unexplained gap between the <div> and the <ul>. Now do one of the following: Uncomment the CSS rule for <h1>. The gap disappears and the list is rendered tight to the <div>, but also very close to the <h1>. Alternatively, uncomment the CSS rule for <ul>. Now a narrow blue border is rendered above the <ul>, but the gap disappears. My questions: How can the <h1> margin (I suppose any block level element with a defined margin will do) affect the space below the list? Can I prevent this from happening without having to set header margins to 0 or messing with the <ul> borders (setting border-width: 0; does not work BTW)? I suppose it is connected to the <ul> having no width because it has only floated children. Maybe someone with more insight into IE7 peculiarities than I have can explain what the rendering engine is doing here. Thanks!

    Read the article

  • Auto height and the float issue.

    - by William Hand
    I have had this issue before and can't remember if and how I fixed it. I have to create a scenario where I have 2 DIV's floated left and right inside a parent DIV. The 2 floating DIV's have height:auto, but the parent ignores them (perfectly logical) and the background of the parent DIV can't be seen. I know what the issue is, but are there any suggestions of how to solve it? Or any alternatives, I am willing to try a new approach. Thanks in advance for any help.

    Read the article

  • Reading variable with double float precision from a text file with gnuplot

    - by user3636322
    I have a text file, containing data in 3 columns like below: 0.0100000000 | 0.0058077299 | -0.0000000288 0.0110000000 | 0.0075128707 | -0.0000000373 0.0120000000 | 0.0093579693 | -0.0000000465 I want to get the variables from this file in gnuplot and use them to draw graphs: What I exactly do is like below (e.g: to pick the variable from row 2 column 3): ii= 2 a_0 = system("awk '{ if (NR == " . ii . ") printf \"%f\", $3}' " .datafile) a_0 = a_0+0. but what is written as a_0 is zero! How can I increase the precision to get the exact value?

    Read the article

  • round() for float in C++

    - by Roddy
    I need a simple floating point rounding function, thus: double round(double); round(0.1) = 0 round(-0.1) = 0 round(-0.9) = -1 I can find ceil() and floor() in the math.h - but not round(). Is it present in the standard C++ library under another name, or is it missing??

    Read the article

  • Float a div on a textarea?

    - by Pradeep
    I have a div which has this list of suggestions. But i need to allocate it at the caret position of the textarea. Is this possible if yes, help me to do it. function findOffsetPosition(obj) { var posX = obj.clientLeft; var posY = obj.clientTop; while (obj.offsetParent) { if (obj == document.getElementsByTagName('body')[0]) { break } else { posX = posX + obj.offsetParent.offsetLeft; posY = posY + obj.offsetParent.offsetTop; obj = obj.offsetParent; } } var posArray = [posX, posY] return posArray; }

    Read the article

  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

    Read the article

  • ffmpeg hangs when creating a video

    - by FearUs
    I am trying to insert an audio channel with a video: first of all I extract the audio from the original video for processing: ffmpeg -i lotr.mp4 lotr.wav I then extract all frames for later processing too: ffmpeg -i lotr.mp4 -f image2 %d.jpg When done processing audio and video streams, I try to create the video ffmpeg -f image2 -r 15 -i %d.jpg new.mp4 then merge with the audio: ffmpeg -i new.mp4 -i lotr.wav -map 0:0 -map 1:0 new_w_audio.mp4 Result: CPU activity = 100%, the process hangs and never returns. PS: I even tried it without modifying the images or the audio (so just trying to unpack then repack the video) but still the same output FFmpeg version SVN-r26400, Copyright (c) 2000-2011 the FFmpeg developers built on Jan 18 2011 04:07:05 with gcc 4.4.2 configuration: --enable-gpl --enable-version3 --enable-libgsm --enable-libvorb is --enable-libtheora --enable-libspeex --enable-libmp3lame --enable-libopenjpeg --enable-libschroedinger --enable-libopencore_amrwb --enable-libopencore_amrnb --enable-libvpx --disable-decoder=libvpx --arch=x86 --enable-runtime-cpudetect - -enable-libxvid --enable-libx264 --enable-librtmp --extra-libs='-lrtmp -lpolarss l -lws2_32 -lwinmm' --target-os=mingw32 --enable-avisynth --enable-w32threads -- cross-prefix=i686-mingw32- --cc='ccache i686-mingw32-gcc' --enable-memalign-hack libavutil 50.36. 0 / 50.36. 0 libavcore 0.16. 1 / 0.16. 1 libavcodec 52.108. 0 / 52.108. 0 libavformat 52.93. 0 / 52.93. 0 libavdevice 52. 2. 3 / 52. 2. 3 libavfilter 1.74. 0 / 1.74. 0 libswscale 0.12. 0 / 0.12. 0 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'new.mp4': Metadata: major_brand : isom minor_version : 512 compatible_brands: isomiso2mp41 creation_time : 1970-01-01 00:00:00 encoder : Lavf52.93.0 Duration: 00:00:29.66, start: 0.000000, bitrate: 193 kb/s Stream #0.0(und): Video: mpeg4, yuv420p, 200x134 [PAR 1:1 DAR 100:67], 192 k b/s, 15 fps, 15 tbr, 15 tbn, 15 tbc Metadata: creation_time : 1970-01-01 00:00:00 [wav @ 01fed010] max_analyze_duration reached Input #1, wav, from 'lotr.wav': Duration: 00:00:29.90, bitrate: 176 kb/s Stream #1.0: Audio: pcm_s16le, 11025 Hz, 1 channels, s16, 176 kb/s File 'new_w_audio.mp4' already exists. Overwrite ? [y/N] y [buffer @ 01b03820] w:200 h:134 pixfmt:yuv420p Output #0, mp4, to 'new_w_audio.mp4': Metadata: major_brand : isom minor_version : 512 compatible_brands: isomiso2mp41 creation_time : 1970-01-01 00:00:00 encoder : Lavf52.93.0 Stream #0.0(und): Video: mpeg4, yuv420p, 200x134 [PAR 1:1 DAR 100:67], q=2-3 1, 200 kb/s, 15 tbn, 15 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream #0.1: Audio: aac, 11025 Hz, 1 channels, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #1.0 -> #0.1 Press [q] to stop encoding

    Read the article

  • How can I get the Terminal raster font to display alt codes in a text editor?

    - by grg-n-sox
    I am working on a project that includes making some ASCII art, except it isn't true ASCII art since I am using a far amount of Windows Alt codes to make it. Anyways, I wanted to make sure that as I am working on it, that it looks exactly how it will in a windows command prompt terminal session. So since command prompt defaults to the Terminal raster font, I figured I would use that. But I quickly noticed that when I use the Terminal typeface in a text editor, it will not render ASCII codes, either at all (as is the case most of the time) or incorrectly. Now, I understand if a font just doesn't support non-ASCII characters, but what I don't get is how the characters do show up correctly in command prompt when they don't in a text editor. I checked the output of the 'chcp' and it was set to 437 by default, which is what I need. Well, either that or 850 but preferably 437 since they got rid of some of the graphics in 437 and replaced them with other Latin characters. Command prompt terminal settings show I am using the Terminal raster font with a 8x12 glyph size. So I try using size 12 in the text editor but no good, even after switching the text encoding to either MS-DOS OEM-US (supposedly an alternative name for CP437) or UTF-8. I just don't get how I am not getting the characters to show up. Also, if it helps, the art I am making is basically modified screen shots from a game I play called Dwarf Fortress that uses characters from the Terminal/Curses typeset, or at least that is how it is reported in the forums by those who make graphics sets to replace the default character set. However, the game doesn't actually use the system's Terminal font. The game's data files includes a bitmap image that is a grid of all the characters the game uses. So it uses this bitmap to render graphics instead of the actual font file. And I basically want to get a text editor to make it so if I type up some ASCII art to look like a screenshot from Dwarf Fortress, that it will actually look like Dwarf Fortress other than the lack of color. Any help?

    Read the article

  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

    Read the article

  • mysql encoding problem

    - by Syom
    i have a proble, when insert something in foreign language into database. i have set the collation of database to utf8_general_ci(try utf8_unicod_ci too). but when i insert some text into table, it was saved like this Õ€Õ¡ÕµÕ¥Ö€Õ¥Õ¶ Ô±Õ¶Õ¸Ö‚Õ¶ but when i read from database, text shows in correct form. it looks like that only in database. i have set encoding in my html document to charset=UTF-8 <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> and i set mysql_query("SET NAMES UTF-8"); mysql_query("SET CHARACTER SET UTF-8"); when conecting to database. so i think that i' ve done everything, but it still save in that anknown format. could you help me. thanks in advance

    Read the article

< Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >