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  • How to Take whitespace in Input in C

    - by itsaboutcode
    I wanted to take character array from console and it also include white spaces, the only method i know in C is scanf, but it miss stop taking input once it hit with white space. What i should do? Here is what i am doing. char address[100]; scanf("%s", address);

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  • dynamic image control

    - by BigBoss
    I am getting dynamic image in form of byte array. and i want to show that in webpage, preferably ImageControl I am aware of method of creating http handler and getting image stream. but I cant do that here as logic for same is performed somewhere else. Could not get any suitable way to do this. Thank you in advance.

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  • Facebook SDK , How To Put Name of user in wall post?

    - by Viola Courtney
    I got this code and working fine $access_token = $facebook->getAccessToken(); $vars = array( 'caption' => 'Caption message', 'message' => 'I need help', 'name' => 'I need Help', 'link' => 'http://www.google.com/', 'description' => 'description', 'picture' => '' ); But I want to replace the message or the name in to like : " (name of user) Need Help...

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  • How can I shuffle an NSArray?

    - by Mr. McPepperNuts
    All examples I find on shuffling arrays are for NSMutableArrays. Copying an NSArray to an NSMutable array, shuffling, then copying back always crashes the application. Is it even possible to shuffle an NSArray? Anything in objective-c similar to Collections.shuffle() (Java)?

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  • setting a default in sfwidgetformchoice

    - by user334017
    I have an embedded form with a choice widget. I'm trying to pass a default value from the main form to the widget. I'm trying to pass the value to the form as an option, then once I have it in the embedded form do I just do something like: new sfwidgetformchoice(array(...,'default' => $this->getOption('default')) doesn't seem to work

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  • How do I use data from the main window in a sub-window?

    - by eagle
    I've just started working on a photo viewer type desktop AIR app with Flex. From the main window I can launch sub-windows, but in these sub-windows I can't seem to access the data I collected in the main window. How can I access this data? Or, how can I send this data to the sub-window on creation? It doesn't need to be dynamically linked. myMain.mxml <?xml version="1.0" encoding="utf-8"?> <s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" width="260" height="200" title="myMain"> <fx:Declarations> </fx:Declarations> <fx:Script> <![CDATA[ public function openWin():void { new myWindow().open(); } public var myData:Array = new Array('The Eiffel Tower','Paris','John Doe'); ]]> </fx:Script> <s:Button x="10" y="10" width="240" label="open a sub-window" click="openWin();"/> </s:WindowedApplication> myWindow.mxml <?xml version="1.0" encoding="utf-8"?> <mx:Window name="myWindow" title="myWindow" xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" width="640" height="360"> <mx:Script> <![CDATA[ ]]> </mx:Script> <mx:Label id="comment" x="10" y="10" text=""/> <mx:Label id="location" x="10" y="30" text=""/> <mx:Label id="author" x="10" y="50" text=""/> </mx:Window> I realize this might be a very easy question but I have searched the web, read and watched tutorials on random AIR subjects for a few days and couldn't find it. The risk of looking like a fool is worth it now, I want to get on with my first app!

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • How to wrap two unmannaged C++ functions into two managed C# functions?

    - by Gbps
    I've got two unmanaged C++ functions, Compress and Decompress. The arguments and returns go as followed: unsigned char* Compress (unsigned char*,int) unsigned char* Decompress (unsigned char*,int) Where all uchars are arrays of uchars. Could someone please help me lay out a way to convert these into managed C# code using the Byte[] array instead of unsigned char*? Thank you very much!

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  • GLKit Memory Leak copywithZone

    - by TommyT39
    Running the instruments utility against the game I'm writing shows a bunch of memory leaks related to copy with Zone when I cycle through an array and draw some simple cube objects. Im not sure the best way to track this down as I'm new to OpenGL programming. My program is using ARC and is set to build for IOS 5. I am initializing GLKit to use OPenGl 2.0 and using the BafeEffect so I don't have to write my own shaders etc.. This shouldn't be rocket science. Im guessing that I must be not releasing something within the draw function. Below is the code to my draw function. Could you guys take a look and see if anything stands out as the problem? One other thing to note is that I'm using 15 different textures, the cubes can be 1 of 15 different ones. I have a property set on the cube class for the texture and I set it as I create the cube in there array. But I do load all 15 when my programs view did load starts.They are small .jps files that are less than 75k each and each cube uses the same texture all the way around so shouldn't be too big of an issue. Here is the code to my draw function: - (void)draw { GLKMatrix4 xRotationMatrix = GLKMatrix4MakeXRotation(rotation.x); GLKMatrix4 yRotationMatrix = GLKMatrix4MakeYRotation(rotation.y); GLKMatrix4 zRotationMatrix = GLKMatrix4MakeZRotation(rotation.z); GLKMatrix4 scaleMatrix = GLKMatrix4MakeScale(scale.x, scale.y, scale.z); GLKMatrix4 translateMatrix = GLKMatrix4MakeTranslation(position.x, position.y, position.z); GLKMatrix4 modelMatrix = GLKMatrix4Multiply(translateMatrix,GLKMatrix4Multiply(scaleMatrix,GLKMatrix4Multiply(zRotationMatrix, GLKMatrix4Multiply(yRotationMatrix, xRotationMatrix)))); GLKMatrix4 viewMatrix = GLKMatrix4MakeLookAt(0, 0, 1, 0, 0, -5, 0, 1, 0); effect.transform.modelviewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix); effect.transform.projectionMatrix = GLKMatrix4MakePerspective(0.125*M_TAU, 1.0, 2, 0); effect.texture2d0.name = wallTexture.name; [effect prepareToDraw]; glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glDrawArrays(GL_TRIANGLES, 0, 18); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); }

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  • Working with custom role in VB.NET win application

    - by fireBand
    Hi, I am looking for ways to implement custom user-roles in windows application with vb.net. I got a database table called Roles with Administrator and User entries. User cannot see some of the form data. In ASP.NET MVC we can do like. [Authorize(Roles = "Administrator")] public function GetAccount() as Array End Function If it could be done this way that would be great. Thanks in advance.

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  • Simple numpy question

    - by dassouki
    I can't get this snippet to work: #base code A = array([ [ 1, 2, 10 ], [ 1, 3, 20 ], [ 1, 4, 30 ], [ 2, 1, 15 ], [ 2, 3, 25 ], [ 2, 4, 35 ], [ 3, 1, 17 ], [ 3, 2, 27 ], [ 3, 4, 37 ], [ 4, 1, 13 ], [ 4, 2, 23 ], [ 4, 3, 33 ] ]) # Number of zones zones = unique1d(A[:,0]) for origin in zones: for destination in zones: if origin != destination: A_ik = A[(A[:,0] == origin & A[:,1] == destination), 2]

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  • Is there anything like deal() for normal MATLAB arrays?

    - by jjkparker
    When dealing with cell arrays, I can use the deal() function to assign cells to output variables, such as: [a, b, c] = deal(myCell{:}); or just: [a, b, c] = myCell{:}; I would like to do the same thing for a simple array, such as: myArray = [1, 2, 3]; [a, b, c] = deal(myArray(:)); But this doesn't work. What's the alternative?

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  • Java: Is there a way to obtain the bytecode for a class at runtime?

    - by Adam Paynter
    In Java, is there a way (at runtime) to obtain the bytecode which defined a particular class? Put another way, is there a way to obtain the byte[] array passed to ClassLoader.defineClass(String name, byte[] b, int off, int len) when a particular class was loaded? I see that this method is declared final, so creating a custom ClassLoader to intercept class definitions seems out of the question. In the past, I have used the class's ClassLoader to obtain the bytecode via the getResourceAsStream(String) method, but I would prefer a more canonical solution.

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  • Is there an easy method to combine two relative paths in C# ?

    - by Ioannis
    I want to combine two relative paths in C#. For example: string path1 = "/System/Configuration/Panels/Alpha"; string path2 = "Panels/Alpha/Data"; I want to return string result = "/System/Configuration/Panels/Alpha/Data"; I can implement this by splitting the second array and compare it in a for loop but I was wondering if there is something similar to Path.Combine available or if this can be accomplished with regular expressions or Linq? Thanks

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  • Translating C++'s sprintf format string to C#'s string.Format

    - by thebackup
    I found the following C++ code (comments added myself): // frame_name is a char array // prefix is std::string // k is a for loop counter // frames is a std::vector string sprintf(frameName, "%s_%0*s.bmp", prefix.c_str(), k, frames[k].c_str()); I then try to translate it to C# // prefix is string // k is a for loop counter // frames is List<string> string frameName = string.Format("{0}_(what goes in here?).bmp", prefix, k, frames[k]); Basically, what would be the C# equivalent of the C++ format string "%s_%0*s.bmp"?

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  • i m doing paginnation meanwhile i want to select all element of a particular coloumn,but i m getting

    - by vivek
    var vals = new Array();     var i=0;     var options='';     jQuery('#SearchResultsTable123 tr:gt(0) td:nth-child(2)').each(function(){       var t=jQuery(this).html();       if(jQuery.inArray(t, vals) < 0)       {        vals[i]=t;        i++;       }     });     for(var j=0;j this code gives me the distinct value of that colomn but only for visible page.

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  • mouse listener event

    - by user161004
    I have got a program having an array of buttons, each of these button has their mouselistener event. Now, how can i find which of the buton is clicked through the mouse listener.

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  • Sorting a NSArray

    - by Yoot
    Hi, I have a NSArray of objects. Those objects have an int attribute called "distance". I would like to sort my array by distance. Could someone please tell me how to do that ? I can't understand how the sortUsingSelector or sortUsingDescriptor methods are working... Thanks

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  • C# method to scale values?

    - by John S
    Hello, I have a value range from 0 to 255. There is a method that returns an array with a min and max values within this range, i.e: 13, 15, 20, 27, 50 ... 240 where 13 is the min and 240 is the max I need to scale these values so that 13 becomes 0 and 240 becomes 255 and scale all the other values between them proportionally. Is there any C# method that does that? thanks!

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  • Dynamically create textbox

    - by comii
    I need to dynamically create textbox. This is my code, but with this I create only one textbox: Public Sub CreateTextBox() Dim I As Integer Dim niz As Array For I = 1 To 5 Dim myTextBox = New TextBox myTextBox.Text = "Control Number:" & I Me.Controls.Add(myTextBox) Next End Sub So how i can dynamically create textbox? Thanks!

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  • Specify database engine to use in fixtures

    - by deceze
    Is there a way to specify the database engine to be used for fixtures in CakePHP test fixtures? Some of my models depend on database transactions, and I would like to write some tests for their correct behavior. Currently I'm simply auto-importing the schema, but the tables get created with MySQL's standard MyISAM engine, which doesn't support transactions. class FooFixture extends CakeTestFixture { public $name = 'Foo'; public $import = 'Foo'; public $records = array(...); }

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  • Codeigniter not returning me to upload form after image upload.

    - by Drew
    I'm still very new to codeigniter. The issue i'm having is that the file uploads fine and it writes to the database without issue but it just doesn't return me to the upload form. Instead it stays in the do_upload and doesn't display anything. Even more bizarrely there is some source code behind the scenes. Can someone tell my what it is i'm doing wrong because I want to be returning to my upload form after submission. Thanks in advance. Below is my code: Controller: function do_upload() { if($this->Upload_model->do_upload()) { $this->load->view('home/upload_form'); }else{ $this->load->view('home/upload_success', $error); } } Model: function do_upload() { $config['upload_path'] = './uploads/'; $config['allowed_types'] = 'gif|jpg|png'; $config['max_size'] = '2000'; $this->load->library('upload', $config); if ( ! $this->upload->do_upload()) { $error = array('error' => $this->upload->display_errors()); return $error; } else { $data = $this->upload->data(); $full_path = 'uploads/' . $data['file_name']; $spam = array( 'image_url' => $full_path, 'url' => $this->input->post('url') ); $id = $this->input->post('id'); $this->db->where('id', $id); $this->db->update('NavItemData', $spam); return true; } } View (called upload_form): <html> <head> <title>Upload Form</title> </head> <body> <?php if(isset($buttons)) : foreach($buttons as $row) : ?> <h2><?php echo $row->image_url; ?></h2> <p><?php echo $row->url; ?></p> <p><?php echo $row->name; ?></p> <p><?php echo anchor("upload/update_nav/$row->id", 'edit'); ?></p> <?php endforeach; ?> <?php endif; ?> </body> </html>

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