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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Problem with deleting table rows using ctrl+a for row selection

    - by Frank Nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The following code is commonly shown and documented for how to access the row key of selected table rows in an ADF Faces table configured for multi row selection. public void onRemoveSelectedTableRows(ActionEvent actionEvent) {    RichTable richTable = … get access to your table instance …    CollectionModel cm =(CollectionModel)richTable.getValue();    RowKeySet rowKeySet = (RowKeySet)richTable.getSelectedRowKeys();             for (Object key : rowKeySet) {       richTable.setRowKey(key);       JUCtrlHierNodeBinding rowData = (JUCtrlHierNodeBinding)cm.getRowData();       // do something with rowData e.g.update, print, copy   }    //optional, if you changed data, refresh the table         AdfFacesContext adfFacesContext = AdfFacesContext.getCurrentInstance(); adfFacesContext.addPartialTarget(richTable);   return null; } The code shown above works for 99.5 % of all use cases that deal with multi row selection enabled ADF Faces tables, except for when users use the ctrl+a key to mark all rows for delete. Just to make sure I am clear: if you use ctrl+a to mark rows to perform any other operation on them – like bulk updating all rows for a specific attribute – then this works with the code shown above. Even for bulk row delete, any other mean of row selection (shift+click and multiple ctrl+click) works like a charm and the rows are deleted. So apparently it is the use of ctrl+a that causes the problem when deleting multiple rows of an ADF Faces table. To implement code that works for all table selection use cases, including the one to delete all table rows in one go, you use the code shown below. public void onRemoveSelectedTableRows(ActionEvent actionEvent) {   RichTable richTable = … get access to your table instance …   CollectionModel cm = (CollectionModel)richTable.getValue();   RowKeySet rowKeySet = (RowKeySet)richTable.getSelectedRowKeys();   Object[] rowKeySetArray = rowKeySet.toArray();      for (Object key : rowKeySetArray){               richTable.setRowKey(key);     JUCtrlHierNodeBinding rowData = (JUCtrlHierNodeBinding)cm.getRowData();                              rowData.getRow().remove();   }   AdfFacesContext adfFacesContext = AdfFacesContext.getCurrentInstance();          adfFacesContext.addPartialTarget(richTable); }

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • Getting Started with Amazon Web Services in NetBeans IDE

    - by Geertjan
    When you need to connect to Amazon Web Services, NetBeans IDE gives you a nice start. You can drag and drop the "itemSearch" service into a Java source file and then various Amazon files are generated for you. From there, you need to do a little bit of work because the request to Amazon needs to be signed before it can be used. Here are some references and places that got me started: http://associates-amazon.s3.amazonaws.com/signed-requests/helper/index.html http://docs.aws.amazon.com/AWSSimpleQueueService/latest/SQSGettingStartedGuide/AWSCredentials.html https://affiliate-program.amazon.com/gp/flex/advertising/api/sign-in.html You definitely need to sign up to the Amazon Associates program and also register/create an Access Key ID, which will also get you a Secret Key, as well. Here's a simple Main class that I created that hooks into the generated RestConnection/RestResponse code created by NetBeans IDE: public static void main(String[] args) {    try {        String searchIndex = "Books";        String keywords = "Romeo and Juliet";        RestResponse result = AmazonAssociatesService.itemSearch(searchIndex, keywords);        String dataAsString = result.getDataAsString();        int start = dataAsString.indexOf("<Author>")+8;        int end = dataAsString.indexOf("</Author>");        System.out.println(dataAsString.substring(start,end));    } catch (Exception ex) {        ex.printStackTrace();    }} Then I deleted the generated properties file and the authenticator and changed the generated AmazonAssociatesService.java file to the following: public class AmazonAssociatesService {    private static void sleep(long millis) {        try {            Thread.sleep(millis);        } catch (Throwable th) {        }    }    public static RestResponse itemSearch(String searchIndex, String keywords) throws IOException {        SignedRequestsHelper helper;        RestConnection conn = null;        Map queryMap = new HashMap();        queryMap.put("Service", "AWSECommerceService");        queryMap.put("AssociateTag", "myAssociateTag");        queryMap.put("AWSAccessKeyId", "myAccessKeyId");        queryMap.put("Operation", "ItemSearch");        queryMap.put("SearchIndex", searchIndex);        queryMap.put("Keywords", keywords);        try {            helper = SignedRequestsHelper.getInstance(                    "ecs.amazonaws.com",                    "myAccessKeyId",                    "mySecretKey");            String sign = helper.sign(queryMap);            conn = new RestConnection(sign);        } catch (IllegalArgumentException | UnsupportedEncodingException | NoSuchAlgorithmException | InvalidKeyException ex) {        }        sleep(1000);        return conn.get(null);    }} Finally, I copied this class into my application, which you can see is referred to above: http://code.google.com/p/amazon-product-advertising-api-sample/source/browse/src/com/amazon/advertising/api/sample/SignedRequestsHelper.java Here's the completed app, mostly generated via the drag/drop shown at the start, but slightly edited as shown above: That's all, now everything works as you'd expect.

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • What technology should I concentrate on for mobile development? [closed]

    - by Rob2211
    Firstly, I have many years experience with C# & .NET and some with Java. But, rather than committing to Java and developing native applications for Andriod I have been researching cross-platform deployment technologies. Currently, the most powerful cross-platform technology seems to be Flash, using Adobe AIR to package software as native applications. But given Adobe's announcement that it will discontinue support for the Flash Player on mobile devices it seems foolish (at this late stage) to invest in Flash and ActionScript as a developer. There has been speculation that Microsoft are also planning their exit strategy for Silverlight in favour of HTML5. So, my questions are; What is the most appropriate technology to invest in and learn in order to build cross-platform mobile applications / games while future proofing my skills as a developer? Is HTML5 mature enough to fill the 'Flash void' and be used to start building cross-platform, rich, interactive, networked mobile applications / games now? N.B. For HTML5 read (HTML5/CSS3/JavaScript)

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  • ASP.NET C# - do you need a separate datasource for each gridview? [closed]

    - by Brian McCarthy
    Do you need a separate datasource for each gridview if each gridview is accessing the same database but different tables in the database? I'm getting an error on AppSettings that says non-invocable member. What is the problem with it? Here's the c# code-behind: protected void Search_Zip_Plan_Age_Button_Click(object sender, EventArgs e) { var _with1 = this.ZipPlan_SqlDataSource; _with1.SelectParameters.Clear(); _with1.ConnectionString = System.Configuration.ConfigurationManager.AppSettings("PriceFinderConnectionString").ToString; _with1.SelectCommand = "ssp_get_zipcode_plan"; _with1.SelectParameters.Add("ZipCode", this.ZipCode.Text); _with1.SelectParameters.Add("PlanCode", this.PlanCode.Text); _with1.SelectParameters.Add("Age", this.Age.Text); _with1.SelectCommandType = SqlDataSourceCommandType.StoredProcedure; _with1.CancelSelectOnNullParameter = false; Search_Results_GridView.DataBind(); } thanks!

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  • Given a string of letters from alphabet insert frequency of each character in the string.in O(n) time and O(1) space [on hold]

    - by learner
    Below is my attempt void str_freq(char *str, int len) { char c; int cnt=0; c=str[0]; int i,j=0; for(i=0;i<len;i++) { if(c==str[i]) { cnt++; } else { c = str[i]; // printf(" %d ",cnt); str[j] = str[i-1]; str[j+1] = (char)(((int)'0')+cnt); j++; cnt=0; } } str[j+1]='\0'; printf("%s",str); } int main() { char str[] = "aaabbccccdeffgggg"; int length=strlen(str); str_freq(str,length); } I am getting wrong answer abcdef1 instead of a3b2c4d1e1f2g4. Please let me know where I am going wrong.

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  • Generically correcting data before save with Entity Framework

    - by koevoeter
    Been working with Entity Framework (.NET 4.0) for a week now for a data migration job and needed some code that generically corrects string values in the database. You probably also have seen things like empty strings instead of NULL or non-trimmed texts ("United States       ") in "old" databases, and you don't want to apply a correcting function on every column you migrate. Here's how I've done this (extending the partial class of my ObjectContext):public partial class MyDatacontext{    partial void OnContextCreated()    {        SavingChanges += OnSavingChanges;    }     private void OnSavingChanges(object sender, EventArgs e)    {        foreach (var entity in GetPersistingEntities(sender))        {            foreach (var propertyInfo in GetStringProperties(entity))            {                var value = (string)propertyInfo.GetValue(entity, null);                 if (value == null)                {                    continue;                }                 if (value.Trim().Length == 0 && IsNullable(propertyInfo))                {                    propertyInfo.SetValue(entity, null, null);                }                else if (value != value.Trim())                {                    propertyInfo.SetValue(entity, value.Trim(), null);                }            }        }    }     private IEnumerable<object> GetPersistingEntities(object sender)    {        return ((ObjectContext)sender).ObjectStateManager            .GetObjectStateEntries(EntityState.Added | EntityState.Modified)             .Select(e => e.Entity);    }    private IEnumerable<PropertyInfo> GetStringProperties(object entity)    {        return entity.GetType().GetProperties()            .Where(pi => pi.PropertyType == typeof(string));    }    private bool IsNullable(PropertyInfo propertyInfo)    {        return ((EdmScalarPropertyAttribute)propertyInfo             .GetCustomAttributes(typeof(EdmScalarPropertyAttribute), false)            .Single()).IsNullable;    }}   Obviously you can use similar code for other generic corrections.

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  • Switching songs - MediaPlayer lags the game

    - by Fibericon
    When the player encounters a boss in the game I'm working on, I want to have the music change. It seems simple enough with the MediaPlayer class to fade out the current song, switch to another, and then fade the new song in. However, at the point where the second song starts, the game freezes for a split second. The songs in question aren't particularly large either - the first song is 1.7mb and the second song is 3.1mb, both mp3 format. This is the code I'm using to do it: protected void switchSong(GameTime gameTime) { if (!bossSongPlaying) { MediaPlayer.Volume -= ((float)gameTime.ElapsedGameTime.TotalSeconds/10); if (MediaPlayer.Volume < 0.05f) { MediaPlayer.Play(bossSong); MediaPlayer.Volume = 1.0f; bossSongPlaying = true; } } } What can I do to eliminate that momentary hang?

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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  • WMemoryProfiler is Released

    - by Alois Kraus
    What is it? WMemoryProfiler is a managed profiling Api to aid integration testing. This free library can get managed heap statistics and memory usage for your own process (remember testing) and other processes as well. The best thing is that it does work from .NET 2.0 up to .NET 4.5 in x86 and x64. To make it more interesting it can attach to any running .NET process. The reason why I do mention this is that commercial profilers do support this functionality only for their professional editions. An normally only since .NET 4.0 since the profiling API only since then does support attaching to a running process. This thing does differ in many aspects from “normal” profilers because while profiling yourself you can get all objects from all managed heaps back as an object array. If you ever wanted to change the state of an object which does only exist a method local in another thread you can get your hands on it now … Enough theory. Show me some code /// <summary> /// Show feature to not only get statisics out of a process but also the newly allocated /// instances since the last call to MarkCurrentObjects. /// GetNewObjects does return the newly allocated objects as object array /// </summary> static void InstanceTracking() { using (var dumper = new MemoryDumper()) // if you have problems use to see the debugger windows true,true)) { dumper.MarkCurrentObjects(); Allocate(); ILookup<Type, object> newObjects = dumper.GetNewObjects() .ToLookup( x => x.GetType() ); Console.WriteLine("New Strings:"); foreach (var newStr in newObjects[typeof(string)] ) { Console.WriteLine("Str: {0}", newStr); } } } … New Strings: Str: qqd Str: String data: Str: String data: 0 Str: String data: 1 … This is really hot stuff. Not only you can get heap statistics but you can directly examine the new objects and make queries upon them. When I do find more time I can reconstruct the object root graph from it from my own process. It this cool or what? You can also peek into the Finalization Queue to check if you did accidentally forget to dispose a whole bunch of objects … /// <summary> /// .NET 4.0 or above only. Get all finalizable objects which are ready for finalization and have no other object roots anymore. /// </summary> static void NotYetFinalizedObjects() { using (var dumper = new MemoryDumper()) { object[] finalizable = dumper.GetObjectsReadyForFinalization(); Console.WriteLine("Currently {0} objects of types {1} are ready for finalization. Consider disposing them before.", finalizable.Length, String.Join(",", finalizable.ToLookup( x=> x.GetType() ) .Select( x=> x.Key.Name)) ); } } How does it work? The W of WMemoryProfiler is a good hint. It does employ Windbg and SOS dll to do the heavy lifting and concentrates on an easy to use Api which does hide completely Windbg. If you do not want to see Windbg you will never see it. In my experience the most complex thing is actually to download Windbg from the Windows 8 Stanalone SDK. This is described in the Readme and the exception you are greeted with if it is missing in much greater detail. So I will not go into this here.   What Next? Depending on the feedback I do get I can imagine some features which might be useful as well Calculate first order GC Roots from the actual object graph Identify global statics in Types in object graph Support read out of finalization queue of .NET 2.0 as well. Support Memory Dump analysis (again a feature only supported by commercial profilers in their professional editions if it is supported at all) Deserialize objects from a memory dump into a live process back (this would need some more investigation but it is doable) The last item needs some explanation. Why on earth would you want to do that? The basic idea is to store in your live process some logging/tracing data which can become quite big but since it is never written to it is very fast to generate. When your process crashes with a memory dump you could transfer this data structure back into a live viewer which can then nicely display your program state at the point it did crash. This is an advanced trouble shooting technique I have not seen anywhere yet but it could be quite useful. You can have here a look at the current feature list of WMemoryProfiler with some examples.   How To Get Started? First I would download the released source package (it is tiny). And compile the complete project. Then you can compile the Example project (it has this name) and uncomment in the main method the scenario you want to check out. If you are greeted with an exception it is time to install the Windows 8 Standalone SDK which is described in great detail in the exception text. Thats it for the first round. I have seen something more limited in the Java world some years ago (now I cannot find the link anymore) but anyway. Now we have something much better.

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  • I need to hire a web developer but I'm not sure which qualifications/skills they should have to do what I see in my head. Any help?

    - by Beau
    I'm looking to develop a simple image editor wherein a user can cycle through multiple layers (6-10) of images to develop a unique avatar. For example, the initial image layer will be a 2D character of their choice, mostly void of any accessories. The next image layer would be a shirt, another pants, another jewelry etc. I like the idea of frontend HTML5 so it can be a web app compatible across most platforms, but I'm lost on the backend requirements of such a project. #noob Any help would be greatly appreciated.

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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • Bouncing ball isssue

    - by user
    I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped bouncing. How should I modify the code to fix this issue? ballPos = D3DXVECTOR2( 50, 100 ); velocity = 0; accelaration = 3.0f; isBallUp = false; void GameClass::Update() { velocity += accelaration; ballPos.y += velocity; if ( ballPos.y >= 590 ) isBallUp = true; else isBallUp = false; if ( isBallUp ) { ballPos.y = 590; velocity *= -1; } // Graphics Rendering m_Graphics.BeginFrame(); ComposeFrame(); m_Graphics.EndFrame(); }

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  • Isolated Storage Made Easy

    In its most simple form Isolated Storage allows you to save name value pairs and retrieve them at some other time the next time your app runs. Granted we could get into XML and text files etc but I'm going to stick with just name value pairs. Lets take a look at this line:private void PresistKeyValue(string _Key, string _Value){StreamWriter MyWriter = new StreamWriter(new IsolatedStorageFileStream(_Key, FileMode.Create, IsolatedStorageFile.GetUserStoreForApplication()));MyWriter.Write(_Value);MyWriter.Close();}Nice...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Dependency Injection Confusion

    - by James
    I think I have a decent grasp of what Dependency Inversion principle (DIP) is, my confusion is more around dependency injection. My understanding is the whole point of DI is to decouple parts of an application, to allow changes in one part without effecting another, assuming the interface does not change. For examples sake, we have this public class MyClass(IMyInterface interface) { public MyClass { interface.DoSomething(); } } public interface IMyInterface { void DoSomething(); } How is this var iocContainer = new UnityContainer(); iocContainer.Resolve<MyClass>(); better practice than doing this //if multiple implementations are possible, could use a factory here. IMyInterface interface = new InterfaceImplementation(); var myClass = new MyClass(interface); It may be I am missing a very important point, but I am failing to see what is gained. I am aware that using an IOC container I can easily handle an objects life cycle, which is a +1 but I don't think that is core to what IOC is about.

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  • Keypress Left is called twice in Update when key is pressed only once

    - by Simran kaur
    I have a piece of code that is changing the position of player when left key is pressed. It is inside of Update() function. I know, Update is called multiple times, but since I have an ifstatement to check if left arrow is pressed, it should update only once. I have tested using print statement that once pressed, it gets called twice. Problem: Position updated twice when key is pressed only once. Below given is the structure of my code: void Update() { if (Input.GetKeyDown (KeyCode.LeftArrow)) { print ("PRESSEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDD"); } } I looked up on web and what was suggested id this: if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.LeftArrow) { print("pressed"); } But, It gives me an error that says: Object reference not set to instance of an object How can I fix this?

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  • Missing return statement when using .charAt [migrated]

    - by Timothy Butters
    I need to write a code that returns the number of vowels in a word, I keep getting an error in my code asking for a missing return statement. Any solutions please? :3 import java.util.*; public class vowels { public static void main(String[] args) { Scanner input = new Scanner(System.in); System.out.println("Please type your name."); String name = input.nextLine(); System.out.println("Congratulations, your name has "+ countVowels(name) +" vowels."); } public static int countVowels(String str) { int count = 0; for (int i=0; i < str.length(); i++) { // char c = str.charAt(i); if (str.charAt(i) == 'a' || str.charAt(i) == 'e' || str.charAt(i) == 'o' || str.charAt(i) == 'i' || str.charAt(i) == 'u') count = count + 1; } } }

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  • Transactional Interceptors in Java EE 7 - Request for feedback

    - by arungupta
    Linda described how EJB's container-managed transactions can be applied to the Java EE 7 platform as a whole using a solution based on CDI interceptors. This can then be used by other Java EE components as well, such as Managed Beans. The plan is to add an annotation and standardized values in the javax.transaction package. For example: @Inherited @InterceptorBinding @Target({TYPE, METHOD}) @Retention(RUNTIME) public @interface Transactional { TxType value() default TxType.REQUIRED } And then this can be specified on a class or a method of a class as: public class ShoppingCart { ... @Transactional public void checkOut() {...} ... } This interceptor will be defined as part of the update to Java Transactions API spec at jta-spec.java.net. The Java EE 7 Expert Group needs your help and looking for feedback on the exact semantics. The complete discussion can be read here. Please post your feedback to [email protected] and we'll also consider comments posted to this entry.

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  • When JDeveloper IDE doesn't render the visual editor

    - by Frank Nimphius
    Though with Oracle JDeveloper 11g the problem of the IDE not rendering JSF pages properly in the visual editor has become rare, there always is a way for the creative to break IDE functionality. A possible reason for the visual editor in JDeveloper to break is a failed dependency reference, which often is in a custom JSF PhaseListener configured in the faces-config.xml file. To avoid this from happening, surround the code in your PhaseListener class with the following statement (for example in the afterPhase method) public void afterPhase(PhaseEvent phaseEvent) {   if(!ADFContext.getCurrent().isDesigntime()){ ... listener code here ... } } The reason why the visual editor in Oracle JDeveloper fails rendering the WYSIWYG view has to do with how the live preview is created. To produce the visual display of a view, JDeveloper actually runs the ADF Faces view in JSF, which then also invokes defined PhaseListeners. With the code above, you check whether the PhaseListener code is executed at runtime or design time.If it is executed in design time, you ignore all calls to external resources that are not available at design time.

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  • Switching to WIF SessionMode in ASP.NET

    - by Your DisplayName here!
    To make it short: to switch to SessionMode (cache to server) in ASP.NET, you need to handle an event and set a property. Sounds easy – but you need to set it in the right place. The most popular blog post about this topic is from Vittorio. He advises to set IsSessionMode in WSFederationAuthenticationModule_SessionSecurityTokenCreated. Now there were some open questions on forum, like this one. So I decided to try it myself – and indeed it didn’t work for me as well. So I digged a little deeper, and after some trial and error I found the right place (in global.asax): void WSFederationAuthenticationModule_SecurityTokenValidated( object sender, SecurityTokenValidatedEventArgs e) {     FederatedAuthentication.SessionAuthenticationModule.IsSessionMode = true; } Not sure if anything has changed since Vittorio’s post – but this worked for me. While playing around, I also wrote a little diagnostics tool that allows you to look into the session cookie (for educational purposes). Will post that soon. HTH

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  • What is a good way to keep track of strings for dictionary lookups?

    - by Justin
    I am working through the Windows 8 app tutorial. They have some code about saving app data like so: private void NameInput_TextChanged(object sender, TextChangedEventArgs e) { Windows.Storage.ApplicationDataContainer roamingSettings = Windows.Storage.ApplicationData.Current.RoamingSettings; roamingSettings.Values["userName"] = nameInput.Text; } I have worked with C# in the past and found that things like using constant string values (like "userName" in this case) for keys could get messy because auto-complete did not work and it was easy to forget if I had made an entry for a setting before and what it was called. So if I don't touch code for awhile I end up accidentally creating multiple entries for the same value that are named slightly differently. Surely there is a better way to keep track of the strings that key to those values. What is a good solution to this problem?

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  • How to name setter that does data conversion?

    - by IAdapter
    I'm struggling with how to name this method, I don't like the "set" prefix, because I feel it should be reserved for normal "dumb" setters and some tools might not like it (i did not check it in checkstyle, pmd, etc., but I got a feeling they won't like it.) for example (in java, but I feel its language agnostic) public void setActionListenerClicked(boolean actionListenerClicked) { this.actionListenerClicked = actionListenerClicked ? "1" : "0"; } The only purpose of this method is ONLY to set, this method is needed and cannot be joined with any other (because of framework used). P.S. I DO know that question is similar to How to name multi-setter?, but I feel its not the same question.

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