Search Results

Search found 24721 results on 989 pages for 'int tostring'.

Page 683/989 | < Previous Page | 679 680 681 682 683 684 685 686 687 688 689 690  | Next Page >

  • "Request not supported" in IPCONFIG (WinXP SP3)

    - by pablog
    In a customer PC (Windows XP SP3), suddenly the network went down: the network adapter appears with an error mark. I replaced the network card, but the new one does the same thing. When I enter IPCONFIG, XP shows this error (in standard and safe mode): Internal error occurred Request not supported Unable to query host name If I start the system with a boot cd the PC runs fine, so the problem seems to be in the XP installation. I tried: uninstalling and reinstalling the network card in the Device Manager disabling and reenabling the card netsh int ip reset netsh winsock reset catalog and a couple of "reset" programs (WinsockxpFix.exe, etc) with no luck. Is there any way to fix it without reinstalling XP? TIA, Pablo

    Read the article

  • Component-wise GLSL vector branching

    - by Gustavo Maciel
    I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float dot = v1.x*v2.x + v1.y * v2.y + v1.z * v2.z; //NEVER float dot = dot(v1, v2); //YES //Multiply one by one is not good too, since the ALU can do the 4 components at a time too. vec3 mul = vec3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); //NEVER vec3 mul = v1 * v2; I've been struggling thinking, are there equivalent operations for branching? For example: vec4 Overlay(vec4 v1, vec4 v2, vec4 opacity) { bvec4 less = lessThan(v1, vec4(0.5)); vec4 blend; for(int i = 0; i < 4; ++i) { if(less[i]) blend[i] = 2.0 * v1[i]*v2[i]; else blend[i] = 1.0 - 2.0 * (1.0 - v1[i])*(1.0 - v2[i]); } return v1 + (blend-v1)*opacity; } This is a Overlay operator that works component wise. I'm not sure if this is the best way to do it, since I'm afraid these for and if can be a bottleneck later. Tl;dr, Can I branch component wise? If yes, how can I optimize that Overlay function with it?

    Read the article

  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

    Read the article

  • Send Multiple InMemory Attachments Using FileUpload Controls

    - by bullpit
    I wanted to give users an ability to send multiple attachments from the web application. I did not want anything fancy, just a few FileUpload controls on the page and then send the email. So I dropped five FileUpload controls on the web page and created a function to send email with multiple attachments. Here’s the code: public static void SendMail(string fromAddress, string toAddress, string subject, string body, HttpFileCollection fileCollection)     {         // CREATE THE MailMessage OBJECT         MailMessage mail = new MailMessage();           // SET ADDRESSES         mail.From = new MailAddress(fromAddress);         mail.To.Add(toAddress);           // SET CONTENT         mail.Subject = subject;         mail.Body = body;         mail.IsBodyHtml = false;                        // ATTACH FILES FROM HttpFileCollection         for (int i = 0; i < fileCollection.Count; i++)         {             HttpPostedFile file = fileCollection[i];             if (file.ContentLength > 0)             {                 Attachment attachment = new Attachment(file.InputStream, Path.GetFileName(file.FileName));                 mail.Attachments.Add(attachment);             }         }           // SEND MESSAGE         SmtpClient smtp = new SmtpClient("127.0.0.1");         smtp.Send(mail);     } And here’s how you call the method: protected void uxSendMail_Click(object sender, EventArgs e)     {         HttpFileCollection fileCollection = Request.Files;         string fromAddress = "[email protected]";         string toAddress = "[email protected]";         string subject = "Multiple Mail Attachment Test";         string body = "Mail Attachments Included";         HelperClass.SendMail(fromAddress, toAddress, subject, body, fileCollection);            }

    Read the article

  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

    Read the article

  • How do I delay email delivery using Entourage 2008 with Exchange, e.g. using the X.400 Deferred-Delivery header?

    - by Matt McClure
    I'd like to delay the delivery of email that I send so that I can time delivery when the recipient is unlikely to be reading email and I can reduce the likelihood of getting into a chat-like conversation. I'm using Entourage 2008 and Exchange hosted by Rackspace. I tried naively adding a Deferred-Delivery header after reading http://www.faqs.org/rfcs/rfc2156.html and www.itu.int/rec/T-REC-F.400-199906-I/en , but my mail was delivered immediately. Ideally the delay would occur on the MTA instead of my MUA so that delivery would still occur even if my laptop were disconnected from the network at the delivery time I specify. My best workaround at the moment is to habitually use Entourage's Send Later button when composing mail and then click Send/Receive at the end of the day. This is less than ideal because recipients are often reading mail at the end of my day, and I often get immediate replies. Matt

    Read the article

  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

    Read the article

  • SQL SERVER – Grouping by Multiple Columns to Single Column as A String

    - by pinaldave
    One of the most common questions I receive in email is how to group multiple column data in comma separate values in a single row grouping by another column. I have previously blogged about it in following two blog posts. However, both aren’t addressing the following exact problem. Comma Separated Values (CSV) from Table Column Comma Separated Values (CSV) from Table Column – Part 2 The question comes in many different formats but in following image I am demonstrating the same question in simple words. This is the most popular question on my Facebook page as well. (Example) Here is the sample script to build the sample dataset. CREATE TABLE TestTable (ID INT, Col VARCHAR(4)) GO INSERT INTO TestTable (ID, Col) SELECT 1, 'A' UNION ALL SELECT 1, 'B' UNION ALL SELECT 1, 'C' UNION ALL SELECT 2, 'A' UNION ALL SELECT 2, 'B' UNION ALL SELECT 2, 'C' UNION ALL SELECT 2, 'D' UNION ALL SELECT 2, 'E' GO SELECT * FROM TestTable GO Here is the solution which will build an answer to the above question. -- Get CSV values SELECT t.ID, STUFF( (SELECT ',' + s.Col FROM TestTable s WHERE s.ID = t.ID FOR XML PATH('')),1,1,'') AS CSV FROM TestTable AS t GROUP BY t.ID GO I hope this is an easy solution. I am going to point to this blog post in the future for all the similar questions. Final Clean Up Act -- Clean up DROP TABLE TestTable GO Here is the question back to you - Is there any better way to write above script? Please leave a comment and I will write a separate blog post with due credit. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL XML

    Read the article

  • Solaris cc segfaults when compiling rsync on intel platform

    - by PP
    I am trying to compile rsync-3.0.7 on Solaris 5.10 on an Intel chipset. When running ./configure I see the following (obviously erroneous lines): checking size of int... 0 checking size of long... 0 checking size of long long... 0 checking size of short... 0 checking size of int16_t... 0 checking size of uint16_t... 0 In config.log I see the following lines: configure.sh:5448: /tool/sunstudio12.1/bin/cc -xc99=all -o conftest -g -DHAVE_CONFIG_H conftest.c >&5 "conftest.c", line 123: warning: statement not reached cc: Fatal error in cc : Segmentation Fault configure.sh:5448: $? = 1 configure.sh: program exited with status 1 Segmentation fault? What could be causing a simple test script to segfault during compilation?

    Read the article

  • Simplify Your Code with LINQ

    - by dwahlin
    I’m a big fan of LINQ and use it wherever I can to minimize code and make applications easier to maintain overall. I was going through a code file today refactoring it based on suggestions provided by Resharper and came across the following method: private List<string> FilterTokens(List<string> tokens) { var cleanedTokens = new List<string>(); for (int i = 0; i < tokens.Count; i++) { string token = tokens[i]; if (token != null) { cleanedTokens.Add(token); } } return cleanedTokens; }   In looking through the code I didn’t see anything wrong but Resharper was suggesting that I convert it to a LINQ expression: In thinking about it more the suggestion made complete sense because I simply wanted to add all non-null token values into a List<string> anyway. After following through with the Resharper suggestion the code changed to the following. Much, much cleaner and yet another example of why LINQ (and Resharper) rules: private List<string> FilterTokens(IEnumerable<string> tokens) { return tokens.Where(token => token != null).ToList(); }

    Read the article

  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

    Read the article

  • What is wrong with my specular phong shading

    - by Thijser
    I'm sorry if this should be placed on stackoverflow instead however seeing as this is graphics related I was hoping you guys could help me: I'm attempting to write a phong shader and currently working on the specular. I came acros the following formula: base*pow(dot(V,R),shininess) and attempted to implement it (V is the posion of the viewer and R the reflective vector). This gave the following result and code: Vec3Df phongSpecular(const Vec3Df & vertexPos, Vec3Df & normal, const Vec3Df & lightPos, const Vec3Df & cameraPos, unsigned int index) { Vec3Df relativeLightPos=(lightPos-vertexPos); relativeLightPos.normalize(); Vec3Df relativeCameraPos= (cameraPos-vertexPos); relativeCameraPos.normalize(); int DotOfNormalAndLight = Vec3Df::dotProduct(normal,relativeLightPos); Vec3Df reflective =(relativeLightPos-(2*DotOfNormalAndLight*normal))*-1; reflective.normalize(); float phongyness= Vec3Df::dotProduct(reflective,relativeCameraPos); if (phongyness<0){ phongyness=0; } float shininess= Shininess[index]; float speculair = powf(phongyness,shininess); return Ks[index]*speculair; } I'm looking for something more like this:

    Read the article

  • Determinism in multiplayer simulation with Box2D, and single computer

    - by Jake
    I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and compile the executables. I type inputs (WASD for a simple car movement) into one of the 2 clients and I can get both clients to update the simulation. There are 2 cars in the simulation. As long as the cars do not collide, I get the same identical output on both client.exe. I can run the car(s) around for as long as I could they still update the same. However, if I start to collide the cars, very quickly they go out of sync. My tools: Windows 7, C++, MSVS 2010, Box2D, freeGlut. My Psuedocode: // client.exe void timer(int value) { tcpServer.send(my_inputs); foreach(i = player including myself) inputs[i] = tcpServer.receive(); foreach(i = player including myself) players[i].process(inputs[i]); myb2World.step(33, 8, 6); // Box2D world step simulation foreach(i = player including myself) renderer.render(player[i]); glutTimerFunc(33, timer, 0); } // server.exe void serviceloop { while(all clients alive) { foreach(c = clients) tcpClients[c].receive(&inputs[c]); // send input of each client to all clients foreach(source = clients) { foreach(dest = clients) { tcpClients[dest].send(inputs[source]); } } } } I have read all over the internet and SE the following claims (paraphrased): Box2D is deterministic as long as floating point architecture/implementation is the same. (For any deterministic engine) Determinism is gauranteed if playback of recorded inputs is on the same machine with exe compiled using same compiler and machine. Additionally my server.exe and client.exe gameloop is single thread with blocking socket calls and fixed time step. Question: Can anyone explain what I did wrong to get different Box2D output?

    Read the article

  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

    Read the article

  • C printf not working on ubuntu 13.10 terminal

    - by Blaze Tama
    First, im new in ubuntu so please bear with me. I need to create a C based program for a course in my university. I was using opensuse and its konsole when i was in the university's lab. So basically i need to install opensuse on my system or using a vmware. But i feel lazy to do that, so i tried to run it on my ubuntu instead of opensuse. However, no C code seems working on ubuntu's terminal. The compiling is success, but its not running, or at least the printf is not running. This is my code, a very very simple one : #include<stdio.h> #include<unistd.h> #include<stdlib.h> int main() { printf("test"); return 0; } When i compile it with gcc test.c -o test everything work fine and i get an executeable file. Then i try to run it by ./test, but the printf is not printed. No error or warning was shown. Am i missing something? Note : my gcc is the new one, it should has no problem. Thanks for your help :D

    Read the article

  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

    Read the article

  • What to Return with Async CRUD methods

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

    Read the article

  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

    Read the article

  • RPi and Java Embedded GPIO: Java code to blink more LEDs

    - by hinkmond
    Now, it's time to blink the other GPIO ports with the other LEDs connected to them. This is easy using Java Embedded, since the Java programming language is powerful and flexible. Embedded developers are not used to this, since the C programming language is more popular but less easy to develop in. We just need to use a dynamic Java String array to map to the pinouts of the GPIO port names from the previous diagram posted. This way we can address each "channel" with an index into that String array. static String[] GpioChannels = { "0", "1", "4", "17", "21", "22", "10", "9" }; With this new dynamic array, we can streamline the main() of this Java program to activate all the ports. /** * @param args the command line arguments */ public static void main(String[] args) { FileWriter[] commandChannels; try { /*** Init GPIO port for output ***/ // Open file handles to GPIO port unexport and export controls FileWriter unexportFile = new FileWriter("/sys/class/gpio/unexport"); FileWriter exportFile = new FileWriter("/sys/class/gpio/export"); for (String gpioChannel : GpioChannels) { System.out.println(gpioChannel); // Reset the port unexportFile.write(gpioChannel); unexportFile.flush(); // Set the port for use exportFile.write(gpioChannel); exportFile.flush(); // Open file handle to port input/output control FileWriter directionFile = new FileWriter("/sys/class/gpio/gpio" + gpioChannel + "/direction"); // Set port for output directionFile.write(GPIO_OUT); directionFile.flush(); } And, then simply add array code to where we blink the LED to make it blink all the LEDS on and off at once. /*** Send commands to GPIO port ***/ commandChannels = new FileWriter[GpioChannels.length]; for (int channum=0; channum It's easier than falling off a log... or at least easier than C programming. Hinkmond

    Read the article

  • XNA C# How to draw fonts in different color

    - by XNA newbie
    I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system. [User1name] says: Hi [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. When the user pressed 'ENTER', the text he entered will be added inside an ArrayList chatList.Add(s); For displaying the text he entered, I used for (int i = 0; i < chatList.Count(); i++) { spriteBatch.DrawString(font, chatList[i], new Vector2(40, arr1[i]), Color.Yellow); } *arr1[i] contains 5 y-axis points to print my 5 line of chats in the chatbox Question1: What if I have another type of message which will be added into ChatList (something like a system message). I need the System Message to be printed out in red color. And if the user keeps on chatting, the chat box will be updated according: (MAX 5 LINES) The newest chat will be shown below, and the oldest one will be deleted if they reached the max 5 lines. [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. [User1name] says: Ok, great to hear that! I'm having trouble to print each line color according to their msg type. For normal msg, it should be yellow. For system msg, it should be red. Question2: And for the next problem, I need the chat texts to be white color, while the names of the user is yellow (like warcraft3 chat system). How do I do that? I have a hard time thinking of a solution for these to work. Advise needed.

    Read the article

  • Discuss: PLs are characterised by which (iso)morphisms are implemented

    - by Yttrill
    I am interested to hear discussion of the proposition summarised in the title. As we know programming language constructions admit a vast number of isomorphisms. In some languages in some places in the translation process some of these isomorphisms are implemented, whilst others require code to be written to implement them. For example, in my language Felix, the isomorphism between a type T and a tuple of one element of type T is implemented, meaning the two types are indistinguishable (identical). Similarly, a tuple of N values of the same type is not merely isomorphic to an array, it is an array: the isomorphism is implemented by the compiler. Many other isomorphisms are not implemented for example there is an isomorphism expressed by the following client code: match v with | ((?x,?y),?z = x,(y,z) // Felix match v with | (x,y), - x,(y,z) (* Ocaml *) As another example, a type constructor C of int in Felix may be used directly as a function, whilst in Ocaml you must write a wrapper: let c x = C x Another isomorphism Felix implements is the elimination of unit values, including those in tuples: Felix can do this because (most) polymorphic values are monomorphised which can be done because it is a whole program analyser, Ocaml, for example, cannot do this easily because it supports separate compilation. For the same reason Felix performs type-class dispatch at compile time whilst Haskell passes around dictionaries. There are some quite surprising issues here. For example an array is just a tuple, and tuples can be indexed at run time using a match and returning a value of a corresponding sum type. Indeed, to be correct the index used is in fact a case of unit sum with N summands, rather than an integer. Yet, in a real implementation, if the tuple is an array the index is replaced by an integer with a range check, and the result type is replaced by the common argument type of all the constructors: two isomorphisms are involved here, but they're implemented partly in the compiler translation and partly at run time.

    Read the article

  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

    Read the article

  • Where is it permissible to add logging code in a MVC model?

    - by BDotA
    Working on a C# WinForms program that is written in a MVC ( actually Model-View-Presenter) style and I want to add a few lines of code that is responsible for logging some events. Where should I write two or three lines of code that I need? Should I write it in the Presenter section? To get an idea, here is some lines of sample code that already exists in the Save() metohd in Company.MyApplication.Presenter.MyPresenter.cs class: he has written codes lie the following in this part of presenter: private void Save(Helper.SaveStatusEnum status) { if (notification.CheckLocks(orderIdCollection)) { using (new HourglassController()) { controller.FireActiveCellLeaving(); ViewDocumentedValues(); int result = saveController.Save(status); if (result == Helper.SAVE_SUCCESSFUL) { // IS IT OK TO WRITE MY COUPLE LINES OF CODE IN HERE??????????? model.Dirty = false; if ((model.CurrentStatus == Helper.OrderStatusEnum.Complete) || (model.CurrentStatus == Helper.OrderStatusEnum.Corrected)) { controller.EnableDisableSheet(false); } CheckApplicationState(); SheetHelper.ClearUnsavedDataRowImage(view.ActiveSheet); } else { MessageBox.Show("An unexpected error occuring trying to save."); } } } }

    Read the article

  • Rotate canvas along its center based on user touch - Android

    - by Ganapathy
    I want to rotate the canvas circularly on its center axis based on user touch. i want to rotate based on center but its rotating based on top left corner . so i am able to see only 1/4 for rotation of image. any idea.. Like a old phone dialer . I have tried like as follows onDraw(Canvas canvas){ canvas.save(); // do my rotation canvas.rotate(rotation,0,0); canvas.drawBitmap( ((BitmapDrawable)d).getBitmap(),0,0,p ); canvas.restore(); } @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); updateRotation(x,y); mPreviousX = x; mPreviousY = y; invalidate(); } private void updateRotation(float x, float y) { double r = Math.atan2(x - centerX, centerY - y); rotation = (int) Math.toDegrees(r); }

    Read the article

  • dynamic? I'll never use that ... or then again, maybe it could ...

    - by adweigert
    So, I don't know about you, but I was highly skeptical of the dynamic keywork when it was announced. I thought to myself, oh great, just another move towards VB compliance. Well after seeing it being used in things like DynamicXml (which I use for this example) I then was working with a MVC controller and wanted to move some things like operation timeout of an action to a configuration file. Thinking big picture, it'd be really nice to have configuration for all my controllers like that. Ugh, I don't want to have to create all those ConfigurationElement objects... So, I started thinking self, use what you know and do something cool ... Well after a bit of zoning out, self came up with use a dynamic object duh! I was thinking of a config like this ...<controllers> <add type="MyApp.Web.Areas.ComputerManagement.Controllers.MyController, MyApp.Web"> <detail timeout="00:00:30" /> </add> </controllers> So, I ended up with a couple configuration classes like this ...blic abstract class DynamicConfigurationElement : ConfigurationElement { protected DynamicConfigurationElement() { this.DynamicObject = new DynamicConfiguration(); } public DynamicConfiguration DynamicObject { get; private set; } protected override bool OnDeserializeUnrecognizedAttribute(string name, string value) { this.DynamicObject.Add(name, value); return true; } protected override bool OnDeserializeUnrecognizedElement(string elementName, XmlReader reader) { this.DynamicObject.Add(elementName, new DynamicXml((XElement)XElement.ReadFrom(reader))); return true; } } public class ControllerConfigurationElement : DynamicConfigurationElement { [ConfigurationProperty("type", Options = ConfigurationPropertyOptions.IsRequired | ConfigurationPropertyOptions.IsKey)] public string TypeName { get { return (string)this["type"]; } } public Type Type { get { return Type.GetType(this.TypeName, true); } } } public class ControllerConfigurationElementCollection : ConfigurationElementCollection { protected override ConfigurationElement CreateNewElement() { return new ControllerConfigurationElement(); } protected override object GetElementKey(ConfigurationElement element) { return ((ControllerConfigurationElement)element).Type; } } And then had to create the meat of the DynamicConfiguration class which looks like this ...public class DynamicConfiguration : DynamicObject { private Dictionary<string, object> properties = new Dictionary<string, object>(StringComparer.CurrentCultureIgnoreCase); internal void Add<T>(string name, T value) { this.properties.Add(name, value); } public override bool TryGetMember(GetMemberBinder binder, out object result) { var propertyName = binder.Name; result = null; if (this.properties.ContainsKey(propertyName)) { result = this.properties[propertyName]; } return true; } } So all being said, I made a base controller class like a good little MVC-itizen ...public abstract class BaseController : Controller { protected BaseController() : base() { var configuration = ManagementConfigurationSection.GetInstance(); var controllerConfiguration = configuration.Controllers.ForType(this.GetType()); if (controllerConfiguration != null) { this.Configuration = controllerConfiguration.DynamicObject; } } public dynamic Configuration { get; private set; } } And used it like this ...public class MyController : BaseController { static readonly string DefaultDetailTimeout = TimeSpan.MaxValue.ToString(); public MyController() { this.DetailTimeout = TimeSpan.Parse(this.Configuration.Detail.Timeout ?? DefaultDetailTimeout); } public TimeSpan DetailTimeout { get; private set; } } And there I have an actual use for the dynamic keyword ... never thoguht I'd see the day when I first heard of it as I don't do much COM work ... oh dont' forget this little helper extension methods to find the controller configuration by the controller type.public static ControllerConfigurationElement ForType<T>(this ControllerConfigurationElementCollection collection) { Contract.Requires(collection != null); return ForType(collection, typeof(T)); } public static ControllerConfigurationElement ForType(this ControllerConfigurationElementCollection collection, Type type) { Contract.Requires(collection != null); Contract.Requires(type != null); return collection.Cast<ControllerConfigurationElement>().Where(element => element.Type == type).SingleOrDefault(); } Sure, it isn't perfect and I'm sure I can tweak it over time, but I thought it was a pretty cool way to take advantage of the dynamic keyword functionality. Just remember, it only validates you did it right at runtime, which isn't that bad ... is it? And yes, I did make it case-insensitive so my code didn't have to look like my XML objects, tweak it to your liking if you dare to use this creation.

    Read the article

< Previous Page | 679 680 681 682 683 684 685 686 687 688 689 690  | Next Page >