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  • Simpler / more efficient method of nested if ... else flow?

    - by Scott
    I'm currently working on an emulation server for a flash-client based game, which has a "pets system", and I was wondering if there was a simpler way of going about checking the level of specified pets. Current code: public int Level { get { if (Expirience > 100) // Level 2 { if (Expirience > 200) // Level 3 { if (Expirience > 400) // Level 4 - Unsure of Goal { if (Expirience > 600) // Level 5 - Unsure of Goal { if (Expirience > 1000) // Level 6 { if (Expirience > 1300) // Level 7 { if (Expirience > 1800) // Level 8 { if (Expirience > 2400) // Level 9 { if (Expirience > 3200) // Level 10 { if (Expirience > 4300) // Level 11 { if (Expirience > 7200) // Level 12 - Unsure of Goal { if (Expirience > 8500) // Level 13 - Unsure of Goal { if (Expirience > 10100) // Level 14 { if (Expirience > 13300) // Level 15 { if (Expirience > 17500) // Level 16 { if (Expirience > 23000) // Level 17 { return 17; // Bored } return 16; } return 15; } return 14; } return 13; } return 12; } return 11; } return 10; } return 9; } return 8; } return 7; } return 6; } return 5; } return 4; } return 3; } return 2; } return 1; } } Yes, I'm aware I've misspelt Experience, I had made the mistake in a previous function and hadn't gotten around to updating everything.

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  • OpenGL multiple threads, variable handling [closed]

    - by toeplitz
    I have written an OpenGL program which runs in the following way: Main: - Initialize SDL - Create thread which has the OpenGL context: - Renderloop - Set camera (view) matrix with glUniform. - glDrawElements() .... etc. - Swapbuffers(); - Main SDL loop handling input events and such. - Update camera matrix of type glm::mat4. This is how I pass my camera object to the class that handles opengl. Camera *cam = new Camera(); gl.setCam(cam); where void setCam(Camera *camera) { this->camera = camera; } For rendering in the opengl context thread, this happens: glm::mat4 modelView = camera->view * model; glUniformMatrix4fv(shader->bindUniform("modelView"), 1, GL_FALSE, glm::value_ptr(modelView)); In the main program where my SDL and other things are handles I then recompute the view matrix. This his working fine without me using any mutex locks. Is this correct? On the other hand, I add objects to my scene by an "upload queue" and in this case I have to mutex lock my upload queue vector (vector class type) when adding items to it or else the program crashes. In summary: I recompute my matrix in a different thread and then use it in the opengl thread without any mutex lock. Why is this working? Edit: I think my question is similar to what was asked here: Should I lock a variable in one thread if I only need it's value in other threads, and why does it work if I don't?, only in my case it is even more simple with only one matrix being changed.

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  • Generic Event Generator and Handler from User Supplied Types?

    - by JaredBroad
    I'm trying to allow the user to supply custom data and manage the data with custom types. The user's algorithm will get time synchronized events pushed into the event handlers they define. I'm not sure if this is possible but here's the "proof of concept" code I'd like to build. It doesn't detect T in the for loop: "The type or namespace name 'T' could not be found" class Program { static void Main(string[] args) { Algorithm algo = new Algorithm(); Dictionary<Type, string[]> userDataSources = new Dictionary<Type, string[]>(); // "User" adding custom type and data source for algorithm to consume userDataSources.Add(typeof(Weather), new string[] { "temperature data1", "temperature data2" }); for (int i = 0; i < 2; i++) { foreach (Type T in userDataSources.Keys) { string line = userDataSources[typeof(T)][i]; //Iterate over CSV data.. var userObj = new T(line); algo.OnData < typeof(T) > (userObj); } } } //User's algorithm pattern. interface IAlgorithm<TData> where TData : class { void OnData<TData>(TData data); } //User's algorithm. class Algorithm : IAlgorithm<Weather> { //Handle Custom User Data public void OnData<Weather>(Weather data) { Console.WriteLine(data.date.ToString()); Console.ReadKey(); } } //Example "user" custom type. public class Weather { public DateTime date = new DateTime(); public double temperature = 0; public Weather(string line) { Console.WriteLine("Initializing weather object with: " + line); date = DateTime.Now; temperature = -1; } } }

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  • Camera crashes in android 4.1(API level 16)

    - by Lincy
    My application has a camera functionality. It works fine in all Android version but now when i tested in S3 it crashes. The error points to this line: Parameters parameters = mCamera.getParameters(); Could someone provide a solution for this? The log is below: ?:??: W/?(?): java.lang.NullPointerException ?:??: W/?(?): at com.stpl.snapshun.camera.CameraActivity.surfaceChanged(CameraActivity.java:313) ?:??: W/?(?): at android.view.SurfaceView.updateWindow(SurfaceView.java:554) ?:??: W/?(?): at android.view.SurfaceView.access$000(SurfaceView.java:81) ?:??: W/?(?): at android.view.SurfaceView$3.onPreDraw(SurfaceView.java:169) ?:??: W/?(?): at android.view.ViewTreeObserver.dispatchOnPreDraw(ViewTreeObserver.java:671) ?:??: W/?(?): at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1818) ?:??: W/?(?): at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:998) ?:??: W/?(?): at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:4212) ?:??: W/?(?): at android.view.Choreographer$CallbackRecord.run(Choreographer.java:725) ?:??: W/?(?): at android.view.Choreographer.doCallbacks(Choreographer.java:555) ?:??: W/?(?): at android.view.Choreographer.doFrame(Choreographer.java:525) ?:??: W/?(?): at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:711) ?:??: W/?(?): at android.os.Handler.handleCallback(Handler.java:615) ?:??: W/?(?): at android.os.Handler.dispatchMessage(Handler.java:92) ?:??: W/?(?): at android.os.Looper.loop(Looper.java:137) ?:??: W/?(?): at android.app.ActivityThread.main(ActivityThread.java:4745) ?:??: W/?(?): at java.lang.reflect.Method.invokeNative(Native Method) ?:??: W/?(?): at java.lang.reflect.Method.invoke(Method.java:511) ?:??: W/?(?): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) ?:??: W/?(?): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) ?:??: W/?(?): at dalvik.system.NativeStart.main(Native Method) Thanks in advance

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  • Adding an element to a multidimensional array

    - by stef
    How can I loop through the array below and an element per array, with key "url_slug" and value "foo"? I tried with array_push but that gets rid of the key names (it seems?) Doing a foreach($array as $k = $v) doesn't do it either, I think. The new array should be exactly the same only having 4 elements per array instead of 3, with the key / values above. Array ( [0] => Array ( [name_en] => Test 5 [url_name_nl] => test-5 [cat_name] => mobile ) [1] => Array ( [name_en] => Test 10 [url_name_nl] => test-10 [cat_name] => mobile ) [2] => Array ( [name_en] => Test 25 [url_name_nl] => test-25 [cat_name] => mobile ) ) EDIT: full working solution. A little more complex than originally described foreach ($prods as $key => &$value) { if($key == "cat_name") $slug = $value['cat_name']; $url_slug = $this->lang->line($slug); $value['url_slug'] = $url_slug; }

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  • Jquery each function promblem.

    - by Cesar Lopez
    I have the following function: var emptyFields = false; function checkNotEmpty(tblName, columns, className){ emptyFields = false; $("."+className+"").each(function() { if($.trim($(this).val()) === "" &amp;&amp; $(this).is(":visible")){ emptyFields = true; return false; // break out of the each-loop } }); if (emptyFields) { alert("Please fill in current row before adding a new one.") } else { AddRow_OnButtonClick(tblName,columns); } } Its checking that all elements in the table are not empty before adding a new row, and I only need to check that the last row of the table has at least an element which its not empty and not the whole table. The className its applied to the table. Please notice, that the problem I have its checking the last row and only one element of the row has to have some text in it. (e.g. each row has 5 textboxes at least one textbox need to have some text inside in order to be able to add another row, otherwise, the alert comes up). Any help would be apreciated. Thanks

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  • recvfrom() return values in Stop-and-Wait UDP?

    - by mavErick
    I am trying to implement a Stop-and-Wait UDP client-server socket program in C. As known, there are basically three possible scenarios for Stop-and-Wait flow control. i.e., After transmitting a packet, the sender receives a correct ACK and thus starts transmitting the next packet; the sender receives an incorrect ACK and thus retransmits this packet; the sender receives no ACK within a TIMEOUT and thus retransmits this packet. My idea is to differentiate these three scenarios with the return value of recvfrom() on the sender side. For scenario 1&2: recvfrom() just returns the length of the received ACK. Since in my implementation the incorrect ACK is of the same length of the correct one, so I will have to go deeper and check the contents of the ACK. It's not a big deal. I know how to do. Problems come when I am trying to recognize scenario 3 where no ACK is received. What confuses me is that my recvfrom() is within a while loop, so the recvfrom() will be called constantly. What will it return when the receiver is not actually sending the sender ACK? Is it 0 or 1?

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  • Huge burst of memory in c# service, what could be the cause?

    - by Daniel
    I'm working on a c# service application and i have this problem where out of no where and for no obvious reason, the memory for the process will climb from 150mb to almost 2gb in about 5 seconds and then back to 150mb. But nothing in our system should be using any where near that amount of memory (so its probably a bug somewhere). It might be a tight while true loop somewhere but the cpu usage at the time was very low so i thought i'd look for other ideas. Now the weirder thing is when i compile the service for 64bit, the same massive burst will occur except it exceeded 10gb of ram (paging most of it) and it just caused lots of problems with the computer and everything running on it. After a while it shuts down but it looks like windows is still willing to give it more memory. Would you have any ideas or tools that i can use in order to find this? Yes it has lots of logging however nothing in the logs stand out as to why this is happening. I can run the service in a console app mode, so my next test was going to be running it in visual studio debugger and see if i can find anything. It only happens occasionally but usually about 10-20 minutes after startup. On 32bit mode it cleans up and continues on like normally. 64bit mode it crashes after a while and uses stupid amounts of memory. But i'm really stumped as to why this is happening!!!

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  • c++ problem, maybe with types...

    - by Infinity
    Hi guys! I have a little problem in my code. The variables don't want to change their values. Can you say why? Here is my code: vector<coordinate> rocks(N); double angle; double x, y; // other code while (x > 1.0 || x < -1.0 || y > 1.0 || y < -1.0) { angle = rand() * 2.0 * M_PI; cout << angle << endl; cout << rocks[i - 1].x << endl; cout << rocks[i - 1].y << endl; x = rocks[i-1].x + r0 * cos(angle); y = rocks[i-1].y + r0 * sin(angle); cout << x << endl; cout << y << endl << endl; } // other code And the result on the console is: 6.65627e+09 0.99347 0.984713 1.09347 0.984713 1.16964e+09 0.99347 0.984713 1.09347 0.984713 As you see the values of x, y variables doesn't change and this while be an infinity loop. What's the problem? What do you think?

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  • Select form children when multiple forms are present jQuery

    - by afreeland
    I am dealing with a webpage that has multiple forms..some basic HTML forms and some AJAX forms. I have a created validation for inputs, let me give an example...if an input has a class="required" whenever a submit button is pressed if any required classes are empty then the form doesnt submit. Which works great...until you have multiple forms with required fields that dont apply to the section your submitting. I am able to find the closest form $(this).closest("form") and it gets me the form element properly, I then need to be able to loop only through the children of that form. I have tried: .children(':input'), .find('input') and honestly to many to list. Here is the code for when a button is selected $('#formSubmit').click(function (e) { var submit = true; var form = $(this).closest("form"); var formID = $(form).attr("id"); e.preventDefault(); $(form).children(":input").each(function () { if ($('#ERROR').length > 0) { submit = false; alert("Please fix errors to continue"); } $('.required').each(function () { if ($(this).val() == "" || $(this).val() == undefined) { submit = false; $(this).css({ 'background-color': '#fef236' }); } }); }); if (submit == true) { this.form.submit(); } }); //End of #formSubmit Also of interest I have started creating forms with ids that are GUID's so they will be unique and allow me to target things without any issues, just wanted to throw that out there if it can help lead to a solution I appreciate any help =)

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  • Why is this removing all elements from my LinkedList?

    - by Brian
    Why is my remove method removing every element from my Doubly Linked List? If I take out that if/else statements then I can successfully remove middle elements, but elements at the head or tail of the list still remain. However, I added the if/else statements to take care of elements at the head and tail, unfortunately this method now removes every element in my list. What am I do wrong? public void remove(int n) { LinkEntry<E> remove_this = new LinkEntry<E>(); //if nothing comes before remove_this, set the head to equal the element after remove_this if (remove_this.previous == null) head = remove_this.next; //otherwise set the element before remove_this equal to the element after remove_this else remove_this.previous.next = remove_this.next; //if nothing comes after remove_this, set the tail equal to the element before remove_this if (remove_this.next == null) tail = remove_this.previous; //otherwise set the next element's previous pointer to the element before remove_this else remove_this.next.previous = remove_this.previous; //if remove_this is located in the middle of the list, enter this loop until it is //found, then remove it, closing the gap afterwards. int i = 0; for (remove_this = head; remove_this != null; remove_this = remove_this.next) { //if i == n, stop and delete 'remove_this' from the list if (i == n) { //set the previous element's next to the element that comes after remove_this remove_this.previous.next = remove_this.next; //set the element after remove_this' previous pointer to the element before remove_this remove_this.next.previous = remove_this.previous; break; } //if i != n, keep iterating through the list i++; } }

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  • Does BeginReceive() get everything sent by BeginSend()?

    - by IVlad
    I'm writing a program that will have both a server side and a client side, and the client side will connect to a server hosted by the same program (but by another instance of it, and usually on another machine). So basically, I have control over both aspects of the protocol. I am using BeginReceive() and BeginSend() on both sides to send and receive data. My question is if these two statements are true: Using a call to BeginReceive() will give me the entire data that was sent by a single call to BeginSend() on the other end when the callback function is called. Using a call to BeginSend() will send the entire data I pass it to the other end, and it will all be received by a single call to BeginReceive() on the other end. The two are basically the same in fact. If the answer is no, which I'm guessing is the case based on what I've read about sockets, what is the best way to handle commands? I'm writing a game that will have commands such as PUT X Y. I was thinking of appending a special character (# for example) to the end of each command, and each time I receive data, I append it to a buffer, then parse it only after I encounter a #.

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  • XNA, C# - Check if a Vector2 path crosses another Vector2 path.

    - by Nick
    Hello all, I have an XNA question for those with more experience in these matters than myself (maths). Background: I have a game that implements a boundary class, this simply hosts 2 Vector2 objects, a start and an end point. The current implementation crudely handles collision detection by assuming boundaries are always vertical or horizontal, i.e. if start.x and end.x are the same check I am not trying to pass x etc. Ideally what I would like to implement is a method that accepts two Vector2 parameters. The first being a current location, the second being a requested location (where I would like to move it to assuming no objections). The method would also accept a boundary object. What the method should then do is tell me if I am going to cross the boundry in this move. this could be a bool or ideally something representing how far I can actually move. This empty method might explain better than I can in words. /// <summary> /// Checks the move. /// </summary> /// <param name="current">The current.</param> /// <param name="requested">The requested.</param> /// <param name="boundry">The boundry.</param> /// <returns></returns> public bool CheckMove(Vector2 current, Vector2 requested, Boundry boundry) { //return a bool that indicated if the suggested move will cross the boundry. return true; }

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  • float** allocation limit + serialized struct problem. Need advice!

    - by jmgunn
    basically im getting an allocation limit error/warning when i create a float** array. the function i am calling to fill the float** retrieves data from a struct loaded from a file. The function works fine when i use one object but when i load 2 objects into memory i get the limit error. I am pretty sure this is to do with byte alignment or a similar thing because my struct is saved with a float** member which i am sure you are not susposed to do !?! Please confirm this! The next question i have now is how to save/serialize the float** member of this struct? I cant really afford to put an upper bound on the array ie "float [10000][3]" because i need/want to use this structure as a base for many other types of objects that may have well under the upper bound. Stroking my chin here! Any help/advice will recieve my highest gratitude. BTW these said struct objects will be used in a game/graphics package, the float** is a float[3] array for storing vertices in a model. Much thanks in advance

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  • .Net forms - intercepting the Close X event.

    - by Hamish Grubijan
    Hi, this must be a dumb question, but I cannot figure it out. I also cannot use the designer because coders before me managed to throw GUI and logic all in one, so now it is confused. I've got to do it the old school way. I have a Form which can be closed in 3 ways: Close button, File / Close menu, and the X icon. I want them all to do the same thing. Intercepting the button and the menu events is easy. In fact, both are hooked up to an onCloseConfig method. Btw, is there a better name for this method? private void onCloseConfig(object sender, System.EventArgs e) { if (! m_configControl.Modified) { Application.Exit(); // Or should it be this.Close(); } .... // Else present a dialog, ask if they want to save. } So, to intercept the X I tried: this.FormClosing +=new FormClosingEventHandler(this.onCloseConfig); I believe this is what causes an infinite loop. I do not want that :) FormClosed is another option, but it seems too late. I just want to intercept the fact that the X was clicked, not the fact that the form is closing. Please help. Thanks!

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  • Which way of declaring a variable is fastest?

    - by ADB
    For a variable used in a function that is called very often and for implementation in J2ME on a blackberry (if that changed something, can you explain)? class X { int i; public void someFunc(int j) { i = 0; while( i < j ){ [...] i++; } } } or class X { static int i; public void someFunc(int j) { i = 0; while( i < j ){ [...] i++; } } } or class X { public void someFunc(int j) { int i = 0; while( i < j ){ [...] i++; } } } I know there is a difference how a static versus non-static class variable is accessed, but I don't know it would affect the speed. I also remember reading somewhere that in-function variables may be accessed faster, but I don't know why and where I read that. Background on the question: some painting function in games are called excessively often and even small difference in access time can affect the overall performance when a variable is used in a largish loop.

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  • jQuery, Ajax & PHP submit multiple forms dilemma

    - by user557563
    This is a very simple form that I have found on the web (as I am a jQuery beginner). <!-- this is my jquery --> <script> $(document).ready(function(){ $("form#submit_wall").submit(function() { var message_wall = $('#message_wall').attr('value'); var id = $('#id').attr('value'); $.ajax({ type: "POST", url: "index.php?leht=pildid", data:"message_wall="+ message_wall + "&id="+ id, cache: false, success: function(){ $("ul#wall").prepend(""+message_wall+"", ""+id+""); $("ul#wall li:first").fadeIn(); alert("Thank you for your comment!"); } }); return false; }); }); </script> <!-- this is my HTML+PHP --> some PHP ... while($row_pilt = mysql_fetch_assoc($select_pilt)){ print <form id="submit_wall"> <label for="message_wall">Share your message on the Wall</label> <input type="text" id="message_wall" /> <input type="hidden" id="id" value="'.(int)$row_pilt['id'].'"> <button type="submit">Post to wall</button> </form> and down below is my PHP script that writes to mySQL. It is a pretty straight forward script. However, it is getting little complicated when I submit it. Since I have more than one form on my page (per WHILE PHP LOOP), thus when I submit - only the FIRST form gets submitted. Furthermore, any other subsequent forms that I submit - data is being copied from the first form. Is there any jQuery functions that clear the data? - or is there a better solution. Thanks, Nick

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  • searching array of words faster

    - by Martijn
    hi eveybody i want to look how much an array comes in a database. Its pretty slow and i want to know if there's a way of searching like multiple words or an whole array without a for loop.. i'm struggeling for a while now. here's my code $dateBegin = "2010-12-07 15:54:24.0"; $dateEnd = "2010-12-30 18:19:52.0"; $textPerson = " text text text text text text text text text text text text text text "; $textPersonExplode = explode(" ", $textPerson ); $db = dbConnect(); for ( $counter = 0;$counter <= sizeof($textPersonExplode)-1 ; $counter++) { $query = "SELECT count(word) FROM `news_google_split` WHERE `word` LIKE '$textPersonExplode[$counter]' AND `date` >= '$dateBegin' AND `date` <= '$dateEnd'"; $result = mysql_query($query) or die(mysql_error()); while($row = mysql_fetch_array($result, MYSQL_ASSOC)) { $word[] = $textPersonExplode[$counter]; $count[] = $row[0]; } if (!$result) { die('Invalid query: ' . mysql_error()); } } thanks for the help.

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  • C++ - Totally suspend windows application

    - by HardCoder1986
    Hello! I am developing a simple WinAPI application and started from writing my own assertion system. I have a macro defined like ASSERT(X) which would make pretty the same thing as assert(X) does, but with more information, more options and etc. At some moment (when that assertion system was already running and working) I realized there is a problem. Suppose I wrote a code that does some action using a timer and (just a simple example) this action is done while handling WM_TIMER message. And now, the situation changes the way that this code starts throwing an assert. This assert message would be shown every TIMER_RESOLUTION milliseconds and would simply flood the screen. Options for solving this situation could be: 1) Totally pause application running (probably also, suspend all threads) when the assertion messagebox is shown and continue running after it is closed 2) Make a static counter for the shown asserts and don't show asserts when one of them is already showing (but this doesn't pause application) 3) Group similiar asserts and show only one for each assert type (but this also doesn't pause application) 4) Modify the application code (for example, Get / Translate / Dispatch message loop) so that it suspends itself when there are any asserts. This is good, but not universal and looks like a hack. To my mind, option number 1 is the best. But I don't know any way how this can be achieved. What I'm seeking for is a way to pause the runtime (something similiar to Pause button in the debugger). Does somebody know how to achieve this? Also, if somebody knows an efficient way to handle this problem - I would appreciate your help. Thank you.

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  • How should a multi-threaded C application handle a failed malloc()?

    - by user294463
    A part of an application I'm working on is a simple pthread-based server that communicates over a TCP/IP socket. I am writing it in C because it's going to be running in a memory constrained environment. My question is: what should the program do if one of the threads encounters a malloc() that returns NULL? Possibilities I've come up with so far: No special handling. Let malloc() return NULL and let it be dereferenced so that the whole thing segfaults. Exit immediately on a failed malloc(), by calling abort() or exit(-1). Assume that the environment will clean everything up. Jump out of the main event loop and attempt to pthread_join() all the threads, then shut down. The first option is obviously the easiest, but seems very wrong. The second one also seems wrong since I don't know exactly what will happen. The third option seems tempting except for two issues: first, all of the threads need not be joined back to the main thread under normal circumstances and second, in order to complete the thread execution, most of the remaining threads will have to call malloc() again anyway. What shall I do?

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  • Ajax to read from form

    - by Edwin
    Hello, I'm writing a store system for my game, it worked quite well until I found out that it only takes the amount of first entered Item. function pbuy(buyitem) { var amountc = "amount-"+buyitem, var amount = $("#"+amountc+"").val(); $.ajax({ type: "POST", url: "store2.php", data: "buyitem="+ buyitem+"&amount="+amount, success: function(resp){ document.getElementById('ajaxDiv').innerHTML = resp; }, error: function(e){ alert('Error: ' + e); } }); } I'm trying to give it it the Id of the form like so: function pbuy(buyitem) { var amountc = "amount-"+buyitem, var amount = $("#"+amountc+"").val(); But nothing happens. The code the creation of the forms is: <tr> <td class='items' width='80%' align='center' valign='top'><?PHP echo $itemstore->itemname;?> </td> <td width="20%"> Price:<?PHP echo $itemstore->newprice;?> <form method="post"> <input type='text' id='amount-<?PHP echo $row;?>)' /> <input name="itembid" type="button" onclick="pbuy(<?PHP echo $row;?>)" value="Buy" /></form></td> </tr> If I hardcode the amount in the ajax function it all runs fine like it should.

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  • determining the starting speed for an accelerated animation (in flash/actionscript but it's a math question)

    - by vulkanino
    This question burns my brain. I have an object on a plane, but for the sake of simplicity let's work just on a single dimension, thus the object has a starting position xs. I know the ending position xe. The object has to move from starting to ending position with an accelerated (acceleration=a) movement. I know the velocity the object has to have at the ending position (=ve). In my special case the ending speed is zero, but of course I need a general formula. The only unknown is the starting velocity vs. The objects starts with vs in xs and ends with ve in xe, moving along a space x with an acceleration a in a time t. Since I'm working with flash, space is expressed in pixels, time is expressed in frames (but you can reason in terms of seconds, it's easy to convert knowing the frames-per-second). In the animation loop (think onEnterFrame) I compute the new velocity and the new position with (a=0.4 for example): vx *= a (same for vy) x += vx (same for y) I want the entire animation to last, say, 2 seconds, which at 30 fps is 60 frames. Now you know that in 60 frames my object has to move from xs to xe with a constant deceleration so that the ending speed is 0. How do I compute the starting speed vs? Maybe there's a simpler way to do this in Flash, but I am now interested in the math/physics behind this.

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  • Calling a constructor from method within the same class

    - by Nathan
    I'm new to java and I'm learning about creating object classes. One of my homework assignment requires that I call the constructor at least once within a method of the same object class. I'm getting an error that says The method DoubleMatrix(double[][]) is undefined for the type DoubleMatrix Here's my constructor: public DoubleMatrix(double[][] tempArray) { // Declaration int flag = 0; int cnt; // Statement // check to see if doubArray isn't null and has more than 0 rows if(tempArray == null || tempArray.length < 0) { flag++; } // check to see if each row has the same length if(flag == 0) { for(cnt = 0; cnt <= tempArray.length - 1 || flag != 1; cnt++) { if(tempArray[cnt + 1].length != tempArray[0].length) { flag++; } } } else if(flag == 1) { makeDoubMatrix(1, 1);// call makeDoubMatrix method } }// end constructor 2 Here's the method where I try and call the constructor: public double[][] addMatrix(double[][] tempDoub) { // Declaration double[][] newMatrix; int rCnt, cCnt; //Statement // checking to see if both are of same dimension if(doubMatrix.length == tempDoub.length && doubMatrix[0].length == tempDoub[0].length) { newMatrix = new double[doubMatrix.length][doubMatrix[0].length]; // for loop to add matrix to a new one for(rCnt = 0; rCnt <= doubMatrix.length; rCnt++) { for(cCnt = 0; cCnt <= doubMatrix.length; cCnt++) { newMatrix[rCnt][cCnt] = doubMatrix[rCnt][cCnt] + tempDoub[rCnt][cCnt]; } } } else { newMatrix = new double[0][0]; DoubleMatrix(newMatrix) } return newMatrix; }// end addMatrix method Can someone point me to the right direction and explain why I'm getting an error?

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  • What's up with this reversing bit order function?

    - by MattyW
    I'm rather ashamed to admit that I don't know as much about bits and bit manipulation as I probably should. I tried to fix that this weekend by writing some 'reverse the order of bits' and 'count the ON bits' functions. I took an example from here but when I implemented it as below, I found I had to be looping while < 29. If I loop while < 32 (as in the example) Then when I try to print the integer (using a printBits function i've written) I seem to be missing the first 3 bits. This makes no sense to me, can someone help me out? int reverse(int n) { int r = 0; int i = 0; for(i = 0; i < 29; i++) { r = (r << 1) + (n & 1); n >>=1; } return r; }

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  • Using Color.rgb() doesnt work for full 0...255 range

    - by superflyninja
    I'm writing an android game using opengl. I'm using: colour = Color.rgb(theR,theG,theB); (all ints) to store the color of a rectangle. Then I parse out the RGB to render the rectangle: colorR = Color.red(color); colorG = Color.green(color); colorB = Color.blue(color); For example for color 53,130,255 this should result in a blue but on my app it results in a white. If i use 1,1,1 i get white. If i use 0,0,0 i get black. If i use 0,1,0 I get green etc. So it looks like any value over one is treated as 1 and so i am not getting the full 0...255 range. I tried using Color.argb and color = Color.parseColor(theColor) where the Color is a string. I'm using this in an opengles app. I have a class to display a rectangle of color. This definitely works fine as the correct size rectangle is rendered, just not a color using values above 1. I also use textures and everything displays fine. any ideas? thanks a million

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