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  • Pixel plot method errors out without error message.

    - by sonny5
    // The following method blows up (big red x on screen) without generating error info. Any // ideas why? // MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // runs if commented out // My goal is to draw a pixel on a form. Is there a way to increase the pixel size also? using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Plot : System.Windows.Forms.Form { private Size _ClientArea; //keeps the pixels info private double _Xspan; private double _Yspan; public Plot() { InitializeComponent(); } public Size ClientArea { set { _ClientArea = value; } } private void InitializeComponent() { this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="World Plot (world_plot.cs)"; this.Resize += new System.EventHandler(this.Form1_Resize); this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); this.Paint += new System.Windows.Forms.PaintEventHandler(this.TransformPoints); // new this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawRectangleFloat); this.Paint += new System.Windows.Forms.PaintEventHandler(this.DrawWindow_Paint); } private void DrawWindow_Paint(object sender, PaintEventArgs e) { Graphics Grf = e.Graphics; pixPlot(Grf); } static void Main() { Application.Run(new Plot()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { // no transforms done yet!!! Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); // draw DOWN in y, which is positive since no matrix called p.Dispose(); } public void PlotPixel(double X, double Y, Color C, Graphics G) { Bitmap bm = new Bitmap(1, 1); bm.SetPixel(0, 0, C); G.DrawImageUnscaled(bm, TX(X), TY(Y)); } private int TX(double X) //transform real coordinates to pixels for the X-axis { double w; w = _ClientArea.Width / _Xspan * X + _ClientArea.Width / 2; return Convert.ToInt32(w); } private int TY(double Y) //transform real coordinates to pixels for the Y-axis { double w; w = _ClientArea.Height / _Yspan * Y + _ClientArea.Height / 2; return Convert.ToInt32(w); } private void pixPlot(Graphics Grf) { Plot MyPlot = new Plot(); double x = 12.0; double y = 10.0; MyPlot.ClientArea = this.ClientSize; Console.WriteLine("x = {0}", x); Console.WriteLine("y = {0}", y); //MyPlot.PlotPixel(x, y, Color.BlueViolet, Grf); // blows up } private void DrawRectangleFloat(object sender, PaintEventArgs e) { // Create pen. Pen penBlu = new Pen(Color.Blue, 2); // Create location and size of rectangle. float x = 0.0F; float y = 0.0F; float width = 200.0F; float height = 200.0F; // translate DOWN by 200 pixels // Draw rectangle to screen. e.Graphics.DrawRectangle(penBlu, x, y, width, height); } private void TransformPoints(object sender, System.Windows.Forms.PaintEventArgs e) { // after transforms Graphics g = this.CreateGraphics(); Pen penGrn = new Pen(Color.Green, 3); Matrix myMatrix2 = new Matrix(1, 0, 0, -1, 0, 0); // flip Y axis with -1 g.Transform = myMatrix2; g.TranslateTransform(0, 200, MatrixOrder.Append); // translate DOWN the same distance as the rectangle... // ...so this will put it at lower left corner g.DrawLine(penGrn, 0, 0, 100, 90); // notice that y 90 is going UP } private void Form1_Resize(object sender, System.EventArgs e) { Invalidate(); } }

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  • recursive program

    - by wilson88
    I am trying to make a recursive program that calculates interest per year.It prompts the user for the startup amount (1000), the interest rate (10%)and number of years(1).(in brackets are samples) Manually I realised that the interest comes from the formula YT(1 + R)----- interest for the first year which is 1100. 2nd year YT(1 + R/2 + R2/2) //R squared 2nd year YT(1 + R/3 + R2/3 + 3R3/) // R cubed How do I write a recursive program that will calculate the interest? Below is the function which I tried double calculateInterest(double startUp, double rate, double duration) { double cpdInterest = (duration*startUp)*(1 + rate); if (duration == 0) { return cpdInterest; } else if (duration < 0) { cout << "Please enter a valid year"; } else { calculateInterest(cpdInterest,rate,duration); } return cpdInterest; }

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  • Should I use implicit conversions to enforce preconditions?

    - by Malvolio
    It occurs to me that I could use use implicit conversions to both announce and enforce preconditions. Consider this: object NonNegativeDouble { implicit def int2nnd(d : Double) : NonNegativeDouble = new NonNegativeDouble(d) implicit def nnd2int(d : NonNegativeDouble) : Double = d.v def sqrt(n : NonNegativeDouble) : NonNegativeDouble = scala.math.sqrt(n) } class NonNegativeDouble(val v : Double ) { if (v < 0) { throw new IllegalArgumentException("negative value") } } object Test { def t1 = { val d : Double = NonNegativeDouble.sqrt(3.0); printf("%f\n", d); val n : Double = NonNegativeDouble.sqrt(-3.0); } } Ignore for the moment the actual vacuity of the example: my point is, the subclass NonNegativeDouble expresses the notion that a function only takes a subset of the entire range of the class's values. First is this: A good idea, a bad idea, or an obvious idea everybody else already knows about Second, this would be most useful with basic types, like Int and String. Those classes are final, of course, so is there a good way to not only use the restricted type in functions (that's what the second implicit is for) but also delegate to all methods on the underlying value (short of hand-implementing every delegation)?

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  • C typedef struct uncertainty.

    - by Emanuel Ey
    Consider the following typedef struct in C: 21:typedef struct source{ 22: double ds; //ray step 23: double rx,zx; //source coords 24: double rbox1, rbox2; //the box that limits the range of the rays 25: double freqx; //source frequency 26: int64_t nThetas; //number of launching angles 27: double theta1, thetaN; //first and last launching angle 28:}source_t; I get the error: globals.h:21: error: redefinition of 'struct source' globals.h:28: error: conflicting types for 'source_t' globals.h:28: note: previous declaration of 'source_t' was here I've tried using other formats for this definition: struct source{ ... }; typedef struct source source_t; and typedef struct{ ... }source_t; Which both return the same error. Why does this happen? it looks perfectly right to me.

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  • Extension method return using generics

    - by Steven de Salas
    Is it possible to return a generic type using extension methods? For example, I have the following method: // Convenience method to obtain a field within a row (as a double type) public static double GetDouble(this DataRow row, string field) { if (row != null && row.Table.Columns.Contains(field)) { object value = row[field]; if (value != null && value != DBNull.Value) return Convert.ToDouble(value); } return 0; } This is currently used as follows: double value = row.GetDouble("tangible-equity"); but I would like to use the following code: double value = row.Get<double>("tangible-equity"); Is this possible and if so, what would the method look like?

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  • C++ run error: pointer being freed was not allocated

    - by Dale Reves
    I'm learning c++ and am working on a program that keeps giving me a 'pointer being freed was not allocated' error. It's a grocery store program that inputs data from a txt file, then user can enter item# & qty. I've read through similar questions but what's throwing me off is the 'pointer' issue. I would appreciate if someone could take a look and help me out. I'm using Netbeans IDE 7.2 on a Mac. I'll just post the whole piece I have so far. Thx. #include <iostream> #include <fstream> #include <string> #include <vector> using namespace std; class Product { public: // PLU Code int getiPluCode() { return iPluCode; } void setiPluCode( int iTempPluCode) { iPluCode = iTempPluCode; } // Description string getsDescription() { return sDescription; } void setsDescription( string sTempDescription) { sDescription = sTempDescription; } // Price double getdPrice() { return dPrice; } void setdPrice( double dTempPrice) { dPrice = dTempPrice; } // Type..weight or unit int getiType() { return iType; } void setiType( int iTempType) { iType = iTempType; } // Inventory quantity double getdInventory() { return dInventory; } void setdInventory( double dTempInventory) { dInventory = dTempInventory; } private: int iPluCode; string sDescription; double dPrice; int iType; double dInventory; }; int main () { Product paInventory[21]; // Create inventory array Product paPurchase[21]; // Create customer purchase array // Constructor to open inventory input file ifstream InputInventory ("inventory.txt", ios::in); //If ifstream could not open the file if (!InputInventory) { cerr << "File could not be opened" << endl; exit (1); }//end if int x = 0; while (!InputInventory.eof () ) { int iTempPluCode; string sTempDescription; double dTempPrice; int iTempType; double dTempInventory; InputInventory >> iTempPluCode >> sTempDescription >> dTempPrice >> iTempType >> dTempInventory; paInventory[x].setiPluCode(iTempPluCode); paInventory[x].setsDescription(sTempDescription); paInventory[x].setdPrice(dTempPrice); paInventory[x].setiType(iTempType); paInventory[x].setdInventory(dTempInventory); x++; } bool bQuit = false; //CREATE MY TOTAL VARIABLE HERE! int iUserItemCount; do { int iUserPLUCode; double dUserAmount; double dAmountAvailable; int iProductIndex = -1; //CREATE MY SUBTOTAL VARIABLE HERE! while(iProductIndex == -1) { cout<<"Please enter the PLU Code of the product."<< endl; cin>>iUserPLUCode; for(int i = 0; i < 21; i++) { if(iUserPLUCode == paInventory[i].getiPluCode()) { dAmountAvailable = paInventory[i].getdInventory(); iProductIndex = i; } } //PLU code entry validation if(iProductIndex == -1) { cout << "You have entered an invalid PLU Code."; } } cout<<"Enter the quantity to buy.\n"<< "There are "<< dAmountAvailable << "available.\n"; cin>> dUserAmount; while(dUserAmount > dAmountAvailable) { cout<<"That's too many, please try again"; cin>>dUserAmount; } paPurchase[iUserItemCount].setiPluCode(iUserPLUCode);// Array of objects function calls paPurchase[iUserItemCount].setdInventory(dUserAmount); paPurchase[iUserItemCount].setdPrice(paInventory[iProductIndex].getdPrice()); paInventory[iProductIndex].setdInventory( paInventory[iProductIndex].getdInventory() - dUserAmount ); iUserItemCount++; cout <<"Are you done purchasing items? Enter 1 for yes and 0 for no.\n"; cin >> bQuit; //NOTE: Put Amount * quantity for subtotal //NOTE: Put code to update subtotal (total += subtotal) // NOTE: Need to create the output txt file! }while(!bQuit); return 0; }

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  • Is there performance to be gained by moving storage allocation local to a member function to its cla

    - by neuviemeporte
    Suppose I have the following C++ class: class Foo { double bar(double sth); }; double Foo::bar(double sth) { double a,b,c,d,e,f a = b = c = d = e = f = 0; /* do stuff with a..f and sth */ } The function bar() will be called millions of times in a loop. Obviously, each time it's called, the variables a..f have to be allocated. Will I gain any performance by making the variables a..f members of the Foo class and just initializing them at the function's point of entry? On the other hand, the values of a..f will be dereferenced through this-, so I'm wondering if it isn't actually a possible performance degradation. Is there any overhead to accessing a value through a pointer? Thanks!

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  • <function> referenced from; symbol(s) not found.

    - by jfm429
    I have a piece of C code that is used from a C++ function. At the top of my C++ file I have the line: #include "prediction.h" In prediction.h I have this: #ifndef prediction #define prediction #include "structs.h" typedef struct { double estimation; double variance; } response; response runPrediction(int obs, location* positions, double* observations, int targets, location* targetPositions); #endif I also have prediction.c, which has: #include "prediction.h" response runPrediction(int obs, location* positions, double* observations, int targets, location* targetPositions) { // code here } Now, in my C++ file (which as I said includes prediction.h) I call that function, then compile (through Xcode) I get this error: "runPrediction(int, location*, double*, int, location*)", referenced from: mainFrame::respondTo(char*, int)in mainFrame.o ld: symbol(s) not found collect2: ld returned 1 exit status prediction.c is marked for compilation for the current target. I don't have any problems with other .cpp files not being compiled. Any thoughts here?

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  • Mapping over multiple Seq in Scala

    - by bsdfish
    Suppose I have val foo : Seq[Double] = ... val bar : Seq[Double] = ... and I wish to produce a seq where the baz(i) = foo(i) + bar(i). One way I can think of to do this is val baz : Seq[Double] = (foo.toList zip bar.toList) map ((f: Double, b : Double) => f+b) However, this feels both ugly and inefficient -- I have to convert both seqs to lists (which explodes with lazy lists), create this temporary list of tuples, only to map over it and let it be GCed. Maybe streams solve the lazy problem, but in any case, this feels like unnecessarily ugly. In lisp, the map function would map over multiple sequences. I would write (mapcar (lambda (f b) (+ f b)) foo bar) And no temporary lists would get created anywhere. Is there a map-over-multiple-lists function in Scala, or is zip combined with destructuring really the 'right' way to do this?

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  • Enums,use in switch case

    - by WPS
    Hi, I have an Enum defined which contains method return type like "String",Float,List,Double etc. I will be using it in switch case statements. For example my enum is public enum MethodType { DOUBLE,LIST,STRING,ARRAYLIST,FLOAT,LONG; } In a property file, I've key value pairs as follows. Test1=String Test2=Double In my code I'm getting the value for the key. I need to use the VALUE in Switch Case to Determine the Type and based on that I've to implement some logic. For example something like this switch(MethodType.DOUBLE){ case DOUBLE: //Dobule logic } Can someone please help me to implement this?

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  • Is it possible to reinterpret pointer as dimensioned array reference?

    - by aaa
    hi. Suppose I have some pointer, which I want to reinterpret as static dimension array reference: double *p; double (&r)[4] = ?(p); // some construct? // clarify template< size_t N> void function(double (&a)[N]); ... double *p; function(p); // this will not work. // I would like to cast p as to make it appear as double[N] Is it possible to do so? how do I do it?

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  • Defining multiple VBA objects within one function or sub-routine?

    - by Harokitty
    I have the following VBA code: Option Explicit Private a(2) as Double Private b(2) as Double Public Function Hello(X1 As Double, X2 As Double) As Double a(1) = X1 + X2 a(2) = X1/X2 b(1) = X1 b(2) = X2^2 Hello = a(1)+a(2)+b(1)+b(2) End Function Within the function Hello I have defined a(1),a(2),b(1),b(2). However, I want to make some function or sub-routine that accepts X1 and X2 as arguments and spits out the values for a(1),a(2),b(1),b(2). This is because I use the above definitions for a(1),a(2),b(1),b(2) in about 20 functions in my module and would like to avoid having to do the following in each function that I use thesis in: a(1) = X1 + X2 a(2) = X1/X2 b(1) = X1 b(2) = X2^2

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  • How can I convert a decimal to a fraction ?

    - by CornyD
    How do I convert a indefinite decimal (i.e. .333333333...) to a string fraction representation (i.e. "1/3"). I am using VBA and the following is the code I used (i get an overflow error at the line "b = a Mod b": Function GetFraction(ByVal Num As Double) As String If Num = 0# Then GetFraction = "None" Else Dim WholeNumber As Integer Dim DecimalNumber As Double Dim Numerator As Double Dim Denomenator As Double Dim a, b, t As Double WholeNumber = Fix(Num) DecimalNumber = Num - Fix(Num) Numerator = DecimalNumber * 10 ^ (Len(CStr(DecimalNumber)) - 2) Denomenator = 10 ^ (Len(CStr(DecimalNumber)) - 2) If Numerator = 0 Then GetFraction = WholeNumber Else a = Numerator b = Denomenator t = 0 While b <> 0 t = b b = a Mod b a = t Wend If WholeNumber = 0 Then GetFraction = CStr(Numerator / a) & "/" & CStr(Denomenator / a) Else GetFraction = CStr(WholeNumber) & " " & CStr(Numerator / a) & "/" & CStr(Denomenator / a) End If End If End If End Function

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  • Scala : reference is ambiguous (imported twice)

    - by tk
    I want to use a method as a parameter of another method of the same class. I have a class and objects which are companions: class mM(var elem:Matrix){ //apply a function on a dimension rows (1) or cols (2) def app(func:Iterable[Double]=>Double)(dim : Int) : Matrix = { ... } //utility function def logsumexp(): Double = {...} } object mM{ def apply(elem:Matrix):mM={new mM(elem)} def logsumexp(elem:Iterable[Double]): Double ={ this.apply(elem.asInstanceOf[Matrix]).logsumexp() } } Normally I use logsumexp like this mM(matrix).logsumexp but if want to apply it to the rows I can't use mM(matrix).app(mM.logsumexp)(1), I get the error: error: reference to mM is ambiguous; it is imported twice in the same scope by import mM and import mM What is the most elegant solution ? Should I change logsumexp() to another class ? Thanks,=)

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  • which design choose? - pros and cons

    - by Guarava Makanili
    Which of these 3 approches would choose and why? // This is the one I would choose class Car { } class FeeCalculator { public double calculateFee(Car car) { return 0; } } // in that case the problem might be when we use ORM framework and we try to invoke save with parameter Car class Car { private FeeCalculator calculator; public double calculateFee() { return calculator.calculateFee(this); } } class FeeCalculator { public double calculateFee(Car car) { return 0; } } // in that case the problem mentioned above is solved, but I don't like this design class Car { public double calculateFee(FeeCalculator calculator) { return calculator.calculateFee(this); } } class FeeCalculator { public double calculateFee(Car car) { return 0; } }

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  • How can I assign a DBNull in a better way?

    - by Mike
    Hi, I need to parse value from a datarow and assign it to another datarow.If the input is valid, then I need to parse it to double or else add a dbnull value to the output.I'm doing the following, is there a better way to do it? public double? GetVolume(object data) { string colValue = data == null ? string.Empty : data.ToString(); double volume; if (!Double.TryParse(colValue.ToString(), out volume)) { return null; } return volume; } public void Assign(DataRow theRowInput,DataRow theRowOutput) { double? volume = GetVolume(theRowInput[0]); if(volumne.HasValue) theRowOutput[0] = volume.value; else theRowOutput[0] = DbNull.Value; return theRowOutput; } Thanks, -M

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  • Casting in mixed type calculations in C?

    - by yCalleecharan
    Hi, If I define these variables: double x0, xn, h; int n; and I have this mathematical expression: h = (xn - x0)/n; Is it necessary that I cast n into double prior doing the division for maximum accuracy like in h = (xn - x0)/ (double) n; I wrote a program to check the above but both expressions give the same answers. I understand that C will promote the integer to double type as variables xn and x0 are of type double but strangely enough in a book, the second expression with casting was emphasized. Thanks a lot...

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  • C++, is it possible to obtain the dimension of an array?

    - by aaa
    hi. Suppose I have some pointer, which I want to reinterpret as static dimension array reference: double *p; double (&r)[4] = ?(p); // some construct? // clarify template< size_t N> void function(double (&a)[N]); ... double *p; function(p); // this will not work. // I would like to cast p as to make it appear as double[N] Is it possible to do so? how do I do it?

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  • How to find distance between two geopoints in c using calculateDistance(const CWaypoint& wp)

    - by Harsha
    void getAllDataByPointer(string *pname,double *platitude, double *plongitude); void getAllDataByReference(string &pname,double &platitude, double &plongitude); double calculateDistance(const CWaypoint& wp); void print(int format); bool less(const CWaypoint& wp_right); CWaypoint add(const CWaypoint& wp_right); These are the functions I am using. I have the values as output but how to call the latitude values of two different cities so that I can use the following formula distance = ERADIUS * (acos(sin(latitude_1)*sin(latitude_2) + cos(latitude_1) * cos(latitude_2)*cos(longitude_2 - longitude_1)));

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  • incompatible types in java

    - by user2975357
    Should I point out that I am a begginer at this? double averageMonthlyTemp() { double[] amt = new double[52]; int sum = 0; int index = 0; for (int i = 0; i < temp.length - 1; i = i + 7) { //where temp is an existiing //previously initialized array //of 365 elements, form 0 to 364 for (int j = 0; j < 7; j++) { sum = sum + temp[i + j]; if (j % 7 == 6) { double average = ((double) sum) / 7; amt[index] = average; index++; sum = (int) 0; } } } return amt; } When I try to compile, I get an "incompatible types" error, with the "amt" at return amt marked in red. Does somebody know why?

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  • How to Restore the Real Internet Explorer Desktop Icon in Windows 7

    - by The Geek
    Remember how previous versions of Windows had an Internet Explorer icon on the desktop, and you could right-click it to quickly access the Internet Options screen? It’s completely gone in Windows 7, but a geeky hack can bring it back. Microsoft removed this feature to comply with all those murky legal battles they’ve had, and their alternate suggestion is to create a standard shortcut to iexplore.exe on the Desktop, but it’s not the same thing. We’ve got a registry hack to bring it back. This guest article was written by Ramesh from the WinHelpOnline blog, where he’s got loads of really geeky registry hacks. Bring Back the Internet Explorer Namespace Icon in Windows 7 the Easy Way If you just want the IE icon back, all you need to do is download the RealInternetExplorerIcon.zip file, extract the contents, and then double-click on the w7_ie_icon_restore.reg file. That’s all you have to do. There’s also an undo registry file there if you want to get rid of it. Download the Real Internet Explorer Icon Registry Hack Manual Registry Hack If you prefer doing things the manual way, or just really want to understand how this hack works, you can follow through the manual steps below to learn how it was done, but we’ll have to warn you that it’s a lot of steps. Launch Regedit.exe using the Start Menu search box, and then navigate to the following location: HKEY_CLASSES_ROOT \ CLSID \ {871C5380-42A0-1069-A2EA-08002B30309D} Right-click on the key on the left-hand pane, choose Export, and save it to a .REG file (say, ie-guid.reg) Open up the REG file using Notepad… From the Edit menu, click Replace, and replace every occurrence of the following GUID string {871C5380-42A0-1069-A2EA-08002B30309D} … with a custom GUID string, such as: {871C5380-42A0-1069-A2EA-08002B30301D} Save the REG file and close Notepad, and then double-click on the file to merge the contents to the registry. Either re-open the registry editor, or use the F5 key to reload everything with the new changes (this step is important). Now you can navigate downto the following registry key: HKEY_CLASSES_ROOT \ CLSID \ {871C5380-42A0-1069-A2EA-08002B30301D} \ Shellex \ ContextMenuHandlers \ ieframe Double-click on the (default) key in the right-hand pane and set its data as: {871C5380-42A0-1069-A2EA-08002B30309D} With this done, press F5 on the desktop and you’ll see the Internet Explorer icon that looks like this: The icon appears incomplete without the Properties command in right click menu, so keep reading. Final Registry Hack Adjustments Click on the following key, which should still be viewable in your Registry editor window from the last step. HKEY_CLASSES_ROOT\CLSID\{871C5380-42A0-1069-A2EA-08002B30301D} Double-click LocalizedString in the right-hand pane and type the following data to rename the icon. Internet Explorer Select the following key: HKEY_CLASSES_ROOT\CLSID\{871C5380-42A0-1069-A2EA-08002B30301D}\shell Add a subkey and name it as Properties, then select the Properties key, double-click the (default) value and type the following: P&roperties Create a String value named Position, and type the following data bottom At this point the window should look something like this: Under Properties, create a subkey and name it as Command, and then set its (default) value as follows: control.exe inetcpl.cpl Navigate down to the following key, and then delete the value named LegacyDisable HKEY_CLASSES_ROOT \ CLSID \ {871C5380-42A0-1069-A2EA-08002B30301D} \ shell \ OpenHomePage Now head to the this key: HKEY_LOCAL_MACHINE \ SOFTWARE \ Microsoft \ Windows \ CurrentVersion \ Explorer \ Desktop \ NameSpace Create a subkey named {871C5380-42A0-1069-A2EA-08002B30301D} (which is the custom GUID that we used earlier in this article.) Press F5 to refresh the Desktop, and here is how the Internet Explorer icon would look like, finally. That’s it! It only took 24 steps, but you made it through to the end—of course, you could just download the registry hack and get the icon back with a double-click. Similar Articles Productive Geek Tips Quick Help: Restore Show Desktop Icon in Windows VistaQuick Help: Restore Flip3D Icon in Windows VistaAdd Internet Explorer Icon to Windows XP / Vista DesktopHide, Delete, or Destroy the Recycle Bin Icon in Windows 7 or VistaBuilt-in Quick Launch Hotkeys in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems Icelandic Volcano Webcams Open Multiple Links At One Go

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  • 3D Ray Casting / Picking

    - by Chris
    Hi, I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point of the ray so that I can either draw a line to show the ray, or render an object at the end of 3d mouse position. Here is my post on the stack overflow math site, if there is a problem with me doing this just close the thread. Thank you. http://math.stackexchange.com/questions/15918/help-with-matrix-mathematica

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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