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  • Error when adding indicator in quickly

    - by tachyons
    I just started new project using quickly Eevery thing work perfectly .I decided to add an indicator to my program I used the command quickly add indicator using the command quickly add indicator . After that my project stoped working It shows the following error quickly run /usr/lib/python2.7/dist-packages/gi/overrides/Gtk.py:391: Warning: g_object_set_property: construct property "type" for object `Window' can't be set after construction Gtk.Window.__init__(self, type=type, **kwargs) Traceback (most recent call last): File "bin/mytube", line 33, in <module> mytube.main() File "/home/aboobacker/mytube/mytube/__init__.py", line 33, in main window = MytubeWindow.MytubeWindow() File "/home/aboobacker/mytube/mytube_lib/Window.py", line 35, in __new__ new_object.finish_initializing(builder) File "/home/aboobacker/mytube/mytube/MytubeWindow.py", line 24, in finish_initializing super(MytubeWindow, self).finish_initializing(builder) File "/home/aboobacker/mytube/mytube_lib/Window.py", line 75, in finish_initializing self.indicator = indicator.new_application_indicator(self) File "/home/aboobacker/mytube/mytube/indicator.py", line 52, in new_application_indicator ind = Indicator(window) File "/home/aboobacker/mytube/mytube/indicator.py", line 20, in __init__ self.indicator = AppIndicator3.Indicator('mytube', '', AppIndicator3.IndicatorCategory.APPLICATION_STATUS) TypeError: GObject.__init__() takes exactly 0 arguments (3 given) How to fix it ?

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  • Json select a specific item out for editing with javascript

    - by minus4
    I have the following JSon: {"DPI":"66.8213457076566", "width":"563.341067", "editable":"True", "pricecat":"6", "numpages":"2", "height":"400", "page":[{"filename":"999_9_1.jpg", "line":[{"test":"test 1",lineid:22}, {"test":"test 2",lineid:22}, {"test":"test 3",lineid:22}, {"test":"test 4",lineid:22}, {"test":"blank",lineid:22}]}, {"filename":"999_9_2.jpg", "line":[]}]}# i can do most things with lines like measurements.page[0].line[0].lineid; but what i am really stuck with is when i want to edit a specific line but i only have lineid available and not the line number in the array, for example: measurements.page[0].line[0].test = "new changed value"; however i dod not know the line number I.E 0 line[0] is there a way for me to get the line number of a line that has a lineid value of say 22 ???? and all within javascript thanks

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  • Google Visualization API - Line and Scatter on one Chart.

    - by ealgestorm
    Does any one know if it is possible to use the Default Google Scatter Chart in the Google Visualizations Gallery to draw a scatter chart that has both a series with points only, a series with a line of best fit and on top of this a set of lines across the chart indicating limits. i.e. at +/- 20% etc. The chart we need is actually a Control Chart with multiple series and individual formatting of each series displayed on the chart. i.e some series with only points other series with a line of best fit. Does any one know of a Control Chart that has already been done using the Google Visualization API?

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  • How to download Vim script on the command-line?

    - by HaiYuan Zhang
    Whenever I want to install a new Vim script on the Linux server I'm working on, my typical workflow is as the following: surf the plugin's homepage in Vim online using FireXXXX download a right version of the plugin to my laptop by click some highlighted link upload the downloaded plugin from my laptop to Linux server using WinSCP which is really inconvenient. I don't know what is the magic behind this: I mean for the same hyperlink I click it in web browser. I can let you download it but use Wget plus the hyperlink in Linux command-line will end up with nothing but an error indication. Hyperlink in the web browser. Otherwise I can get the link in web browser and then use Wget or some similar tool to actually do the downloding. I try new cool Vim scripts quite ofte , so you can imagine my dismay when I have to repeat the tedious action all the time. What are some tips which can let me download the Vim scripts in a more "professional" way? Post edit: My problem is not find a tool like Wget or cURL. The problem I met is quite specific; to use these tools to download a Vim script. Let's take http://www.vim.org/scripts/script.php?script_id=30 as an example. It's the normal place where one can get the script, at least for me. But I can't find an working URL from this page that can feed to Wget.

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  • How to enforce min-width/height of a control to be always visible in WPF?

    - by MartyIX
    Hello, I've got an application and I would like to know if there's a way how to keep the whole visual element always visible. I thought that minWidth/minHeight will do that but it only changes the minimal size of the element but it doesn't enforces that the whole visual element is visible. I think what I need is minWidth from WinForms where it works exactly as I need. Example: Setting minWidth and minHeight for Window works but if I set minWidth for a StackPanel in Window the window can be resized so that the minWidth of StackPanel is ignored (actually the StackPanel has the requested size but it's hidden). Thank you for any suggestion!

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • What should I use for a Perl script's shebang line?

    - by Anonymous
    Which of these is better or faster to use as the shebang line for a Perl script? #! perl #! perl.exe #! fullpath/perl(/perl.exe) #! partialpath/perl(/perl.exe) And, when using #!perl, when it works on a particular system, how do I find out in the script which perl interpreter I'm using so I can put that one into the shebang line? And, if using a /path/path/perl, are "*" or "..." allowed to be used for the folders?

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  • How to line-wrap console output in NetBeans 6.8?

    - by JRL
    Is there a way to make the console output text wrap based on the actual width of the window? I have limited screen height real estate on my laptop, and so want to have the console window docked on the right rather than the bottom of the window. An option or a plugin is fine, I'm using NetBeans 6.8. If this exists in a newer version of NetBeans, please say so, but I can't install a dev build.

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • How can I make multi-line, vertically and horizontally aligned labels for radio buttons in HTML Form

    - by Patrick Klingemann
    Assuming the following markup: <fieldset> <legend>Radio Buttons</legend> <ol> <li> <input type="radio" id="x"> <label for="x"><!-- Insert multi-line markup here --></label> </li> <li> <input type="radio" id="x"> <label for="x"><!-- Insert multi-line markup here --></label> </li> </ol> </fieldset> How do I style radio button labels so that they look like the following in most browsers (IE6+, FF, Safari, Chrome:

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  • What does class_eval <<-"end_eval", __FILE__, __LINE__ mean in Ruby?

    - by viatropos
    I'm learning how to use class_eval in modules (I'm somewhat familiar with class_eval) and came across this helpful class in resource_controller. In there they have things like this: class_eval <<-"end_eval", __FILE__, __LINE__ def #{block_accessor}(*args, &block) unless args.empty? && block.nil? args.push block if block_given? @#{block_accessor} = [args].flatten end @#{block_accessor} end end_eval What does __FILE__ and __LINE__ do in that context? I know __FILE__ references the current file, but what does that whole thing do exactly? Don't really know how to search for that :).

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  • Getting a KeyError in DB backend of django-digest

    - by rtmie
    I have just started to integrate django_digest into my app. As a start I have added the @httpdigest decorator to one of my views. If I try to connect to it I get a KeyError exception thrown in django_digest/backend/db.py . Depending on which db I configure I get a different KeyError in a different location. I am using Django 1.2.1, with MySql (also tested with sqlite). I am using the default values for all the settings options. As far as I can see I have followed all instructions but am struggling all day with this. I am using the repository versions of django-digest and python-digest. Any steer would be greatly appreciated. Tracebacks for sqlite and mysql below: with sqlite: Traceback (most recent call last): File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/servers/basehttp.py", line 674, in __call__ return self.application(environ, start_response) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/handlers/wsgi.py", line 248, in __call__ signals.request_finished.send(sender=self.__class__) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/dispatch/dispatcher.py", line 162, in send response = receiver(signal=self, sender=sender, **named) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django_digest-1.8-py2.5.egg/django_digest/backend/db.py", line 16, in close_connection _connection.close() File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/db/backends/sqlite3/base.py", line 186, in close if self.settings_dict['NAME'] != ":memory:": KeyError: 'NAME' with mysql: Traceback (most recent call last): File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/servers/basehttp.py", line 674, in __call__ return self.application(environ, start_response) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/handlers/wsgi.py", line 241, in __call__ response = self.get_response(request) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/handlers/base.py", line 142, in get_response return self.handle_uncaught_exception(request, resolver, exc_info) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/handlers/base.py", line 166, in handle_uncaught_exception return debug.technical_500_response(request, *exc_info) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/core/handlers/base.py", line 80, in get_response response = middleware_method(request) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django_digest-1.8-py2.5.egg/django_digest/middleware.py", line 13, in process_request if (not self._authenticator.authenticate(request) and File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django_digest-1.8-py2.5.egg/django_digest/__init__.py", line 86, in authenticate partial_digest = self._account_storage.get_partial_digest(digest_response.username) File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django_digest-1.8-py2.5.egg/django_digest/backend/db.py", line 97, in get_partial_digest cursor = get_connection().cursor() File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/db/backends/__init__.py", line 75, in cursor cursor = self._cursor() File "/home/robm/projects/gcs/server/gcs2.5/lib/python2.5/site-packages/django/db/backends/mysql/base.py", line 281, in _cursor if settings_dict['USER']: KeyError: 'USER'

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  • Line breaks in "NSString"s returned from PList don't work.

    - by Moshe
    I've seen this post: http://stackoverflow.com/questions/2035567/nsstring-newline-escape-in-plist but I'd like to know if there's a way to pragmatically render \n line breaks. I'm currently using: decisionText.text = [NSString stringWithFormat: (@"%@", [replies objectAtIndex:(arc4random() % [replies count])])]; Which randomly grabs a String from the replies array. The array was loaded from a plist like so: replies = [[NSMutableArray alloc] initWithContentsOfFile:[[NSBundle mainBundle]pathForResource:@"AdviceList" ofType:@"plist"]]; What am I missing? The answer can't be to manually enter line breaks. That's not programming! (Sounds like word processing to me.)

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  • Msg 10054, Level 20, State 0, Line 0 Error when altering a stored procedure to add a couple of curso

    - by doug_w
    We have a home-rolled backup stored procedure that uses xp_cmdshell to create and clean up database backups. We have an instance that is 2005 sp3 that we are trying to deploy this script to. I am at a bit of a loss for why it is not working. When I execute the create it runs for about 30 seconds and yields the following error: Msg 10054, Level 20, State 0, Line 0 A transport-level error has occurred when sending the request to the server. (provider: TCP Provider, error: 0 - An existing connection was forcibly closed by the remote host.) In my tinkering I discovered that by removing the cursors that actually do the work it will allow me to create the stored procedure (not very helpful for me though). If I add the cursors back in using an alter the error returns. I would be curious if someone has experienced this problem and knows of a solution or work around. I am not opposed to posting the source, it is just lengthy. Things I have checked: Error Logs No dump files in the log directory Thanks in advance for the help.

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  • A rocket following the tracks height. Not Homing Missile.

    - by confusedEj
    What I am trying to create is a rocket that will hug the track in a straight direction. ie) The rocket travels in a straight direction and can orientate based on its local x axis. This is so it can go up/down ramps and never hit the ground. Currently I am using PhysX opengl and C++. This is the method I'm trying right now: 1. Ray cast from ahead of the missile (ray casting downwards) 2. If the ray cast is less then the expected ray cast length, then I have to orientate up. 3. If the ray cast is more then the expected ray cast length, then I have to orientate down. Now the problem, I am having is that my missile is orientating at an arbitary angle (I'm giving it 1 degrees.) Though I think this is a bad approach because the amount of frames in the game is not as much as I would think there would be. So the rocket would run into a ramp. My main question is: is there a better way of approaching this and how? NxVec3 frontRayLoc = m_rocketConfig->getValueForKey<NxVec3>("r_frontRayCastLocation"); float threshhold = m_rocketConfig->getValueForKey<float>("r_angleThreshhold"); float predRayCastHeight = m_rocketConfig->getValueForKey<float>("r_predRayCastHeight"); NxVec3 rayGlobalPos_1 = m_actor->getGlobalPosition() + m_actor->getGlobalOrientation() * frontRayLoc; NxVec3 dir = m_actor->getGlobalOrientation() * NxVec3(0,-1.0,0); NxReal dist1 = castRay(rayGlobalPos_1, dir); // Get the percentage difference float actualFrontHeight = abs(1 - (dist1/predRayCastHeight)); // See if the percentage difference is greater then threshold // Also check if we are being shot off track if ((actualFrontHeight > threshhold) && (dist1 != m_rayMaxDist)){ // Dip Down if (dist1 > predRayCastHeight){ printf("DOWN - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate based on that axis m_orientateAngle = -1.0 * m_orientateAngle; // For rotating clockwise NxQuat newOrientation(m_orientateAngle, newAxis); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation * linVel); } // Go Up else if (dist1 < predRayCastHeight){ printf("UP - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate around axis NxQuat newOrientation(m_orientateAngle, newAxis); m_actor->setGlobalOrientationQuat(newOrientation); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation*linVel); } m_actor->setGlobalOrientation(m_orientation); } Thanks for the support :)

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  • How can I put text from a multi-line text box into one string?

    - by Kevin van Zanten
    Dear reader, I'm faced with a bit of an issue. The scenario is that I have a multi-line text box and I want to put all that text into one single string, without any new lines in it. This is what I have at the moment: string[] values = tbxValueList.Text.Split('\n'); foreach (string value in values) { if (value != "" && value != " " && value != null && value != "|") { valueList += value; } } The problem is that no matter what I try and what I do, there is always a new line (at least I think?) in my string, so instead of getting: "valuevaluevalue" I get: "value value value". I've even tried to replace with string.Replace and regex.Replace, but alas to no avail. Please advise. Yours sincerely, Kevin van Zanten

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • How to import a macro file (previously exported as .bas file) to Microsoft Word using command line?

    - by Nam Gi VU
    I'm writing a command-line program that has a step in which I need to replace text in a Word file. The replacing task is accomplished using Word macro. What I need to do now is to call this macro from command-line. At the moment we can do this by using the -mMacroName parameter of 'winword.exe', i.e. \winword.exe -mMacroName. But this need the macro to be already available as a global macro. Since I need to run the program on another computer, I need to import the above replacing macro programatically... and I don't know how to do this. Please help.

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  • How to run Android instrumentation tests from the command line (in Kubuntu)?

    - by KK
    We are able to run instrumentation tests of Android from the command line on Windows by launching: adb shell am instrument -w <package.test>/android.test.InstrumentationTestRunner This gives us good results. Using the same architecture, we are unable to run the same in Kubuntu. We have the same setup in Kubuntu. Can someone let us know, if there are packages with same name.. Then what package will the adb shell point? How will the emulator connect with adb shell from cmd line? DO we need to do any changes to do so in Kubuntu ?

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  • How to download Vim script on the command-line?

    - by HaiYuan Zhang
    Whenever I want to install a new Vim script on the Linux server I'm working on, my typical workflow is as the following: surf the plugin's homepage in Vim online using FireXXXX download a right version of the plugin to my laptop by click some highlighted link upload the downloaded plugin from my laptop to Linux server using WinSCP which is really inconvenient. I don't know what is the magic behind this: I mean for the same hyperlink I click it in web browser. I can let you download it but use Wget plus the hyperlink in Linux command-line will end up with nothing but an error indication. Hyperlink in the web browser. Otherwise I can get the link in web browser and then use Wget or some similar tool to actually do the downloding. I try new cool Vim scripts quite ofte , so you can imagine my dismay when I have to repeat the tedious action all the time. What are some tips which can let me download the Vim scripts in a more "professional" way? Post edit: My problem is not find a tool like Wget or cURL. The problem I met is quite specific; to use these tools to download a Vim script. Let's take http://www.vim.org/scripts/script.php?script_id=30 as an example. It's the normal place where one can get the script, at least for me. But I can't find an working URL from this page that can feed to Wget.

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  • How can I match at the beginning of any line, including the first, with a Perl regex?

    - by JoelFan
    According the the Perl documentation on regexes: By default, the "^" character is guaranteed to match only the beginning of the string ... Embedded newlines will not be matched by "^" ... You may, however, wish to treat a string as a multi-line buffer, such that the "^" will match after any newline within the string ... you can do this by using the /m modifier on the pattern match operator. The "after any newline" part means that it will only match at the beginning of the 2nd and subsequent lines. What if I want to match at the beginning of any line (1st, 2nd, etc.)? EDIT: OK, it seems that the file has BOM information (3 chars) at the beginning and that's what's messing me up. Any way to get ^ to match anyway? EDIT: So in the end it works (as long as there's no BOM), but now it seems that the Perl documentation is wrong, since it says "after any newline"

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • how to draw a line between two labels in a panel where labels are added during runtime

    - by vybhav
    A panel contains two labels which are generated by mouse clicks on the panel. I want to connect these two labels by drawing a line between them probably by dragging the mouse pointer from one label to another. There are two events here - one is clicking on the panel to generate the labels and the second is connecting these two labels (mouse pressed, mouse dragged and mouse released events). Both these event need to call the repaint() method but for different purposes. But there can be only one paint() method. The problem is when I connect these two labels, the line comes up but the rest of the components on the panel disappear.

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  • How do I view the CMake command line statement that Qt Creator executes?

    - by Evan
    I'm attempting to debug a command line CMake failure. The same CMake file works in Qt Creator, with the arguments in the Qt Creator window matching what I have entered on the command line. This makes me think Qt Creator is adding some extra arguments, which makes sense since the generator drop down has several options that specify architecture and CMake version. Is there a way to get the CMake command that Qt Creator executed to produce the desired result, specifically the arguments passed to the CMake executable? I found one post that talks about viewing the CMakeCache files to do some forensics, but this only proves there are differences, it doesn't quickly show me what arguments to change.

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