Search Results

Search found 5920 results on 237 pages for 'hand drawn'.

Page 5/237 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • JavaScript/jQuery short hand function definitions

    - by Baddie
    I'm using a jQuery plugin that has its functions defined as such: $('#mydiv').pluginAction({ someproperty: val, format: 'mm hh', labels: ['yes', 'no', 'maybe'], labels1: ['never', 'always'] }); In my HTML page, I have multiple DIVs that have the same properties for format, labels, labels1, but different values for someproperty. Is there some type of JavaScript notation I can take advantage of to shorten the definition so that I don't have to have duplicate code?

    Read the article

  • Generated LinqtoSql Sql 5x slower than SAME EXACT hand-written sql

    - by JasonM
    I have a sql statement which is hardcoded in an existing VB6 app. I'm upgrading a new version in C# and using Linq To Sql. I was able to get LinqToSql to generate the same sql (before I start refactoring), but for some reason the Sql generated by LinqToSql is 5x slower than the original sql. This is running the generated Sql Directly in LinqPad. The only real difference my meager sql eyes can spot is the WITH (NOLOCK), which if I add into the LinqToSql generated sql, makes no difference. Can someone point out what I'm doing wrong here? Thanks! Existing Hard Coded Sql (5.0 Seconds) SELECT DISTINCT CH.ClaimNum, CH.AcnProvID, CH.AcnPatID, CH.TinNum, CH.Diag1, CH.GroupNum, CH.AllowedTotal FROM Claims.dbo.T_ClaimsHeader AS CH WITH (NOLOCK) WHERE CH.ContractID IN ('123A','123B','123C','123D','123E','123F','123G','123H') AND ( ( (CH.Transmited Is Null or CH.Transmited = '') AND CH.DateTransmit Is Null AND CH.EobDate Is Null AND CH.ProcessFlag IN ('Y','E') AND CH.DataSource NOT IN ('A','EC','EU') AND CH.AllowedTotal > 0 ) ) ORDER BY CH.AcnPatID, CH.ClaimNum Generated Sql from LinqToSql (27.6 Seconds) -- Region Parameters DECLARE @p0 NVarChar(4) SET @p0 = '123A' DECLARE @p1 NVarChar(4) SET @p1 = '123B' DECLARE @p2 NVarChar(4) SET @p2 = '123C' DECLARE @p3 NVarChar(4) SET @p3 = '123D' DECLARE @p4 NVarChar(4) SET @p4 = '123E' DECLARE @p5 NVarChar(4) SET @p5 = '123F' DECLARE @p6 NVarChar(4) SET @p6 = '123G' DECLARE @p7 NVarChar(4) SET @p7 = '123H' DECLARE @p8 VarChar(1) SET @p8 = '' DECLARE @p9 NVarChar(1) SET @p9 = 'Y' DECLARE @p10 NVarChar(1) SET @p10 = 'E' DECLARE @p11 NVarChar(1) SET @p11 = 'A' DECLARE @p12 NVarChar(2) SET @p12 = 'EC' DECLARE @p13 NVarChar(2) SET @p13 = 'EU' DECLARE @p14 Decimal(5,4) SET @p14 = 0 -- EndRegion SELECT DISTINCT [t0].[ClaimNum], [t0].[acnprovid] AS [AcnProvID], [t0].[acnpatid] AS [AcnPatID], [t0].[tinnum] AS [TinNum], [t0].[diag1] AS [Diag1], [t0].[GroupNum], [t0].[allowedtotal] AS [AllowedTotal] FROM [Claims].[dbo].[T_ClaimsHeader] AS [t0] WHERE ([t0].[contractid] IN (@p0, @p1, @p2, @p3, @p4, @p5, @p6, @p7)) AND (([t0].[Transmited] IS NULL) OR ([t0].[Transmited] = @p8)) AND ([t0].[DATETRANSMIT] IS NULL) AND ([t0].[EOBDATE] IS NULL) AND ([t0].[PROCESSFLAG] IN (@p9, @p10)) AND (NOT ([t0].[DataSource] IN (@p11, @p12, @p13))) AND ([t0].[allowedtotal] > @p14) ORDER BY [t0].[acnpatid], [t0].[ClaimNum] New LinqToSql Code (30+ seconds... Times out ) var contractIds = T_ContractDatas.Where(x => x.EdiSubmissionGroupID == "123-01").Select(x => x.CONTRACTID).ToList(); var processFlags = new List<string> {"Y","E"}; var dataSource = new List<string> {"A","EC","EU"}; var results = (from claims in T_ClaimsHeaders where contractIds.Contains(claims.contractid) && (claims.Transmited == null || claims.Transmited == string.Empty ) && claims.DATETRANSMIT == null && claims.EOBDATE == null && processFlags.Contains(claims.PROCESSFLAG) && !dataSource.Contains(claims.DataSource) && claims.allowedtotal > 0 select new { ClaimNum = claims.ClaimNum, AcnProvID = claims.acnprovid, AcnPatID = claims.acnpatid, TinNum = claims.tinnum, Diag1 = claims.diag1, GroupNum = claims.GroupNum, AllowedTotal = claims.allowedtotal }).OrderBy(x => x.ClaimNum).OrderBy(x => x.AcnPatID).Distinct(); I'm using the list of constants above to make LinqToSql Generate IN ('xxx','xxx',etc) Otherwise it uses subqueries which are just as slow...

    Read the article

  • Attention JavaScript gurus: Need a hand with setInterval()

    - by alex
    I am trying to make a non interactive display for a real estate shop window. It's been a while since I've played with setInterval(). The first time my script steps through, it is fine. But when it tries to get the next property via getNextProperty(), it starts to go haywire. If you have Firebug, or an equivalent output of console.log(), you'll see it is calling things it shouldn't! Now there is a fair bit of JavaScript, so I'll feel better linking to it than posting it all. Store Display Offending JavaScript It is worth mentioning all my DOM/AJAX is done with jQuery. I've tried as best to make sure clearInterval() is working, and it seems to not run any code below it. The setInterval() is used to preload the next image, and then display it in the gallery. When the interval detects we are at the last image ((nextListItem.length === 0)), it is meant to clear that interval and start over with a new property. It has been driving me nuts for a while now, so anyone able to help me? It is probably something really obvious! Many thanks!

    Read the article

  • forward invocation, by hand vs magically?

    - by John Smith
    I have the following two class: //file FruitTree.h @interface FruitTree : NSObject { Fruit * f; Leaf * l; } @end //file FruitTree.m @implementation FruitTree //here I get the number of seeds from the object f @end //file Fruit @interface Fruit : NSObject { int seeds; } -(int) countfruitseeds; @end My question is at the point of how I request the number of seeds from f. I have two choices. Either: Since I know f I can explicitly call it, i.e. I implement the method -(int) countfruitseeds { return [f countfruitseeds]; } Or: I can just use forwardInvocation: - (NSMethodSignature *)methodSignatureForSelector:(SEL)selector { // does the delegate respond to this selector? if ([f respondsToSelector:selector]) return [f methodSignatureForSelector:selector]; else if ([l respondsToSelector:selector]) return [l methodSignatureForSelector:selector]; else return [super methodSignatureForSelector: selector]; } - (void)forwardInvocation:(NSInvocation *)invocation { [invocation invokeWithTarget:f]; } (Note this is only a toy example to ask my question. My real classes have lots of methods, which is why I am asking.) Which is the better/faster method?

    Read the article

  • Right Hand Column Does Not Align Properly in IE6/7/8

    - by Kalpesh Vasta
    Hi Guys, I'm new to this but here goes. I have been developing this website http://www.panelmaster.co.uk and i have managed to solve the majority of design problems but one! If you take a look at the site in IE the right column seems to drop down and is not aligned with the right and centre column. This problem only occurs in IE as upon testing i found it was fine in firefox and safari. I have provided below the CSS for the website. I would appreciate if you guys can help me with the problem. Thanks in advance. :) ========================== body { margin: 0; padding: 0; line-height: 1.5em; font-family: Tahoma, Geneva, sans-serif; font-size: 12px; color: #666; background-image: url(images/templatemo_body_top.jpg); background-color: #90857c; background-repeat: repeat-x; background-position: top; text-align: left; } a:link, a:visited { color: #073475; text-decoration: none; font-weight: normal; } a:active, a:hover { color: #073475; text-decoration: underline; } h3 { color: #1e7da9; font-size: 16px; font-weight: bold; } h2 { color: #1e7da9; font-size: 16px; font-weight: bold; } h1 { color: #696969; font-size: 20px; font-weight: bold; } p { margin: 0px; padding: 0px; } img { margin: 0px; padding: 0px; border: none; } .cleaner { clear: both; width: 100%; height: 0px; font-size: 0px; } .cleaner_h30 { clear: both; width:100%; height: 30px; } .cleaner_h40 { clear: both; width:100%; height: 40px; } .float_l { float: left; } .float_r { float: right; } .margin_r20 { margin-right: 20px; } #templatemo_body_wrapper { width: 100%; background: url(images/templatemo_body_bottom.png) repeat-x bottom center; } #templatemo_wrapper { width: 970px; padding: 0 10px; margin: 0 auto; background: url(images/templatemo_wrapper_top.jpg) no-repeat top center; } /* header */ #templatemo_header { clear: both; width: 890px; height: 60px; padding: 20px 40px } #templatemo_header #site_title { float: left; padding-top: 15px; } #site_title a { font-size: 24px; color: #FFFFFF; font-weight: bold; text-decoration: none; } #site_title a:hover { font-weight: bold; text-decoration: none; } #site_title a span { display: block; margin-top: 5px; font-size: 14px; color: #fff; font-weight: bold; letter-spacing: 2px; } /* end of header */ /* menu */ #templatemo_menu { clear: both; width: 970px; height: 80px; background: url(images/templatemo_menubar.png) no-repeat; } #search_box { width: 990px; height: 35px; text-align: right; } #search_box form { margin: 0; padding: 5px 40px; } #search_box #input_field { height: 20px; width: 300px; color: #000000; font-size: 12px; font-variant: normal; line-height: normal; border: 1px solid #CCCCCC; background: #FFFFFF; } #search_box #submit_btn { height: 24px; width: 100px; cursor: pointer; font-size: 12px; text-align: center; vertical-align: bottom; white-space: pre; outline: none; color:#666666; border: 1px solid #CCCCCC; background: #FFFFFF; } #templatemo_menu ul { width: 890px; height: 35px; margin: 0; padding: 7px 40px; list-style: none; } #templatemo_menu ul li { padding: 0px; margin: 0px; display: inline; } #templatemo_menu ul li a { float: left; display: block; margin-right: 40px; font-size: 13px; text-decoration: none; color: #fff; font-weight: normal; outline: none; } #templatemo_menu ul li a:hover, #templatemo_menu ul .current { color: #162127; } /* end of menu */ /* contetnt */ #templatemo_content_wrapper { clear: both; padding: 0px 0; } #templatemo_content { float: left; margin-left: 10px; width: 550px; } #banner { margin: 0 0 10px 0; } #templatemo_content #content_top { width: 550px; height: 20px; background: url(images/templatemo_content_top.png) no-repeat; } #templatemo_content #content_bottom { width: 550px; height: 20px; background: url(images/templatemo_content_bottom.png) no-repeat; } #templatemo_content #content_middle { width: 510px; padding: 5px 20px 0px 20px; background: url(images/templatemo_content_middle.png) repeat-y; } #content_middle p { text-align: justify; } .templatemo_sidebar_wrapper { width: 200px; } .templatemo_sidebar { width: 197px; padding-right: 3px; background: url(images/templatemo_sidebar_middle.png) repeat-y; } .templatemo_sidebar_top { width: 200px; height: 20px; background: url(images/templatemo_sidebar_top.png) no-repeat; } .templatemo_sidebar_bottom { width: 200px; height: 20px; background: url(images/templatemo_sidebar_bottom.png) no-repeat; } .templatemo_sidebar .sidebar_box { clear: both; padding-bottom: 20px; } .sidebar_box1 { padding: 15px; } .sidebar_box h2 { color: #2d84ad; font-size: 16px; padding-left: 25px; font-weight: bold; margin: 0 0 10px 10px; background: url(images/templatemo_sidebar_h1.jpg) left center no-repeat; } .sidebar_box .sidebar_box_content { padding: 15px; background: url(images/templatemo_sidebar_box_top.png) top repeat-x; } .sidebar_box img { border: 1px solid #999; margin-bottom: 5px; } .sidebar_box .discount { margin: 5px 0 0 0; font-weight: bold; } .sidebar_box .discount span { color: #C00; } .left_sidebar_box .discount a { font-weight: bold; color: #000; } .sidebar_box .categories_list { margin: 0; padding: 0; list-style: none; } .categories_list li { padding: 0; margin: 0; } .categories_list li a { display: block; color: #201f1c; padding: 5px 0 5px 20px; background: url(images/list.png) center left no-repeat; } .categories_list li a:hover { color: #439ac3; text-decoration: none; } .news_box { clear: both; margin-bottom: 5px; padding-bottom: 5px; border-bottom: 1px solid #999; } .news_box h4 { padding: 2px 0; margin: 0; } .news_box h4 a { font-size: 12px; font-weight: normal; color: #1893f2; } #newsletter_box label { display: block; margin-bottom: 10px; } #newsletter_box .input_field { height: 20px; width: 155px; padding: 0 5px; margin-bottom: 10px; color: #000000; font-size: 12px; font-variant: normal; line-height: normal; } #newsletter_box .submit_btn { float: right; height: 30px; width: 80px; margin: 0px; padding: 3px 0 15px 0; cursor: pointer; font-size: 12px; text-align: center; vertical-align: bottom; white-space: pre; outline: none; } .product_box { float: left; width: 223px; padding: 10px; margin-bottom: 20px; border: 1px solid #CCC; text-align: center; } .product_box img { margin-bottom: 10px; } .product_box h3 { color: #2a2522; font-size: 12px; margin: 0 0 10px; } .product_box p { margin-bottom: 10px; } .product_box p span { color: #cf5902; font-size: 14px; font-weight: bold; } .product_box .detail { float: right; } .product_box .addtocard { float: left; font-weight: bold; padding-right: 20px; background: url(images/templatemo_shopping_cart.png) bottom right no-repeat; } /* end of content */ /* footer */ #templatemo_footer_wrapper { background: url(images/templatemo_footer.png) repeat-x; } #templatemo_footer { width: 910px; height: 85px; padding: 50px 40px 30px 40px; margin: 0 auto; text-align: center; color: #a9a098; } #templatemo_footer a { color: #d7d1cc; font-weight: normal; } #templatemo_footer a:hover { text-decoration: none; color: #FFFF33; } #templatemo_footer .footer_menu { margin: 0 0 30px 0; padding: 0px; list-style: none; } .footer_menu li { margin: 0px; padding: 0 20px; display: inline; border-right: 1px solid #d7d1cc; } .footer_menu li a { color: #d7d1cc; } .footer_menu .last_menu { border: none; } /* end of footer */ /*twitter*/ #twitter_div {border-top: 0px;} #twitter_div a {color: #0000ff !important;} #twitter_update_list {margin-left: -1em !important; margin-bottom: 0px !important;} #twitter_update_list li {list-style-type: none; padding-right: 5px; } #twitter_update_list li a {color: #0000ff; padding-right: 5px;} #twitter_div {border-bottom: 0px; padding-bottom: 10px; padding-top:6px; padding-right: 5px;} #twitter_div a, #twitter_update_list li a {text-decoration: none !important;} #twitter_div a:hover, #twitter_update_list li a:hover {text-decoration:underline !important;}

    Read the article

  • jQuery pagination without all the rows of data before hand

    - by Aaron Mc Adam
    Hi guys, I'm trying to find a solution for paginating my search results. I have a built the links and everything works without jQuery. I've also got AJAX working for the links, but I just need a way of tidying up the list of links, as some search results return up to 60 pages and the links spread to two rows in my template. I am searching the Amazon API, and can only return 10 results at a time. Upon clicking the pagination links, the next 10 results are returned. I have access to the total results number from the XML, but not all the data at once, so I can't put all the data into a "hiddenResults" div that the jQuery Pagination plugin needs. Here is the jQuery I have for the pagination: var $pagination = $("#pagination ul"); $pagination.delegate('.pagenumbers', 'click', function() { var $$this = $(this); $$this.closest('li').addClass('cached'); $pagination.find("#currentPage").removeAttr('id').wrapInner($('<a>', {'class':'pagenumbers', 'href':'book_data.php?keywords='+keywords})); $$this.closest('li').attr('id','currentPage').html( $$this.text() ); $.ajax({ type : "GET", cache : false, url : "book_data.php", data : { keywords : keywords, page : $$this.text() }, success : show_results }); return false; }); function show_results(res) { $("#searchResults").replaceWith($(res).find('#searchResults')).find('table.sortable tbody tr:odd').addClass('odd'); detailPage(); selectForm(); if ( ! ( $pagination.find('li').hasClass('cached') ) ) { $.get("book_data.php", { keywords : keywords, page : ( $pagination.find("#currentPage").text() + 1 ) } ); } }

    Read the article

  • Need a hand understanding this Java code please :-)

    - by Brian
    Hi all, Just wondering if anyone would be able to take a look at this code for implementing the quicksort algorithm and answer me a few questions, please :-) public class Run { /*************************************************************************** * Quicksort code from Sedgewick 7.1, 7.2. **************************************************************************/ public static void quicksort(double[] a) { //shuffle(a); // to guard against worst-case quicksort(a, 0, a.length - 1, 0); } static void quicksort(final double[] a, final int left, final int right, final int tdepth) { if (right <= left) return; final int i = partition(a, left, right); if ((tdepth < 4) && ((i - left) > 1000)) { final Thread t = new Thread() { public void run() { quicksort(a, left, i - 1, tdepth + 1); } }; t.start(); quicksort(a, i + 1, right, tdepth + 1); try { t.join(); } catch (InterruptedException e) { throw new RuntimeException("Cancelled", e); } } else { quicksort(a, left, i - 1, tdepth); quicksort(a, i + 1, right, tdepth); } } // partition a[left] to a[right], assumes left < right private static int partition(double[] a, int left, int right) { int i = left - 1; int j = right; while (true) { while (less(a[++i], a[right])) // find item on left to swap ; // a[right] acts as sentinel while (less(a[right], a[--j])) // find item on right to swap if (j == left) break; // don't go out-of-bounds if (i >= j) break; // check if pointers cross exch(a, i, j); // swap two elements into place } exch(a, i, right); // swap with partition element return i; } // is x < y ? private static boolean less(double x, double y) { return (x < y); } // exchange a[i] and a[j] private static void exch(double[] a, int i, int j) { double swap = a[i]; a[i] = a[j]; a[j] = swap; } // shuffle the array a[] private static void shuffle(double[] a) { int N = a.length; for (int i = 0; i < N; i++) { int r = i + (int) (Math.random() * (N - i)); // between i and N-1 exch(a, i, r); } } // test client public static void main(String[] args) { int N = 5000000; // Integer.parseInt(args[0]); // generate N random real numbers between 0 and 1 long start = System.currentTimeMillis(); double[] a = new double[N]; for (int i = 0; i < N; i++) a[i] = Math.random(); long stop = System.currentTimeMillis(); double elapsed = (stop - start) / 1000.0; System.out.println("Generating input: " + elapsed + " seconds"); // sort them start = System.currentTimeMillis(); quicksort(a); stop = System.currentTimeMillis(); elapsed = (stop - start) / 1000.0; System.out.println("Quicksort: " + elapsed + " seconds"); } } My questions are: What is the purpose of the variable tdepth? Is this considered a "proper" implementation of a parallel quicksort? I ask becuase it doesn't use implements Runnable or extends Thread... If it doesn't already, is it possible to modify this code to use multiple threads? By passing in the number of threads you want to use as a parameter, for example...? Many thanks, Brian

    Read the article

  • Is dependency injection by hand a better alternative to composition and polymorphism?

    - by Drake Clarris
    First, I'm an entry level programmer; In fact, I'm finishing an A.S. degree with a final capstone project over the summer. In my new job, when there isn't some project for me to do (they're waiting to fill the team with more new hires), I've been given books to read and learn from while I wait - some textbooks, others not so much (like Code Complete). After going through these books, I've turned to the internet to learn as much as possible, and started learning about SOLID and DI (we talked some about Liskov's substitution principle, but not much else SOLID ideas). So as I've learned, I sat down to do to learn better, and began writing some code to utilize DI by hand (there are no DI frameworks on the development computers). Thing is, as I do it, I notice it feels familiar... and it seems like it is very much like work I've done in the past using composition of abstract classes using polymorphism. Am I missing a bigger picture here? Is there something about DI (at least by hand) that goes beyond that? I understand the possibility of having configurations not in code of some DI frameworks having some great benefits as far as changing things without having to recompile, but when doing it by hand, I'm not sure if it's any different than stated above... Some insight into this would be very helpful!

    Read the article

  • How use the google maps hand cursor in Python?

    - by aF
    Hello, I want to use the google maps hand cursor in Python but I don't know how to do it. I've downloaded the cursor but I only get to use the hand open, I also have a event that "closes" the hand when clicked but I don't know how can I change the style cursor on it. I say this because the google maps hand cursor has two style (the open and the closed hand). If you don't know how to use the other style you can also tell me how can I create another cursor where the close hand is the default style. If I have that, I only change the cursor and it's done. Thanks in advance :)

    Read the article

  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

    Read the article

  • How to show hand cursor when mouse is over List component?

    - by Lost_in_code
    I am aware that the follow will show a hand cursor: component.mouseChildren = true; component.useHandCursor = true; component.buttonMode = true; When I do the above on a List component, the hand button is shown and the whole component loses it's interactivity (Hand cursor is shown even on scrollbars). So how can I show the hand cursor only when rolling over the list items?

    Read the article

  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

    Read the article

  • Retrieve the coordinates of the *occluding* (closest/drawn) pixels during 3D overlap, using OpenGL?

    - by Big Rich
    Hi, Sorry if the question is not worded well, I'm a new to both 3D and OpenGL. How could I go about obtaining the 3D coordinates of the occluding object, at the point where occlusion is happening (i.e. the 'intersection' of the object in front/closest to the screen)? Just to offer a [very] rudimentary, visual, example, if you were to form an index-finger cross, with your right hand closest to your face, I'd like to know the coordinates of the part of your right finger which obscures the other finger (obviously back within the OpenGL context - no jokers ;-) ). If there is a way to find out both about the occluder (hider) and the occluded (hidden) objects in OpenGL, then that would be of great use, also. Cheers Rich

    Read the article

  • Java For-Each Loop to Deal to multiple Hands

    - by qwertyRocker
    I'm trying to find a good way to 'deal' cards to 4 difference hands. System.out.println("Deal to 4 Hands: "); Hand hand1 = new Hand(); Hand hand2 = new Hand(); Hand hand3 = new Hand(); Hand hand4 = new Hand(); hand1.addSingleCard(Deck.deal()); hand2.addSingleCard(Deck.deal()); hand3.addSingleCard(Deck.deal()); hand4.addSingleCard(Deck.deal()); hand1.addSingleCard(Deck.deal()); hand2.addSingleCard(Deck.deal()); hand3.addSingleCard(Deck.deal()); hand4.addSingleCard(Deck.deal()); System.out.println("Cards left in deck: " + Deck.size()); System.out.println("Player 1's Hand: \n" + hand1.getHand()); System.out.println("Player 2's Hand: \n" + hand2.getHand()); System.out.println("Player 3's Hand: \n" + hand3.getHand()); System.out.println("Player 4's Hand: \n" + hand4.getHand()); Is there an easier way to deal to hands? For example using a For-Each loop? I tried this: but it doesn't work. I haven't really used this type of loop very must... for(Hand card : hand1){ System.out.println("Player 1's Hand: \n" + hand1); } By the way, this deals 2 cards to 4 difference hands, then prints each hand.

    Read the article

  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

    Read the article

  • Unity launcher Hebrew locale

    - by Gx1sptDTDa
    I am setting up a user account for someone wanting to use a Hebrew locale in Ubuntu 13.04. Everything nicely aligns to the right-hand side when using the Hebrew locale, except for the Unity launcher. This still sticks to the left-hand side, which sort of looks very odd in an otherwise right-hand side locale. See the screenshot Now I know moving the Unity launcher position is not possible normally, but one would expect that it automagically aligns to the right-hand side in a right-hand side locale. When setting up the account, I first set the locale to English (since I myself don't understand Hebrew), and only later changed it to Hebrew. Is this the "wrong" way of setting up a right-hand side user-account, or is this left-hand side launcher the expected behavior of Unity even in a right-hand side locale?

    Read the article

  • Does OneNote have palm rejection or a hand rest spot?

    - by Richard DesLonde
    I just bought an Acer Iconia W500. I really wanted to use it for taking notes and having all the amenities of a full blown computer without the size. Using OneNote to take notes, I notice I can't rest my hand on the screen. I have read some about this and it seems the very best solution is to get a tablet with active digitizer technology, but there aren't too many with this and it is expensive. So barring that, is there any way I can rest my hand on the tablet screen while taking notes in OneNote? Or am I relegated to hovering my hand over the screen while I write notes? Does OneNote have a palm rest area or some sort of palm rejection?

    Read the article

  • Managing Instances in Python

    - by BeensTheGreat
    Hello, I am new to Python and this is my first time asking a stackOverflow question, but a long time reader. I am working on a simple card based game but am having trouble managing instances of my Hand class. If you look below you can see that the hand class is a simple container for cards(which are just int values) and each Player class contains a hand class. However, whenever I create multiple instances of my Player class they all seem to manipulate a single instance of the Hand class. From my experience in C and Java it seems that I am somehow making my Hand class static. If anyone could help with this problem I would appreciate it greatly. Thank you, Thad To clarify: An example of this situation would be p = player.Player() p1 = player.Player() p.recieveCard(15) p1.recieveCard(21) p.viewHand() which would result in: [15,21] even though only one card was added to p Hand class: class Hand: index = 0 cards = [] #Collections of cards #Constructor def __init__(self): self.index self.cards def addCard(self, card): """Adds a card to current hand""" self.cards.append(card) return card def discardCard(self, card): """Discards a card from current hand""" self.cards.remove(card) return card def viewCards(self): """Returns a collection of cards""" return self.cards def fold(self): """Folds the current hand""" temp = self.cards self.cards = [] return temp Player Class import hand class Player: name = "" position = 0 chips = 0 dealer = 0 pHand = [] def __init__ (self, nm, pos, buyIn, deal): self.name = nm self.position = pos self.chips = buyIn self.dealer = deal self.pHand = hand.Hand() return def recieveCard(self, card): """Recieve card from the dealer""" self.pHand.addCard(card) return card def discardCard(self, card): """Throw away a card""" self.pHand.discardCard(card) return card def viewHand(self): """View the players hand""" return self.pHand.viewCards() def getChips(self): """Get the number of chips the player currently holds""" return self.chips def setChips(self, chip): """Sets the number of chips the player holds""" self.chips = chip return def makeDealer(self): """Makes this player the dealer""" self.dealer = 1 return def notDealer(self): """Makes this player not the dealer""" self.dealer = 0 return def isDealer(self): """Returns flag wether this player is the dealer""" return self.dealer def getPosition(self): """Returns position of the player""" return self.position def getName(self): """Returns name of the player""" return self.name

    Read the article

  • I want to buy a second hand laptop, how to get the real technical specifications of a used laptop?

    - by Steven
    I want to buy a second hand laptop. I need to examine a laptop's configuration before I make a decision to buy it. I know the information the information about the components of a laptop can be intentionally fabricated.So the information I go through my computer/properties/hardware/device manager to see may not be reliable. So how can I get the real technical specifications of a second hand laptop?

    Read the article

  • Where is the line drawn with domain names which include a trademark?

    - by Thomas Clayson
    A search on google for "iphone developer" turns up loads of websites which have "iphone" in them, a trademarked name by Apple. So I'm led to believe that having a domain such as iphonedeveloper.com is ok? Well, you're still using Apple's trademark, but it would be hard to brand yourself otherwise. You're an IPHONE DEVELOPER... right? Well, what if I want to provide a website where users pay to get a list of the best offers from Ebay? I might have a domain like ebaydeals.com (I don't... i'm just speculating!). Now I've heard that places like Ebay are really hot on the trigger and fire out emails to people who register domains like that straight away. But whats the difference? In both cases I'm making money from the trademark, effectively, so is it just down to how lenient the company who owns the trademark is? Or are there rules? Is there a specific "line" you don't cross? Thanks

    Read the article

  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

    Read the article

  • JAVA: How to use paint() method to update the previously drawn object?

    - by GamDroid
    How to use paint() such that when repaint() is called the previously drawn object should not get deleted when drawing the new object. That is the drawing area must get UPDATED only and not REDRAWN. In my code when one of many button is clicked, some aplhabet get displayed. I want to have functionality such that when other buttons are clicked the previously drawn alhabets must be present.Take is as if a string of alphabets getting created as the buttons are clicked. Im using Java Swing for coding. Some piece of my code: if(source == btnAlpha[i] ) bollyDraw.repaint(); //bollydraw is an object of a JPanel extended class having implemented the paintComponent(Graphics g) method In the paint() method: if (word[i] == key) { g.drawChars(word, i, 1, x, y); }

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >