• What Do You Need Help With? V6
    7,544 replies, posted
[QUOTE=Ohfoohy;46614972]So I've been super busy with shooting/editing a short film for a final and I won't have time to catch up on my Java work before the semester is over. Would anyone here be willing to do my remaining assignments? It's a beginner class, so if you know Java already it should only take you a short while to complete them. I'm willing to pay. PM me if you're interested.[/QUOTE] Are you going to school to learn something or just to pass your time? You're gonna have a hard time later if you just cheat your way trough.
Hi friends! My dad has an excel file, full of data noting the (month/year) of a gas purchase, as well as the Miles Per Gallon for his truck. (there's other data in there such as l/100km, distance, gas purchased, etc.) He wants some kind of graph generated so that the X-axis is for January to December. he then wants each year of readings on a separate line drawn on the graph. Unfortunately, there's incomplete information such that some months are missing (didnt fill up on gas then) or more than one fill a month. I was thinking of using gnuplot in windows (since hes a windows dood) and some kind of batch program so he just runs it and it generates a graph. Is there any way I can make this easier on me? I'm not too familiar with gnuplot and it's going to be torture to try and get the graphs the way he wants them :P
Excel has built-in shit for that.
Can't Excel chart data on its own?
Or you can do it in BASIC. Honestly there are a ton of options for making a graph.
If someone can shed me some light on implicit & explicit conversions it would be nice, here's my setup. I have a "Component" base class, and two classes "SpriteRenderer" & "Transform" that inherits from it because they are components. I have a "GameObject" class that contains a list of components. Because of that, I added my own "AddComponent<T>()" function with the checking to see if the type "T" is indeed a valid Component (type that inherits from Component). However "AddComponent<T>()" also returns the component itself, but since it returns a "Component", this: [CODE]SpriteRenderer spriteRenderer = AddComponent<SpriteRenderer>();[/CODE] Does not work, and I must do this: [CODE]SpriteRenderer spriteRenderer = (SpriteRenderer)AddComponent<SpriteRenderer>();[/CODE] Notice the cast, so because of that, I heard of the magical world of implicit & explicit conversions, so I got my hands on it, and added the following to the "Transform" class: [CODE]public static implicit operator Transform(Component c) { return (Transform)c; }[/CODE] And I did the same with my SpriteRenderer class, however, it doesn't work and returns me an "user-definied conversions to or from a base class are not allowed" So I tried changing the conversion type to explicit, but it returns me the same error. So either I definetly don't get implicit & explicit conversions, or my returning value from "AddComponent<T>()" is messed up in some way, just in case, here's the "AddComponent<T>()" code: [CODE]public Component AddComponent<T>() where T : Component, new() { T newComp = new T(); newComp.gameObject = this; _components.Add(newComp); newComp.Start(); return (T)newComp; }[/CODE] I could obviously stick to the good old manual cast but it's kind of a hassle after a while, and Unity handles that pretty well. If anyone can give me a hint at this it would be awesome.
[QUOTE=Fleskhjerta;46616195]If someone can shed me some light on implicit & explicit conversions it would be nice, here's my setup. I have a "Component" base class, and two classes "SpriteRenderer" & "Transform" that inherits from it because they are components. I have a "GameObject" class that contains a list of components. Because of that, I added my own "AddComponent<T>()" function with the checking to see if the type "T" is indeed a valid Component (type that inherits from Component). However "AddComponent<T>()" also returns the component itself, but since it returns a "Component", this: [CODE]SpriteRenderer spriteRenderer = AddComponent<SpriteRenderer>();[/CODE] Does not work, and I must do this: [CODE]SpriteRenderer spriteRenderer = (SpriteRenderer)AddComponent<SpriteRenderer>();[/CODE] Notice the cast, so because of that, I heard of the magical world of implicit & explicit conversions, so I got my hands on it, and added the following to the "Transform" class: [CODE]public static implicit operator Transform(Component c) { return (Transform)c; }[/CODE] And I did the same with my SpriteRenderer class, however, it doesn't work and returns me an "user-definied conversions to or from a base class are not allowed" So I tried changing the conversion type to explicit, but it returns me the same error. So either I definetly don't get implicit & explicit conversions, or my returning value from "AddComponent<T>()" is messed up in some way, just in case, here's the "AddComponent<T>()" code: [CODE]public Component AddComponent<T>() where T : Component, new() { T newComp = new T(); newComp.gameObject = this; _components.Add(newComp); newComp.Start(); return (T)newComp; }[/CODE] I could obviously stick to the good old manual cast but it's kind of a hassle after a while, and Unity handles that pretty well. If anyone can give me a hint at this it would be awesome.[/QUOTE] I might be wrong with this, but can you not change the return type of your function to type T? i.e [code]public T AddComponent<T>() where T : Component, new() { /*stuff */ }[/code]
[QUOTE=BackwardSpy;46616389]I might be wrong with this, but can you not change the return type of your function to type T? i.e [code]public T AddComponent<T>() where T : Component, new() { /*stuff * }[/code][/QUOTE] Oh my god I feel stupid now, that also removes all my recasting inside the methods, thanks a lot I didn't know about that.
dumb question, but in terms of an array is index interchangeable with subscript?
yes
Hello, new to programming. I got the book Jumping into C++, and it suggests using Code::Blocks as an IDE/compiler, but trying to download it with Chrome and it's kicking back an error saying the setup file is malicious. Is it safe to use or even a good choice?
[QUOTE=Smallheart;46621001]Hello, new to programming. I got the book Jumping into C++, and it suggests using Code::Blocks as an IDE/compiler, but trying to download it with Chrome and it's kicking back an error saying the setup file is malicious. Is it safe to use or even a good choice?[/QUOTE] Yes totally safe; not sure if you've got some kind of antivirus going on but I can promise you code::blocks is totally safe, and a pretty good IDE.
[QUOTE=proboardslol;46621117]Yes totally safe; not sure if you've got some kind of antivirus going on but I can promise you code::blocks is totally safe, and a pretty good IDE.[/QUOTE] I have Mcafee and Malwarebytes but it looked like Chrome itself was blocking it for some reason, because I downloaded it w/ IE and it worked just fine. Either way, stoked to get started. Thanks for the info!
[QUOTE=Smallheart;46621135]I have Mcafee and Malwarebytes but it looked like Chrome itself was blocking it for some reason, because I downloaded it w/ IE and it worked just fine. Either way, stoked to get started. Thanks for the info![/QUOTE] I've been programming for a while but I just started C++ with code::blocks as well. You can PM me if you have any questions
[QUOTE=proboardslol;46621143]I've been programming for a while but I just started C++ with code::blocks as well. You can PM me if you have any questions[/QUOTE] Thanks! I'll more than likely be doing that haha.
Hey guys! I could really use some help with an address book program I've been struggling on for days now. I'm working with a doubly linked list in C. I'm trying to add nodes into the list at user-entered positions, starting with position 0. The positions will not be entered out of range. (no inserts at position 1 before something at position 0 etc.) The positions can be repeated though: inserting the new node in the position before the previous position occupant. (for example: if position 1 has x, and new node is inserted at position 1 with y, position 1 now has y and position 2 has x) I need to take the user entered position number and retrieve the current person in that position, but I can't quite get it right. Also, I have included my insert function if you wanted to take a look at that as well because it isn't working properly either. Thanks for any help! addressbook.h excerpt: [code] typedef struct person Person; struct person { char lastName[255]; char firstName[255]; char email[255]; char phoneNumber[255]; Person *pNext; Person *pPrev; }; [/code] addressbook.c excerpt: [code] #include "addressbook.h" Person * InsertPerson(Person * pPersonCur) { Person * pPersonNew; /* data gathered for CreatePerson() function here */ pPersonNew = CreatePerson(pLastName, pFirstName, pEmail, pPhoneNumber); if (pPersonCur) { pPersonNew->pNext = pPersonCur; pPersonNew->pPrev = pPersonCur->pPrev; pPersonCur->pPrev = pPersonNew; if (pPersonNew->pPrev) pPersonNew->pPrev->pNext = pPersonNew; } else { pPersonNew->pPrev = pFirst; pPersonNew->pNext = NULL; if (pFirst) pFirst->pNext = pPersonNew; } return (pPersonNew); } [/code] main.c excerpt: [code] #include <stdio.h> #include <stdlib.h> #include <string.h> #include "addressbook.h" Person *pFirst; /* First name in list */ int main(void) { Person *pPersonCur = NULL; /* current Person */ int bDone = 0, position = 0, counter = 0; pFirst = NULL; printf("Ready\n"); while (!bDone) { char input = getchar(); switch (input) { case 'a': counter = 0; scanf("%d", &position); /* Where desired position (such as 0, 1, 2) is entered */ if (position == 0) { if (pFirst) { if (pFirst->pNext) { pPersonCur = pFirst->pNext; } } else { pPersonCur = pFirst; } } else { pPersonCur = pFirst->pNext; while (counter < position) { pPersonCur = pPersonCur->pNext; counter++; } } InsertPerson(pPersonCur); /* Takes in person at desired position, return value is new inserted person */ break; /* Some other cases here */ case 'q': bDone = 1; break; } } /* Rest of code */ [/code]
Anybody know any C libraries which will allow me to generate no-alias square tones of a certain frequency? (2400hz and 1200hz to be exact)
[QUOTE=NixNax123;46614782]Alright, this grid thing is way too much trouble than it's worth. Scrapping this.[/QUOTE] I must admit, I have trouble comprehending how you can implement a full quadtree but not a (comparatively simpler) grid :rolleyes:
[QUOTE=Tommyx50;46624827]I must admit, I have trouble comprehending how you can implement a full quadtree but not a (comparatively simpler) grid :rolleyes:[/QUOTE] I implemented the grid and the class completely, but I can't make the entities work with it.
[QUOTE=NixNax123;46625268]I implemented the grid and the class completely, but I can't make the entities work with it.[/QUOTE] What was the problem you were having with it again? Also OOP question - what is best practice in regards to calling public member functions of an object inside of another public member function? Is this bad practice/style? I know private member functions are good as helper functions etc but I heard something about keeping the functions in an object as decoupled as possible
-snip, nevermind--
Whatcollection/array structures in C# are closest to Lua tables?
[QUOTE=aurum481;46627977]Whatcollection/array structures in C# are closest to Lua tables?[/QUOTE] Dictionaries or Hash array/tables.
A hashtable or a dictionary probably [editline]3rd December 2014[/editline] motherfucker
- snip -
[QUOTE=killerteacup;46626286]What was the problem you were having with it again? [/QUOTE] I couldn't figure out how to add the entities and clear the grid every iteration of the game loop.
[QUOTE=NixNax123;46629218]I couldn't figure out how to add the entities and clear the grid every iteration of the game loop.[/QUOTE] How? Just add the clear at the start of your game loop?
Is there a way to set an array size to a user defined size? I see that its possible to do something like [code] int size; cout << "Enter the size: "; cin >> size; int *array = new int[size]; [/code] but I am unsure how I can use that size through the rest of my functions if I am using it in main. Right now I just have an array set in global variables and it just has a set size of 10.
[QUOTE=Tommyx50;46629438]How? Just add the clear at the start of your game loop?[/QUOTE] This is what I'm trying: [code] @Override public void show() { ... // reset removal list entsToBeRemoved.clear(); // update entities and check for removal for (Entity e : entities) { e.update(dt); if (e.toBeRemoved()) { entsToBeRemoved.add(e); } e.draw(); } // draw player last so bullets appear to come out of player (not from center) player.update(dt); player.draw(); // clear grid grid.clear(); // re-fill grid for (Entity e : entities) { grid.addEntity(e); } // check for collisions for (Entity e : entities) { e.detectCollisions(dt); } // check if player has no health if (player.toBeRemoved()) { player.handleRemoval(); } for (Entity e : entsToBeRemoved) { if (e instanceof EnemyShipEntity) { numEnemies--; } e.handleRemoval(); entities.remove(e); } ... }[/code] Collision is not working, and bullets are just disappearing soon after they leave my player sprite.
[QUOTE=Gubbygub;46629524]Is there a way to set an array size to a user defined size? I see that its possible to do something like [code] int size; cout << "Enter the size: "; cin >> size; int *array = new int[size]; [/code] but I am unsure how I can use that size through the rest of my functions if I am using it in main. Right now I just have an array set in global variables and it just has a set size of 10.[/QUOTE] Well you could give all of your functions an extra argument to pass the size of the array to them. Alternatively you could do something like [cpp] struct sizedarray { void * buffer; size_t buffersize; }; myFunction(sizedarray &mysizedarray); [/cpp] Instead of creating custom data structures like above, you're probably better off using an std::vector [url]http://www.cplusplus.com/reference/vector/vector/[/url]
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