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Comments:

<0> javaq_ naming it 'result' isn't any better...
<0> nobody has any idea what your function does
<1> no one knows..
<2> "the Shadow does"
<2> been a long day and tomorrow is the only "sleep in" day I've got
<0> night
<3> hm
<4> heyo
<4> anyone here know win32 Platform API stuff?
<0> just ask the real question
<5> He wants win32's e-mail address
<4> har har
<4> well, Im trying to use the AlphaBlend function to draw a translicent PNG in a static control
<4> *translucent
<4> and it works great when i do it the first time, when i first ***ign the bitmap., but when i do it on WM_PAINT, nothing seems to happen
<5> Maybe WM_PAINT doesn't get sent



<4> nah it does, I traced it
<4> it just doesnt show..
<4> i encapsulate my calls between a BeginPaint / EndPaint
<4> and use the HDC i get from BeginPaint
<4> but it dont draw
<0> maybe you didn't invalidate the part you drew to
<0> or validate... whichever
<3> maybe it out of ink
<4> how do i validate it?
<0> InvalidateRect
<4> hmm lemme try
<0> invalidate it to add the region to the update list (I think that's what it's called)
<4> my suspicion is that its somethingto with it being a static control and me manually calling alphablend on it
<0> I think proper use of WM_PAINT is that it's supposed to query the update region and draw to that, then validate that region
<5> Ehm
<5> Invalidating it just makes it send WM_PAINT
<4> hmm, well WM_PAINT certainly does get called every time i move something over the area
<0> *shrug* don't go by my words then, I don't recall exactly how it all works
<0> why do you need alpha blended graphics anyway?
<5> Cause it looks high-tech! (or at least looked, 10 years ago)
<0> i hope you're not 'making a game'
<4> no, im porting a UI lib wrapper i wrote awhile ago to windows
<0> what did it work with previously?
<4> gtk
<0> gtk works in windows, i believe
<4> yeah, but it's a wrapper
<4> its supposed to wrap around the native api
<4> :)
<4> i dont wanna wrap it around the crappy windows gtk port
<0> is gtk the native api in some other OS?
<4> well, its pretty much a standard in linux these days
<0> is the windows port much different?
<4> no, but its a bit awkward, it doesnt use native widgets unless you install a special theme
<4> and its one more layer to wrap over
<4> not that im enjoying doing this win32 nightmare
<4> anyway, showing alpha mapped images is alot easier in gtk :)
<0> i bet it'll get easier with Vista
<4> i dunno, its not like they're gonna rewrite the win32 API
<4> just more crap to link against
<0> are you joking?
<4> im not, the C core is still going to be the same
<4> all the .NET stuff is built around it
<4> im sure they've improved it
<4> but for backwards compatibility it will always be there
<6> hey guys if anybody knows some spherical geometry, i'm pretty bugged out... i have my X angle and Z angle, respectively theta and phi... now for this calculation my angles are 90 and 260... which should, i think end "under" the sphere a little left of the center point. is that any right?
<0> I think it's the other way around toast
<5> StaZ[home]: sounds right
<4> i dunno, win32 programming has always been a nightmare
<5> Every kind of programming is easy
<4> i keep coming back to it to port things i write for linux and it always ****s
<4> not when you deal with convoluted APIs
<0> win32 is not the primary api in vista - winfx is
<4> yeah but what does that sit on top of?
<5> Having used Win32 and XWindow's API, I can tell you for sure that Win32 is pretty fine ;)
<4> yeah, XWindow's API is not a UI API
<5> It creates windows, it's an UI api
<5> Win32 is not an UI api either
<0> http://en.wikipedia.org/wiki/WinFX
<4> i just know that gtk is a pleasure to work with
<4> its as simple and as complex as you wanna make it



<4> hehe
<5> (and I don't mean websites)
<4> oh i think i figure out this alphablend thing
<4> hmm maybe not
<4> ****in a
<4> go see Dave Chapelle's Block Party
<4> it's really good
<5> Don't have US channels
<4> its in the theaters
<5> Then it'll never be released here
<4> where's here?
<5> Europe
<4> never heard of it
<5> That movie looks crappy btw
<4> **** man this is just refusing to work
<6> okay so i guess there's a problem with this : Bones[I].LastJoint->x = 0.0f + (0.5f * cos(90.0f * TO_RAD) * sin(260.0f * TO_RAD));
<4> you look crappy
<6> here i took my usual variables value and hardcoded them for testing
<6> and --> #define TO_RAD 0.01745329251994f // PI / 180.0 Rad conversion
<6> and this line puts the value 2.1523658e-008 <- that can't be right ya?
<0> what should it be?
<5> Wonder why movies/videoclips/etc always have only black people or only white people
<0> and what's with 0.0f + ?
<6> rdragon yeah well relooking at it... it might be right...
<4> because it's about a concert in a neighborhood that'sabout 98% black?
<6> rdragon that's my offset that is actually 0.0f nevermind that one
<4> might have something to do with it
<5> You mean all movies/videoclips are about a concert in a neighborhood?
<4> no this one is
<4> i dont know what the hell you're talking about
<5> I guess I'm typing sentences that are way too much complex
<4> i guess you are
<7> Hmmm.. ***igning *this to *this causes problems... But is ***igning *this to *somethingElse generally safe?
<8> I would hope that wouldn't compile
<9> that's why you check if you're doing self ***ignemnt in your operator=
<6> i think my Phi value is wrong... caus to calulate my Z... according to mathworld... z = r cos phi so i puted up z = 5.0f * cos(260.0f * TO_RAD); <- but with my values of X(90) and Z(260) i was expecting to get a Z value of 0... so what's wrong, my angle or my phi ?
<9> wrong channel StaZ[home]
<6> no
<8> don't expect "correct" results when using floating point types
<6> why ?
<8> because they're not precise
<9> oh oops, sorry thought you were asking maths question on spherical coordinates
<6> Cowmoo i am
<8> floating types are a processor-specific approximation
<7> Well, what I need to do, quite simply, is make a backup of the state of my object at some point, and possibly restore the state later on, from within one of its member functions. I was hoping I could use the default ***ignement operator for that... Eh, I'm tired. I don't think I make sense.
<6> impatient okay i guess i can try to use doubles
<8> double is a floating point type :P
<8> brb
<6> ...
<6> ok you're kidding me or what now
<9> ?
<6> sin() and cos() only take "floating" point values
<8> I'm saying don't expect precise results
<10> morning everybody
<8> sup
<10> food
<8> food is a damned good idea
<6> impatient yeah whatever
<8> also, sin & cos look like they take std::complex<T>
<8> tho I don't think that will change much
<6> my vc++ 2005 tooltip on sin and cos function shows 3 overloading using float, double and long double
<8> you have an msdn distro to go with that?
<10> 2005 i would guess
<10> it installs together
<6> nah i only got the express edition
<10> hm.. pancakes
<10> staz: help -> index
<6> ?
<10> that is a cut down MSDN thing
<6> oh i know i got the online thing
<10> anyway vc8 seems to have both the complex<T> one and the others
<8> in any case, if you need precision then don't use floating point types'
<6> i don't need that precision


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