How to make Gliffy's "self message" square? - gliffy

There is a shape called "self message" in Gliffy's "UML 1.0" category from the "Sequence Diagram" template (Software Design & UML). It looks like a round arrow, which points from the object to itself but to a different point (a kind of self-reference). It looks like this:
I want a similar tool, but square, like this:
Is there a shape like this in Gliffy?
I made the second one using 3 lines, which is not optimal and uncomfortable.
I tried to use a connector or a line tool at first, but when the endpoint is almost on the same line as the start point Gliffy doesn't allow to make such a shape. The best I can achieve using this method is the awkward self-reference where the start point doesn't touch the object itself.

Related

How to annotate the area of a polyline in autocad command / macro

Does anyone know of macro or custom command I can make to quickly annotate the area of a polyline in autocad?
I'm doing a project where I need to measure the lot and house size of several city blocks. I've got a drawing going but I don't want to measure and write out the area of each site, that will take to long. I've seen custom commands in the past that quickly do this kind of thing but I don't know how to make my own.
And I'm desperately avoiding doing it by hand one at a time as most likely I will need to make adjustments to my design later on.
The best method I can think of is to utilize the MTEXT command and use a FIELD to link the Area of the Polyline to the MTEXT box.
Type FIELD at the command line, choose Object, select your Polyline and you will see the Area property.
Here is a link on the CADTutor site that covers it a bit more in depth along with a link to a forum post that has this automated via a Lisp routine.
http://www.cadtutor.net/forum/archive/index.php/t-46628.html

"Shape Mode" for ControlP5

Vanilla Processing has shapeMode() for modifying "the location from which shapes draw." How, if possible, can one get the same functionality drawing UI "controllers" with ControlP5?
Concretely, I have tried the following code:
shapeMode(CENTER);
cp5.addButton("On/Off")
.setPosition(width/2, height/2)
.setSize(300, 300)
.setColorBackground(color(0, 113, 0));
And got this result:
But what I would like to see is this:
Obviously something like .setPosition(width/2 - buttonWidth/2, height/2 - buttonWidth/2) would work, but I would like to keep the code minimal.
Calling the shapeMode() function only changes the mode of shapes drawn with the shape() function.
ControlP5 doesn't use the shape() function to draw buttons. It uses the rect() function.
You can use the rectMode() function to change how rectangles are drawn. More info can be found in the reference.
But I doubt you'll be pleased with the results. That will move the rectangle of the button, but it won't move the text of the buttons, so all of your text will be off-center. That's just one issue, I'm sure there will be plenty of others.
If I were you I would just do the calculations myself. If you're really worried about keeping your code minimal, then you could create your own wrapper classes or utility functions that encapsulate the "logic" required to do the offsetting. But imho you should be more worried about keeping your code readable and maintainable.

Animating Multi-Part Object

I've got a model of a car imported into Unity. It's got multiple parts, and these have been organized into a hierarchy in the project explorer window.
I want to be able to "explode" the model - move each part outwards, so that each individual part can be seen.
Do you know how I can do this in one script? So far, I can use a translate function call to move individual parts, and I've had to make separate scripts for each part.
Any guidance on how I could do this would be great.
i dont know what you really want to do. if you want to make an car exlosion that you want to do it with a simple code you can use addForce function. it receives a paramter as a direction. you can use this code to throw parts of your car to diffrent directions and trigger the code in some event, but if you want something cinematic and controlled you should just start animating.

MapPoint Control - Adding territories

Anyone know if it is possible to add territory to map using map point control in C# application? (Something like in normal MapPoint 2010 application) If so, how I can use it?
It looks like you need to use the Datasets collection's LinkTerritories() method.
The "dataset loading" methods (eg. to create pie charts and shaded area maps) are a bit of a hairy area in MapPoint's API. With their many parameters they are easy to get wrong and the resulting error message is less than useful - typically just "bad parameter". So be warned!

Separated GUI and game logic class hierarchy?

Im developing a game on Java, and wanted to keep my code separated in packages for the hud/gui and the game logic so that code can be reused in some other project, and where objects to be drawn call methods from another class or classes (maybe a "rendering context" like a group of classes just made for the drawing or something like that), the problem is that i can't find the best way to achieve this, because I've researched the web (also this forum) and the design patterns but despite some looked interesting (like Model-View-Controller), I couldn't find something that suits me, neither the common approach to solve this problem.
I've been told to make the objects to implement some drawable kind interface, and in another class called by this objects, some object which implements drawable and inherits from canvas, for example, so that if i would want later to change the objects drawing or displaying methods for another one better, for example from awt to swing, to be able just rewritting those classes and dont need to worry about my objects code,
any help would be greatly appreciated, thanks in advance!
What I do is typically along the lines of:
Create your game objects completely independent of all things visual. I'm going to use chess as an example. Each chess piece inherits a "GamePiece" interface and knows it's valid moves, what "color" it is (not visual color, but what "side" it's on), etc. But these pieces do not have any code related to drawing themselves. None. Basically pretend like you're playing a game inside the computer and never need to draw it. Design your whole game this way. You'd need a GameDirector that manages the various pieces, the GameBoard, and abstract Players. But still, no visual representation. There's a lot of leeway in exactly how you design your class hierarchy but leave the visuals out of it.
You communicate state changes by raising events, this is key. So when a player moves, an event is raised. When the GameDirector detects checkmate, an event is raised, etc.
Then you have a GameRender class that contains a GameDirector. It listens for these events and updates the visual scene accordingly (whether it's a simple 2D thing or complex 3D animation). This class can optionally have sub-components that are responsible for rendering sub-components of the game but that's not strictly necessary.

Resources