Jump to content

Graystripe

Member
  • Posts

    40
  • Joined

  • Last visited

Awards

This user doesn't have any awards

Contact Methods

  • Twitch.tv
    lunawithsocks

Profile Information

  • Gender
    Male
  • Occupation
    Student

System

  • Storage
    Some WD Passport drives scattered around
  • Display(s)
    Asus PB258Q
  • Keyboard
    Razer Blackwidow Chroma
  • Mouse
    Logitech G602
  • Operating System
    Mac OSX

Recent Profile Visitors

1,086 profile views
  1. Exactly -- you can contribute to any projects and create unlimited public repositories for free, but if you want to create private repositories, that starts at $7/month. (Price increases depending if you're a business.) Alternatively, if you're a student, you can get unlimited private repositories for free! It even comes with a ton of other cool services, as part of the Github Education Pack.
  2. To clarify, this is a feature provided on macOS Mojave. (Unless you have a developer account, I don't think its possible to download the Safari beta separately. You can, however, download the public beta of Mojave, which includes Safari 12 beta.)
  3. CatChef CoolKittyHotKitty SmokinCat FourCupsOfMeow
  4. I'd be willing to help as well, if you're using Swift
  5. Thanks! I've emailed Sennheiser in an attempt to see if there's a known fix or just RMA. I'll mark it as solved once they reply to see if anyone else can swoop in with any more info in the meantime.
  6. Hello! I have just purchased a pair of Sennheiser HD 598SE's from Amazon. I was really excited to use them, but unfortunately they are slightly louder in the left ear cup (where the wire is connected), and slightly softer in the right ear cup. I've tested them on my Retina Mac Book Pro 2013, iPhone 6 and Traktor Kontrol S4 (in an attempt to get a wide-ish range of amplification with both the 1/4" and 3.5mm cables). In every case, they are louder in the left side and softer in the right. This issue does not occur with my V-Moda Crossfade Wireless headphones or the Apple EarPods earbuds, so my audio sources seem to be OK. One possibility is that the headphones are simply not getting enough power (I don't have a DAC or Amplifier on hand), but from what I understand less power should cause distortion, especially at louder volumes; these headphones sound fine, even at higher volumes -- the issue is with panning. Troubleshooting steps I've tried so far: Tested multiple devices (Mac with all devices connected, and without devices connected; iPhone 6; Traktor S4) Tested with both included cables (plugged in all the way) Played back various song formats (mp3, flac, wav, aiff) Tested both on OS X and Windows (on same computer) Tested with mono playback and with flipping headphones (to make sure I'm not going deaf) Tested with actual songs and a test tone at various frequencies (although it can be argued that a test tone is an actual song) Any suggestions before I bother Sennheiser about it? Thanks! (Also checked authenticity on their website just in case, and yes, they're legitimate)
  7. One option is a Corsair Strafe keyboard with the new Cherry MX Silent switches http://www.corsair.com/en-us/strafe-rgb-mechanical-gaming-keyboard-cherry-mx-silent Alternatively, most RGB boards are around your price range anyway (if not less), so Corsair K70 RGB, Razer Blackwidow Chroma Stealth, and others are other viable options. As for switches, the new MX Silent from Corsair are good, as well as Razer's Orange switch. (they're both silent)
  8. They're only "really important" if you run out of space on your SSD's Otherwise, they're not too expensive nowadays, so grabbing a WD Black for more storage wouldn't hurt too much. EDIT: If you have the SSD space already then stick to it. SSD's are much faster than hard drives, with the main drawback being cost.
  9. Is this the Retina MBP 15" or the older non-retina one? If the Retina, I'd recommend it. It's a durable machine with an awesome display, although it's a bit pricey. You can install Windows if you really don't like OS X, but keep in mind that Windows has scaling issues with high resolution screens like that one. OS X looks great on it though! If the non-retina, then the XPS 15, especially if you're comfortable with Windows. Edit: Like many others have said, wait until August/September/October to buy! (That's usually when they update them)
  10. Massdrop has a few drops with them! Check them out here on the mechanical keyboards category (some other actual keyboards there, but the keycap drops are in there too).
  11. (A bit of a convoluted method, and probably not the correct way to do it, but this is what I've done in the past) This was from a project that would draw out various instruments using 2D Graphics and Paint functions. I've cut it down to the basic drawing and presentation functions, and only for the Upright Piano (subclass of Piano, which subclasses Chordophone) just to show the framework of how it would be implemented: (The spacing's all wonky, looks fine in the editor but not here apparently) class Performance { private static final int WIDTH = 1000; private static final int HEIGHT = 750; public Performance() { // Instrument component objects DrawUprightPiano drawUprightPiano = new DrawUprightPiano(); drawUprightPiano.setPreferredSize(new Dimension(WIDTH, HEIGHT)); // Creates TabbedPanes for instruments JTabbedPane mainTabbedPane = new JTabbedPane(); JTabbedPane chordophoneTabbedPane = new JTabbedPane(); mainTabbedPane.addTab("Chordophones", chordophoneTabbedPane); chordophoneTabbedPane.addTab("Upright Piano", drawUprightPiano); // Adds the tabs to the main frame add(mainTabbedPane, BorderLayout.NORTH); } public static void main(String[] args) { JFrame frame = new Performance(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.pack(); frame.setVisible(true); // To prevent extraneous print calls if window is resized frame.setResizable(false); } } /* * These are classes that draw the various instruments as required above. * Each class overrides paintComponent of JPanel, and creates a (usually) anonymous object of the class, * and calls its corresponding draw() method. */ // Chordophones class DrawUprightPiano extends JPanel { @Override protected void paintComponent(Graphics g) { Upright upright = new Upright(100, "Yamaha", false, 3, 88); System.out.println(upright); upright.drawUprightPiano(g); } } ///////////////////////////////////// class Upright extends Piano { public void drawUprightPiano(Graphics g) { // Frame g.setColor(new Color(0, 0, 0, 0.79f)); g.fillPolygon(new int[]{35, 605, 630, 10, 35}, new int[]{125, 125, 225, 225, 125}, 5); g.setColor(new Color(0, 0, 0, 0.83f)); g.fillPolygon(new int[]{10, 630, 580, 60, 10}, new int[]{225, 225, 350, 350, 225}, 5); // Frame shadows g.setColor(new Color(0, 0, 0, 0.2f)); g.fillPolygon(new int[]{225, 630, 580, 425}, new int[]{350, 225, 350, 350}, 4); g.fillPolygon(new int[]{80, 630, 580, 425}, new int[]{350, 225, 350, 350}, 4); g.fillPolygon(new int[]{425, 630, 580, 425}, new int[]{350, 225, 350, 350}, 4); g.setColor(Color.black); // etc } } Instruments were added to a JTabbedPane, which was added to the main panel (in the initializer for the Performance class). Then, that was assigned to the JFrame object, which was then set visible. A separate class, DrawUprightPiano, was a subclass of the JPanel that overrode its paintComponent method to allow the drawing of objects (with g.drawRect and the like). Within the overridden method, the upright piano was instantiated and the draw method was called. The draw method contains all of the generic drawing methods that would, well, draw the piano. (Draw method was the only method shown in drawUprightPiano) The reason why window resizing was disabled in the Performance main method is because when you resize the applet window (did I mention it was an applet?), it would redraw all of the shapes for every pixel the window was adjusted, causing lag and other issues. --- To answer your question, I'd set up your drawing functions like I did (possibly by moving the JTabbedPane and adding just a JPanel, not sure what else would work there; its been months since i've looked at this code). Then, in then drawing function, loop through the 2D array, and draw squares with the corresponding size, offsetting the origin pixels each pass of the loop. If the square is "true", set it to whatever color you want, or use g.drawString() to draw a string saying the value "true" or "false". An example (haven't tested, use at your own risk ) public void drawSquareThing(Graphics g) { boolean aCool2DArray[][] = {{true, false}, {false, true}} // 2x2 for simplicity int x = 0; int y = 0; int width = 100; int height = 100; for (int row = 0; row < 2; row++) { for (int col = 0; col < 2; col++) { if (aCool2DArray[row][col]) { g.setColor(Color.green) } else { g.setColor(Color.red) } g.fillRect(x, y, width, height); x += width; } y += height; } } As for under 50 lines, just don't use newlines or spaces
  12. The most important thing is what you want to do. Almost all languages require a similar amount of knowledge to use them, like variables and functions, but what makes them separate is what they accomplish. Here are some examples: Swift: iOS / OS X app development Javascript, HTML, CSS: Front-end websites (what you see on the screen) C, C++: Generally low-level apps, or games C#: Windows apps Java: Mainly used for backend server operations (managing user data, etc.). Python, Ruby: Generally used as scripting languages, but are extremely dynamic As for software, each require different things: Swift: Xcode (free, on Mac App Store) Javascript, HTML, CSS: Any old text editor, but I reccomend Sublime Text (unlimited trial), BBEdit, or TextWrangler C, C++: See Javascript C#: Get a PC, use VisualStudio Java: IntelliJ, NetBeans, or Eclipse Python, Ruby: Sublime Text (unlimited trial) Many sites, such as code.tutsplus.com, udacity, treehouse and lynda.com offer comprehensive tutorials on these languages, but in the scope of what they can do (i.e., Javascript tutorials will be in the context of building websites). Considering you have a Mac, I'd recommend learning Swift: https://developer.apple.com/swift/ It's really easy to use, and has a lot of use cases (iOS apps, OS X apps today, and developing Linux and future Windows support). Apple is going to be releasing an iPad app that has walkthrough tutorials in Fall that cover each step of the process. Alternatively, they currently offer various video tutorials (such as this one, just released, or this one: a slightly older version), a comprehensive book, and more. If first-party information isn't your thing, then there are many websites like Treehouse, Udacity, good ol' YouTube, iTunes U, and a few others that offer Swift tutorials bundled in with iOS app instruction. To answer what it requires, just one thing: Xcode (available free!). It has a feature called "Playgrounds" that lets you start writing code right away, with no complicated setup or file management. But that's my biased advice
  13. Yea, the devs are really polling for feedback on the subreddit. Very exciting!!!
×