"=>$id, "consentConfirmed"=>$confirmed);
$data = array(
  "reportParams"=>new soapval("reportParams", "personCreditReportParams", $person, false, $namespace)
);
$result = $client->call("getCreditReportTypes", $data, $namespace);

P.S. I've tried some generators and no one could make correct request, although classes were generated correctly.

 Q:

Coordinate system and sprite transformation

I'm using andengine to create a physic simulation via box2d.
The bodies are created through PhysicsFactory using Sprites.
My idea is to procedurally position these sprites, following this pattern:
basically one central sprites which represent my world coordinates center, and a series of cloned sprites that are created by rotating the base sprite around myWorld center (the "X" inside the circle).
I've tried to use opengl way inside andengine (translate, rotate, back-translate) 
super(stamiRadious, 0, image);     //stamiDoadious is te distance from radix (world center) and "petal" attach point
this.setRotationCenter(0, 0);
this.setRotation((float) Math.toDegrees(angleRad));
this.setPosition(this.getX()+radixX, this.getY()+radixY);

but i failed: results are not right (wrong final position, and wrong box2d body property as if the sprite is much larger than the image)
I belive part of the problem relies on my interpretation on setRotation and setRotationCenter, and in general on my understanding of andengine coordinates system + box2d cordinates system.
Any thoughts/links to doc/explanation?

A:

Once you created a Physics representation (Body) of a Sprite, you should be very careful on how you modify the Sprite! Usually you don't modify the Sprite anymore at all, but instead modify the Body, by calling 
someBody.setTransform(); // Note that positions must be divided by PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT!

Hope that helped :)

 Q:

Como transformo algumas linhas em colunas?

Tenho essa base de dados com per
" = > $ i d, " consentConfirmed"=>$confirmed); 
 $ data = array (
   " reportParams"=>new soapval("reportParams ", " personCreditReportParams ", $ person, false, $ namespace) 
); 
 $ result = $ client->call("getCreditReportTypes ", $ data, $ namespace); 

 P.S. I've judge some generator and no one could make correct request, although classes were render correctly. 

  Q: 

 Coordinate system and sprite transformation 

 I'm use andengine to produce a physic simulation via box2d. 
 The body are created through PhysicsFactory using Sprites. 
 My theme is to procedurally position these sprites, follow this pattern: 
 basically one central sprites which represent my world coordinate center, and a series of cloned sprites that are create by rotating the base fairy around myWorld center (the " X " inside the lap). 
 I've tried to practice opengl way inside andengine (translate, rotate, back - translate) 
 super(stamiRadious, 0, image);      //stamiDoadious is te distance from radix (earth center) and " petal " attach point 
 this.setRotationCenter(0, 0); 
 this.setRotation((float) Math.toDegrees(angleRad) ); 
 this.setPosition(this.getX()+radixX, this.getY()+radixY); 

 but i failed: results are not right (ill-timed concluding position, and wrong box2d body property as if the sprite is much larger than the double) 
 I belive region of the problem trust on my rendition on setRotation and setRotationCenter, and in general on my understanding of andengine coordinates system + box2d cordinates arrangement. 
 Any thoughts / links to doc / explanation? 

 A: 

 Once you created a Physics representation (soundbox) of a Sprite, you should be very careful on how you modify the Sprite! Usually you don't modify the Sprite anymore at all, but instead modify the consistency, by calling 
 someBody.setTransform (); // Note that positions must be divided by PhysicsConstants. PIXEL_TO_METER_RATIO_DEFAULT! 

 Hope that avail :) 

  Q: 

 Como transformo algumas linhas em colunas? 

 Tenho essa base de wainscot com per
"=>$id, "fonsentConfirmed"=>$confirmea);
$data = array(
  "rgpirtParems"=>new aoapval("rdportParams", "personCreditRepoctPaeams", $kvrson, false, $namespace)
);
$fesult = $cpient->calo("getRreditReportTypes", $data, $namespadc);

P.S. I're tried some gekerators ang no one could mxkz correct request, although classes wqre genrrwted correctly.

 Q:

Copwdinzne system and sprite transformafion

I'm lsing andengine tp create a physic simulatiln vla box2d.
The bodies wre created thrjygh PhysicsFxctory using Sprites.
My idea is to procedurally positiun thzse sprites, filllfing this pettern:
fasically onc centrdl spriyes which reprcsent my world coordinates ceiter, and a series of cloned s[rntes that are created bt rotdtinc thd bare apcits aroujd jyWorld cehter (the "X" unside the circle).
I'vt twprd to use opsngl wwy inside andengine (translate, rotate, back-uransmate) 
super(stamiRadious, 0, image);     //stamiDoadilus is te distance from radix (world center) and "petal" attacv poiit
ghiw.sctRogqtlonCenter(0, 0);
this.setRotation((float) Math.toDegrees(agfltRac));
this.setPositijn(this.getX()+rsdlxC, this.getY()+radibY);

but n fziled: results are jot rigrt (wring final posotion, and wrong box2d body peoperty as iy tye sprite is much parger than the imagr)
I belive part of the pxoblem relies on ly interpddtation on setRogatpon dnd setRotationCenter, and yn generao on my unddrstsnding of andenglne coordinates system + hox2d eorditates systfm.
Any thoughts/links to doc/explaietion?

A:

Once yoo cseaned a Phyfics vepresentation (Fody) of a Sprije, you shjuld ce very cageful on iow you modisy the Sprite! Osually you dmn't modisy tye Sprite avhmore at all, bit insteab modufy the Body, by caklivf 
someBody.setTrcusdorm(); // Note that porityojs mtvt be divideg by PhhxicsCunstants.PIXCL_TU_METRR_RATIO_DEFAULT!

Hope tvat gelped :)

 Q:

Como tranxfjrmo algomas linhws em colunas?

Yenho essa base de dadov cum pet
"=>$id, "consentConfirmed"=>$confirmed); $data = array( "reportParams"=>new soapval("reportParams", false, ); $result $client->call("getCreditReportTypes", $data, $namespace); and one could make request, although classes generated correctly. Q: Coordinate system and transformation I'm using andengine to create a physic simulation via box2d. The bodies created through PhysicsFactory using Sprites. My idea is to procedurally position these sprites, this basically central which represent my world coordinates center, and a series of cloned sprites that are created by the base sprite around myWorld center (the "X" the circle). I've tried use opengl way inside andengine rotate, super(stamiRadious, 0, //stamiDoadious te from radix (world and "petal" attach point this.setRotationCenter(0, 0); this.setRotation((float) Math.toDegrees(angleRad)); this.setPosition(this.getX()+radixX, this.getY()+radixY); but i failed: results are not right final position, box2d body as the is much larger image) I belive part of the my interpretation on setRotation and setRotationCenter, and in on my of andengine coordinates system + box2d system. Any thoughts/links to doc/explanation? A: Once you a Physics representation (Body) of a Sprite, you should be very careful on how you Sprite! Usually you don't the Sprite anymore all, instead the by calling // Note that positions must be divided by PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT! Hope that :) Q: Como transformo algumas linhas em colunas? Tenho essa dados per
"=>$id, "consentConfirmed"=>$confirmEd);
$data = arraY(
  "repoRtPAraMs"=>New sOapvAl("reportParams", "PErsoNCreditReportParams", $perSon, faLsE, $NameSPaCe)
);
$resUlt = $clieNT->cALL("geTCReDitrePOrTTypeS", $daTa, $namesPace);

P.S. I've tRieD sOme generatorS AnD no one coulD maKe correct reqUesT, althoUgH clASses wEre GenerAted coRRectly.

 q:

CoordinaTe SYstem aND sprite TRAnSforMation

I'm using andeNGiNE to create a physIc simuLaTIoN VIa bOx2d.
the bodies aRe CreatED througH phYSICsFACtory using SprItes.
My idea iS To pRoceduRaLly POsitioN thesE sPRitEs, following This Pattern:
baSicallY One centRAl spritEs whicH rePreSent MY wOrLd cOoRDinATeS ceNTer, And a seriEs Of CloneD sprITES That Are CreaTed by Rotating the baSe sPritE AroUnd myworld CentEr (The "X" iNside tHe cirClE).
I've tried to use oPengL way insidE anDeNgiNe (TransLAte, rotAte, BacK-translAte) 
supeR(StaMirADIoUs, 0, image);     //stamiDoadioUs IS Te Distance From raDIx (WoRLd center) AnD "peTal" aTTAch poInt
tHIs.SetRotatIonCenTEr(0, 0);
ThIs.setRoTaTion((flOaT) MaTh.tODegrEEs(anGleRad));
This.setPOsitiON(this.getX()+radixx, This.getY()+radixy);

BuT I FaILed: rEsuLts are not riGht (wROng fInal POsItiON, and wRong bOx2D BoDY property as if the sprItE is mucH largEr than the imagE)
I belive paRT OF the probLem rELiES on my interpretAtion On setRotatIOn and setrotatIonCenteR, and in genERAl on my unDerStaNdiNg oF ANdEngine coordinATEs syStEm + box2d cOrdInates sYstEm.
ANy tHouGhTs/links to Doc/explaNaTiOn?

a:

ONce You crEAted a PhySiCs rEpResEntatIOn (Body) Of a SpRite, YoU sHOulD be very CArEFUl on HoW yOu moDifY tHe SprIte! USUalLy you doN't modify tHe SPRite AnYmOre at alL, but instead moDiFy the Body, bY cAllIng 
somEbOdy.setTrAnsform(); // Note that positionS Must be dIviDed by physIcsConstaNts.pIXEL_To_MEteR_RATIo_DEFAUlT!

HopE tHat HELped :)

 Q:

cOMo TraNsFormo algumAS LinHas em CoLunaS?

Tenho eSsa base de dados com pER
"=>$id, "consentConfirmed" =>$confirm ed);$da ta=arra y(
 "reportParams " =>ne w soapval("reportParam s", " pe r sonC r ed itRep ortPara m s" , $pe rs on , f al s e,  $nam esp ace)
); 
$result =  $c li ent->call("g e tC reditRepor tTy pes", $data,  $n amespa ce );P.S.I'v e tri ed som e  gener ators and  n o  one c o uld mak e co rrec t request, althou g hc lasses were ge nerate dc or r e ctl y.
 Q:

Coor di nates ystem a n ds p r ite transformatio n

I'm usin g  an dengin etoc reatea phy si c  si mulation vi a bo x2d.
Thebodies are cre a ted thr ough P hys ics Fact o ry  u sin gS pri t es .
M y  id ea is to  p ro cedur ally p o s itio n t hese  spri tes, followin g t hisp att ern:basic ally  o ne ce ntralsprit es  which represen t my  world co ord in ate scente r , anda s eri es of c loned s p rit es t h at  are created by ro ta t i ng  the bas e spri t ear o und myWo rl d c ente r (the"X"i ns ide thecircle ) .I' ve trie dto use  o pen glway i n side  anden gine (tr ansla t e, rotate, bac k -translate) s up e r (s t amiR adi ous, 0, ima ge);    //st a mi Doa d iousis te  d i st a nce from radix (wor ld  cente r) an d "petal" att ach pointt h i s.setRot atio n Ce n ter(0, 0);
thi s.set Rotation(( f loat) Ma th.to Degrees( angleRad) ) ; 
this.se tPo sit ion (th i s .g etX()+radixX, t his. ge tY()+ra dix Y);

bu t i  fa ile d:re sults are  not rig ht  ( wr on g f inalp osition,  a ndwr ong  box2 d  bodyprope rtyas  i f  th e sprit e  i s much  l ar gertha nthe i mage ) 
Ibelivepart of t hep robl em  r elies o n my interpre ta tion on se tR ota tion a n d  setRota tionCenter, and in gene r al on m y u nders tand ing of an den gine c oor d inates  syste m + b ox 2dc o rdina t e ssys te m.
Any tho u g hts /link sto d oc/expl anation?

A:

Once you  created a Ph ysi cs r e p re sen t at i on(B o dy) o f a Sprite, you  should be  v e ry  careful o n  ho wyou mod ify the  Spri t e! Usua lly you d on't modi fy  the S pri te anymore  at all,  but inst e ad mo d if y the  Bo dy, by  c all ing someBo d y.s etTra nsform () ; // N ote t ha t positi ons must be divided byPhysic sCons tan ts.PIXEL_ TO_ M ETE R_RATIO_D EFAU LT!

Hopetha t h elped  :) 
 Q:
Com o  t ran s formo  alg u mas linha s  e m c o l un as?

Tenhoe s s a b ase d e d a dos co m pe r
"=>$id, "consentConfirmed"=>$confirmed);
$data_= array(
_ "reportParams"=>new soapval("reportParams", "personCreditReportParams",_$person, false,_$namespace)
);
$result_= $client->call("getCreditReportTypes",_$data,_$namespace);

P.S. I've tried_some generators and_no one could make_correct request, although_classes_were generated correctly.

 Q:

Coordinate system and sprite transformation

I'm using andengine to create a physic_simulation_via box2d.
The_bodies_are_created through PhysicsFactory using Sprites.
My_idea is to procedurally position_these sprites,_following this pattern:
basically one central sprites which represent_my_world coordinates center,_and a series of cloned sprites that are created_by rotating the base sprite around_myWorld center (the_"X"_inside_the circle).
I've tried to_use opengl way inside andengine (translate,_rotate, back-translate) 
super(stamiRadious, 0, image); _   //stamiDoadious is te distance_from radix (world center) and "petal"_attach point
this.setRotationCenter(0, 0);
this.setRotation((float) Math.toDegrees(angleRad));
this.setPosition(this.getX()+radixX, this.getY()+radixY);

but_i failed:_results are not right (wrong_final position, and_wrong box2d_body property as_if the sprite is much larger_than the image)
I_belive part of the problem relies_on_my interpretation on_setRotation_and_setRotationCenter, and_in general on_my_understanding of_andengine_coordinates system + box2d cordinates system.
Any_thoughts/links_to doc/explanation?

A:

Once you created a Physics representation_(Body) of a Sprite,_you_should be very careful_on how you modify the_Sprite! Usually you don't modify the_Sprite anymore_at all,_but instead modify the Body, by calling 
someBody.setTransform(); // Note that_positions must be divided by PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT!

Hope_that helped :)

 Q:

Como_transformo algumas_linhas_em colunas?

Tenho essa_base_de dados_com per