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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • Small Business Web Design - On Page SEO - Let's Talk Keywords

    If your website was designed by a professional designer, chances are you were told that they have included SEO for your keywords as part of the package. Unfortunately, that generally means you have no SEO on the page. You see, web designers are very skilled at what they do best, but SEO is not one of those skills unless they have specialised in learning the search engines.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • Architecture for subscription based application

    - by John
    This is about the architecture of my application I think. I have a Rails application where companies can administrate all things related to clients. Companies can buy a subscription and their users can access the application online. Hopefully I will get multiple companies subscribing to my appplication/service. Thing is, what should I do with my code and database? Seperate app code base and database per company One app code base but seperate database per company One app code base and one database The decision I am to make involves security (e.g. user from company X should not see any data from company Y) performance (let's suppose it becomes successful, it should have a good performance) and scalability (again, if successful, it should have a good performance but also easy for me to handle all the companies, code changes, etc) For sake of maintainability, I tend to opt for the one code base. For the database I really don't know at this moment. So what do you think is the best option?

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  • lowering the use of the memory controller in OpenCL based applications

    - by user827992
    With my first experiments I noticed that OpenCL is a good technology but often hampered by the X86 architecture and finding a mid-range VGA driven by a low-end chipset is not that unusual in the real world scenarios, sometimes this can happen with some high-end VGA too. Are there some caching techniques? Something that can bypass this inconvenience in some ways. The amount of dedicated memory on today's VGA is usually high, it's possible to use this memory to create some kind of buffer with instructions.

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  • Creating an encrypted, web-based proxy

    - by Jason
    I have moved to Asia where my internet connection is censored and I'd like to check my messages from social sites which happen to be blocked. As virtually all proxy servers are blocked in this country, I've decided to attempt to roll my own encrypted proxy server. Please note, the key word here is encrypted—if the sniffer sees anything like f@c3b00k or w:k:p3d:ia travelling down the wire I'm had. I have a website hosted with GoDaddy (Windows with PHP 5.2 & IIS 7). Is there any way I can set up an encrypted proxy through this service? If so, how, and what open source tools are available to use?

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • State Design Pattern .NET Code Sample

    using System;using System.Collections.Generic;using System.Linq;using System.Text;class Program{ static void Main(string[] args) { Person p1 = new Person("P1"); Person p2 = new Person("P2"); p1.EatFood(); p2.EatFood(); p1.Vomit(); p2.Vomit(); }}interface StomachState{ void Eat(Person p); void Vomit(Person p);}class StomachFull : StomachState{ public void Eat(Person p) { Console.WriteLine("Can't eat more."); } public void Vomit(Person p) { Console.WriteLine("I've just Vomited."); p.StomachState = new StomachEmpty(); }}class StomachEmpty : StomachState{ public void Eat(Person p) { Console.WriteLine("I've just had food."); p.StomachState = new StomachFull(); } public void Vomit(Person p) { Console.WriteLine("Nothing to Vomit."); }}class Person{ private StomachState stomachState; private String personName; public Person(String personName) { this.personName = personName; StomachState = new StomachEmpty(); } public StomachState StomachState { get { return stomachState; } set { stomachState = value; Console.WriteLine(personName + " Stomach State Changed to " + StomachState.GetType().Name); Console.WriteLine("***********************************************\n"); } } public Person(StomachState StomachState) { this.StomachState = StomachState; } public void EatFood() { StomachState.Eat(this); } public void Vomit() { StomachState.Vomit(this); }} span.fullpost {display:none;}

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • Alkan Improves Aeronautical-Equipment Product Collaboration, Design Processes, and Government Compliance

    - by Gerald Fauteux
    Alkan S.A. a leading aeronautical equipment manufacturer in France, specializing in carriage-release and ejection systems for various types of military aircraft utilize Oracle’s AutoVue Electro-Mechanical Professional for Agile as part of its Agile Product Lifecycle Management solution. AutoVue Electro-Mechanical Professional for Agile enables multiformat 3-D viewing of engineering designs, leading to deeper analysis of component and product functionality and allows all teams to easily participate and contribute to product data early in the development cycle. Alkan S.A.’s equipment is used in more than 65 countries and is certified for more than 60 types of aircraft, worldwide. Click here to read the complete story. French version.

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  • Will Google crawl session based website

    - by DonShwep
    I have a website, it is split into 3 categories but using PHP its an all-in one kind of style. When a user chooses a category on the home page a session is set, this is then used to set the style and contents of the website. Would Googlebot and other bots be able to still scan my website? If a page is accessed and no session is set then the user is sent back to the home page. I have created special links, that set a session but go straight to the contact page. Even this page doesn't seem to be showing up. Any ideas if a sitemap with specially crafted links (to set the session) will help Google?

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  • Can i make a launcher shortcut perform different actions based on a condition

    - by Nirmik
    What i want to do is pretty simple to understand. I want the same launcher shortcut to act like a ON/OFF swith for eg. Like suppose i have made a launcher to start LAMPP with the command gksudo /opt/lampp/lampp start This works properly to start lampp. Now,what i want to do is,If LAMPP is not on,the launcher should execute the above command and start lampp.While if lampp is on,I want ti to execute the command gksudo /opt/lampp/lampp stop and stop lampp. I want these 2 commands to be executed by the same launcher where the command to be executed is decided on the basis of a condition(LAMPP being ON or OFF in the above example) Can i do this? and how? I guess writing a bash script and then making the launcher execute the bash script would do it.but then how do i check weather lampp is on of off?

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  • Database for survey

    - by zfm
    One of my job now is to design a database for a survey. Let's say we have a series of questions (web-based), in which one page contains one question. Not every person will be given the same questions, those are based on their previous answers and also randomness. I would like to know whether it is better to have database like this user question answer userX question1 answer1A userX question2 answer2C userX question5 answer5F userY question1 answer1B userY question3 answer3B userY question6 answer6D ... or user q1 q2 q3 q4 q5 q6 userX 1A 2C null null 5F null userY 1B null 3B null null 6D ... My idea here is, using the second approach seems better, however I would like to know whether updating the table is (much) slower than inserting a new row? Also with the first approach, I can omit having some null answers. The total questions given are fix, the client wont add any more question later on. So my question is, what will you do if you were me?

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  • Strategy/algorithm to divide fair teams based on history

    - by Vegar
    We are a group of people playing floorball together on a regular basis. Every session starts with the daunting task of dividing teams... So what would be better than an application to pick teams automatically? So, given a history of team-combinations and results, and a list of people showing up for this particular session, what would be a good strategy to find the optimal teams? By optimal, I mean teams as equal as possible. Any ideas? Edit: To make it clear, the date that I have to base the picking on, would be something like this: [{ team1: ["playerA", "playerB", "playerC"], team2: ["playerD", "playerE", "playerF"], goals_team1: 10, goals_team2: 8 }, { team1: ["playerD", "playerB", "playerC"], team2: ["playerA", "playerE", "playerG"], goals_team1: 2, goals_team2: 5 }, { team1: ["playerD", "playerB", "playerF"], team2: ["playerA", "playerE", "playerC"], goals_team1: 4, goals_team2: 2 }]

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  • Programming languages similar to ActionScript 3 / EcmaScript based

    - by Juanlu001
    I almost learned programming and OOP basic concepts with ActionScript 3 on the Flash Platform years ago. Some time has passed since then; I'm not a professional programmer, but I have written code in PHP, Fortran, and now Python. But, lately, I have missed ActionScript 3 OOP implementation, static typing and, I confess, curly braces. As Flash platform is slowly dying nowadays, I'm looking for an Open Sourced programming language similar to ActionScript 3. I've read about Java, which is the most similar one I found, but actually is the only one it doesn't interest me (I started to hate it after bad experiences with web applets). Any ideas? Edit: Added EcmaScript to the title and the tags; I think that is what I am looking for.

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