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  • Odd Android touch event problem

    - by user22241
    Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN along with my ACTION_MOVE code. So I'm simply working with ACTION_UP and ACTION_DOWN now and still get the problem. The problem I have a left and right button on the left of the screen and a jump button on the right. Everything works as it should but if I touch a large area of my hand (the fleshy part at the base of the thumb for instance) onto the screen, then release it and then press one of my arrows, the sprite moves in that direction for a few seconds, and then ACTION_UP is mysteriously triggered. The sprite stops and then if I release my finger and re-apply it to an arrow, the same thing happens. This goes on and on and eventually (randomly??) stops and everything work OK again. Test device & OS Google Nexus 10 Tablet running Jellybean 4.2.2 Code //Action upon which to switch actionMask = event.getActionMasked(); //Pointer Index of the currently touching pointer pointerIndex = event.getActionIndex(); //Number of pointers (for multi-touch) pointerCount = event.getPointerCount(); //ID of the pointer currently being processed (Multitouch) pointerID = event.getPointerId(pointerIndex); switch (actionMask){ //Primary pointer down case MotionEvent.ACTION_DOWN: { //if pressing left button then set moving left if (isLeftPressed(event.getX(), event.getY())){ renderer.setSpriteLeft(); } //if pressing right button then set moving right else if (isRightPressed(event.getX(), event.getY())){ renderer.setSpriteRight(); } //if pressing jump button then set sprite jumping else if (isJumpPressed(event.getX(),event.getY())){ renderer.setSpriteState('j', true); } break; }//End of case //Primary pointer up case MotionEvent.ACTION_UP:{ //When finger leaves the screen, stop sprite's horizontal movement renderer.setSpriteStopped(); break; }

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  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

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  • Why is Samba Access from Windows So Slow?

    - by swalker2001
    I have set up a file server using Ubuntu 12.04 Server. The purpose is to serve several network drives to Windows users that have heretofore been served by numerous NAS drives. I have Samba set up with one share defined so far. I can connect to it fine from my test Windows 7 and Windows XP machines. When I do a directory listing on the share from Windows, it can take up to two minutes to get all the files listed--would have taken about 1.5 seconds when I was using the Buffalo NAS. Sometimes it times out with no response at all. I have used the default smb.conf and simply added the following for the share I have set up so far: [engineering] comment = Ubuntu File Server Share path = /networkdriveshares/engineering browsable = yes guest ok = yes read only = no create mask = 0755 I have tried changing the workgroup setting to the Active Domain name our Windows computer use but didn't notice any difference. The only other change I made to the default smb.conf was adding in the recommended socket settings: SO_RCVBUF=8192 SO_SNDBUF=8192 socket options = TCP_NODELAY Lots of information about slow Samba shares online but I have tried all of the solutions I have found and none have made a lick of difference. If there is no solution, is there a better way to set up a file server to be used by Windows clients?

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  • How can create the smallest possible mirror of the archive?

    - by Registered User
    I need to create an http url at my laptop to have a Ubuntu installation begin within my laptop on a Xen environment. This is how the final thing will look like. The host and client are both going to be my laptop, I Googled and came across apt-mirror and some other packages. I do not want to archive entire 15 GB Ubuntu repositories on my machine. It is not possible to use a CD,ISO,loop mounted disk (reason mentioned below). I have tried using netboot image on local machine which failed because if you are attempting to create a virtual machine on a hardware which does not support VT virt-manager installer necessarily needs a URL of this sort http://archive.ubuntu.com/ubuntu/dists/hardy/main/installer-i386/current/images/netboot/ Any other option to create guest OS is simply grayed out. The unfortunate part is my Ethernet connections do not work when I boot with Xen-4.0 and a pv-ops Dom0 kernel from Jeremy's tree. Which is where I have to do this work. So I have to create a URL structure which is similar to Ubuntu mirrors. So how can I do this in bare minimum so that at least the console boots and once the console comes I can do some work.

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • How to fix boot and mount failed drops to initramfs prompt in Ubuntu 12.04?

    - by msPeachy
    Ubuntu partition does not boot. This started after a power interruption during system boot. The next time I boot, I encountered the following error message: mount: mounting /dev/disk/by-uuid/3f7f5cd9d-6ea3-4da7-b5ec-**** on /root failed: Invalid argument mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /dev on /root/dev failed: No such file or directory mount: mounting /sys on /root/sys failed: No such file or directory mount: mounting /proc on /root/proc failed: No such file or directory Target file system doesn't have /sbin/init. No init found. Try passing init= bootarg. Busybox v1.18.5 (Ubuntu 1:1.18.5-1ubuntu4) built-in shell (ash) Enter 'help' for a list of built-in commands. (initramfs) _ I've searched for similar posts here and most of the recommended solution is to reboot to the Ubuntu LiveCD. That's another problem because I cannot boot to a LIVEUSB, this is the error message I get when booting to a LiveUSB: Busybox v1.18.5 (Ubuntu 1:1.18.5-1ubuntu4) built-in shell (ash) Enter 'help' for a list of built-in commands. (initramfs) mount: mounting /dev/sda2 on /isodevice failed: Invalid argument Could not find the ISO /ubuntu-12.04-desktop-i386.iso. This could also happen if the file system is not clean because of an operating system crash, an interrupted boot process, an improper shutdown, or unplugging of a removable device without first unmounting or ejecting it. To fix this, simply reboot into Windows, let it fully start, log in, run 'chkdsk /r', then gracefully shut down and reboot back into Windows. After this you should be able to reboot again and resume the installation. I cannot boot into Windows because I don't have a Windows partition. Do I have to install Windows to fix this problem? Is there a way to fix this in the (initramfs) prompt? Please help. Thank you!

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  • Z Order in 2D with orthographic projection and texture atlas

    - by Carbon Crystal
    I am working with a 2D game in OpenGL ES and have a question about z-order together with a texture atlas. I am using an orthographic projection because I want pixel-perfect rendering of 2D sprites, however from what I can determine the draw order is really the only thing that will determine which textures (sprites) appear above or below their neighbors. That is, the "z-index" is a function of the order in which the textures are drawn as opposed to the z coordinate on the vertex array being drawn. So.. I have a texture atlas to save binding multiple textures for each draw call but this immediately creates a problem if there is more than one atlas in play. If I need to draw textures from more than one atlas (typically the case if I have too many sprites to fit in a single atlas of a reasonable size), then I can't maintain a "draw order" across atlases unless I want to bind/unbind the atlas textures more than once.. which kinda defeats the purpose. Does anyone have any clues as to what the best approach is here? Currently I'm running under an assumption that I will have to declare different fixed "depths" (e.g foreground, background etc) in my 2D scene and assume that the z-order for sprites at a given depth is the same. Then I can have as many atlases as I need at each depth and simply draw the depths in order (along with their associated atlases) I'd love to hear what other people are doing.

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  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • Requiring multithreading/concurrency for implementation of scripting language

    - by Ricky Stewart
    Here's the deal: I'm looking at designing my own scripting/interpreted language for fun. I'm only in the planning stages right now; I want to make sure I have a very strong hold on exactly how I will implement everything before I start coding. What I'm currently struggling with is concurrency. It seems to me like an easy way to avoid the unpredictable performance that comes with garbage collection would be to put the garbage collector in its own thread, and have it run concurrently with the interpreter itself. (To be clear, I don't plan to allow the scripts to be multithreaded themselves; I would simply put a garbage collector to work in a different thread than the interpreter.) This doesn't seem to be a common strategy for many popular scripting languages, probably for portability reasons; I would probably write the interpreter in the UNIX/POSIX threading framework initially and then port it to other platforms (Windows, etc.) if need be. Does anyone have any thoughts in this issue? Would whatever gains I receive by exploiting concurrency be nullified by the portability issues that will inevitably arise? (On that note, am I really correct in my assumption that I would experience great performance gains with a concurrent garbage collector?) Should I move forward with this strategy or step away from it?

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  • Parallel Classloading Revisited: Fully Concurrent Loading

    - by davidholmes
    Java 7 introduced support for parallel classloading. A description of that project and its goals can be found here: http://openjdk.java.net/groups/core-libs/ClassLoaderProposal.html The solution for parallel classloading was to add to each class loader a ConcurrentHashMap, referenced through a new field, parallelLockMap. This contains a mapping from class names to Objects to use as a classloading lock for that class name. This was then used in the following way: protected Class loadClass(String name, boolean resolve) throws ClassNotFoundException { synchronized (getClassLoadingLock(name)) { // First, check if the class has already been loaded Class c = findLoadedClass(name); if (c == null) { long t0 = System.nanoTime(); try { if (parent != null) { c = parent.loadClass(name, false); } else { c = findBootstrapClassOrNull(name); } } catch (ClassNotFoundException e) { // ClassNotFoundException thrown if class not found // from the non-null parent class loader } if (c == null) { // If still not found, then invoke findClass in order // to find the class. long t1 = System.nanoTime(); c = findClass(name); // this is the defining class loader; record the stats sun.misc.PerfCounter.getParentDelegationTime().addTime(t1 - t0); sun.misc.PerfCounter.getFindClassTime().addElapsedTimeFrom(t1); sun.misc.PerfCounter.getFindClasses().increment(); } } if (resolve) { resolveClass(c); } return c; } } Where getClassLoadingLock simply does: protected Object getClassLoadingLock(String className) { Object lock = this; if (parallelLockMap != null) { Object newLock = new Object(); lock = parallelLockMap.putIfAbsent(className, newLock); if (lock == null) { lock = newLock; } } return lock; } This approach is very inefficient in terms of the space used per map and the number of maps. First, there is a map per-classloader. As per the code above under normal delegation the current classloader creates and acquires a lock for the given class, checks if it is already loaded, then asks its parent to load it; the parent in turn creates another lock in its own map, checks if the class is already loaded and then delegates to its parent and so on till the boot loader is invoked for which there is no map and no lock. So even in the simplest of applications, you will have two maps (in the system and extensions loaders) for every class that has to be loaded transitively from the application's main class. If you knew before hand which loader would actually load the class the locking would only need to be performed in that loader. As it stands the locking is completely unnecessary for all classes loaded by the boot loader. Secondly, once loading has completed and findClass will return the class, the lock and the map entry is completely unnecessary. But as it stands, the lock objects and their associated entries are never removed from the map. It is worth understanding exactly what the locking is intended to achieve, as this will help us understand potential remedies to the above inefficiencies. Given this is the support for parallel classloading, the class loader itself is unlikely to need to guard against concurrent load attempts - and if that were not the case it is likely that the classloader would need a different means to protect itself rather than a lock per class. Ultimately when a class file is located and the class has to be loaded, defineClass is called which calls into the VM - the VM does not require any locking at the Java level and uses its own mutexes for guarding its internal data structures (such as the system dictionary). The classloader locking is primarily needed to address the following situation: if two threads attempt to load the same class, one will initiate the request through the appropriate loader and eventually cause defineClass to be invoked. Meanwhile the second attempt will block trying to acquire the lock. Once the class is loaded the first thread will release the lock, allowing the second to acquire it. The second thread then sees that the class has now been loaded and will return that class. Neither thread can tell which did the loading and they both continue successfully. Consider if no lock was acquired in the classloader. Both threads will eventually locate the file for the class, read in the bytecodes and call defineClass to actually load the class. In this case the first to call defineClass will succeed, while the second will encounter an exception due to an attempted redefinition of an existing class. It is solely for this error condition that the lock has to be used. (Note that parallel capable classloaders should not need to be doing old deadlock-avoidance tricks like doing a wait() on the lock object\!). There are a number of obvious things we can try to solve this problem and they basically take three forms: Remove the need for locking. This might be achieved by having a new version of defineClass which acts like defineClassIfNotPresent - simply returning an existing Class rather than triggering an exception. Increase the coarseness of locking to reduce the number of lock objects and/or maps. For example, using a single shared lockMap instead of a per-loader lockMap. Reduce the lifetime of lock objects so that entries are removed from the map when no longer needed (eg remove after loading, use weak references to the lock objects and cleanup the map periodically). There are pros and cons to each of these approaches. Unfortunately a significant "con" is that the API introduced in Java 7 to support parallel classloading has essentially mandated that these locks do in fact exist, and they are accessible to the application code (indirectly through the classloader if it exposes them - which a custom loader might do - and regardless they are accessible to custom classloaders). So while we can reason that we could do parallel classloading with no locking, we can not implement this without breaking the specification for parallel classloading that was put in place for Java 7. Similarly we might reason that we can remove a mapping (and the lock object) because the class is already loaded, but this would again violate the specification because it can be reasoned that the following assertion should hold true: Object lock1 = loader.getClassLoadingLock(name); loader.loadClass(name); Object lock2 = loader.getClassLoadingLock(name); assert lock1 == lock2; Without modifying the specification, or at least doing some creative wordsmithing on it, options 1 and 3 are precluded. Even then there are caveats, for example if findLoadedClass is not atomic with respect to defineClass, then you can have concurrent calls to findLoadedClass from different threads and that could be expensive (this is also an argument against moving findLoadedClass outside the locked region - it may speed up the common case where the class is already loaded, but the cost of re-executing after acquiring the lock could be prohibitive. Even option 2 might need some wordsmithing on the specification because the specification for getClassLoadingLock states "returns a dedicated object associated with the specified class name". The question is, what does "dedicated" mean here? Does it mean unique in the sense that the returned object is only associated with the given class in the current loader? Or can the object actually guard loading of multiple classes, possibly across different class loaders? So it seems that changing the specification will be inevitable if we wish to do something here. In which case lets go for something that more cleanly defines what we want to be doing: fully concurrent class-loading. Note: defineClassIfNotPresent is already implemented in the VM as find_or_define_class. It is only used if the AllowParallelDefineClass flag is set. This gives us an easy hook into existing VM mechanics. Proposal: Fully Concurrent ClassLoaders The proposal is that we expand on the notion of a parallel capable class loader and define a "fully concurrent parallel capable class loader" or fully concurrent loader, for short. A fully concurrent loader uses no synchronization in loadClass and the VM uses the "parallel define class" mechanism. For a fully concurrent loader getClassLoadingLock() can return null (or perhaps not - it doesn't matter as we won't use the result anyway). At present we have not made any changes to this method. All the parallel capable JDK classloaders become fully concurrent loaders. This doesn't require any code re-design as none of the mechanisms implemented rely on the per-name locking provided by the parallelLockMap. This seems to give us a path to remove all locking at the Java level during classloading, while retaining full compatibility with Java 7 parallel capable loaders. Fully concurrent loaders will still encounter the performance penalty associated with concurrent attempts to find and prepare a class's bytecode for definition by the VM. What this penalty is depends on the number of concurrent load attempts possible (a function of the number of threads and the application logic, and dependent on the number of processors), and the costs associated with finding and preparing the bytecodes. This obviously has to be measured across a range of applications. Preliminary webrevs: http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.hotspot/ http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.jdk/ Please direct all comments to the mailing list [email protected].

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  • Where&rsquo;s my start button?

    - by Dennis Vroegop
    I have to be honest here for a moment. The one thing people most complain about when they talk about Windows 8 is that they miss the Start Button. You know, that dreaded thing that everybody hated when it was introduced… I usually don’t go into these kinds of discussions unless I am personally involved but this one I cannot let go. Why are people doing this? Windows 8 is a great OS. They have changed, updated and perfected so many things so there is enough to talk or write about. Yet, all articles or discussions come down to “Where’s my start button?” In order to save myself from having to explain this every single time I wrote this post and from now on I will simply refer to this blog when I get asked that question. Here it is. Your start menu is there. It’s right in front of your nose. It’s two dimensional, it’s got huge buttons (although they are more than just buttons, they’re alive and therefore called Live Tiles). Just go through those tiles and click what ever you want to start up. Don’t want to look for an item? Just start typing. Really it is that simple. When you are on the start screen just start typing (part of) the name of the program you want and you’ll find it.  As you see in the attached example I started typing “word” and it found Word, Wordfeud, Wordament etc. If you want to find something else besides a program (say you want to change the region you’re in) just click on Settings (it will already show you how many hits there are in that section). People, my request is: dive into something before you complain about it. Look around. This feature is so much easier to use than the old stuff. But you have to know about it. So. I won’t get into this discussion anymore.

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  • Goal Tracking data seems to be inaccurate?

    - by Khuram Malik
    I setup some Goal Tracking about one week ago. I had multiple goals in one set. The goal itself was the "send" button being pressed on the callback form (i did that by pushing a pageview to Google Analytics everytime the send button is pressed) For each goal, i listed the first step as a required step. So for example, the ILR Page was step 1 and set as required and the goal was "/CallbackFormFilled" Looking at the stats a week later i'm getting some very inflated numbers especially when comparing them to my manually filled excel spreadsheet and i'm struggling to understand the cause of this behaviour. I'm unable to attach screenshots unfortunately since my StackExchange account for this site is brand new My own thoughts My own thoughts were that maybe its because i have setup multiple goals with the same end goal URL, but i thought that was a valid setup since i want to track multiple routes so to speak(?) I've disabled all other goals for now to confirm this, but im waiting for stats to come in as i write this. I also wonder if the contact form im using in Wordpress is causing a problem, but i've simply added one javascript line on the send button that pushes a pageview so not sure if that should cause an issue. Here is a link to setting up analytics on this contact form plugin in wordpress for reference: (see javascript action hook section) - http://ideasilo.wordpress.com/2009/05/31/contact-form-7-1-10/

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  • Software licensing and code generation

    - by Nicol Bolas
    I'm developing a tool that generates code from some various data. The tool itself will be licensed with the MIT license, which strikes a good balance for me in terms of allowing the freedom to use and modify it, while still holding the copyright. OK, but what is the legal status of the code generated by the tool? Who holds the copyright for code generated by a tool? Do I need to give users of the tool a license for the generated code, or do they already have that by virtue of it being generated by them? What is different about this code generation system (which may be relevant) is that the source information about the code generation is provided by the system itself. The user doesn't feed source data in; the source data is bundled along with it. They simply have the means to transform it in various ways (filtering out parts of the data they don't want, etc). Obviously they could edit the bundled data. Does that affect anything about this?

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  • Transfer page from internal to external

    - by Theo Gulland
    Afternoon all! Currently I have a website with a list of audio products (essentially a search engine for audio deals). http://www.soundplaza.co.uk Once you go to the details page, you can then press the 'view deal' button to go to providers site e.g. = http://www.soundplaza.co.uk/all-deals/113/bookshelf-speakers/acoustic-energy-1 This jump between two sites is a bit harsh and I would like to show a transition page, to simply ease them into another site and not scare them off. Within this tradition page I will have a simple loading gif and some graphics showing that your transferring. QUESTION: What is the best way to send the details (link, product name etc) to this transfer page, to then wait 5 seconds, to then move on to the desired link... this can in NO WAY damage my SEO, if anything rel="nofollow" would be great if possible. Currently I have seen that you can submit form to the transition page, then you can use php sleep and then php header to transfer... however I am not sure if php header will transfer SEO value tot he provider? Any opinions would be great! Thanks

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Small change in MVVM Light Toolkit templates for Blend 4 RC

    - by Laurent Bugnion
    Ah, the joy of new releases… You will find that the MVVM Light Toolkit works fine with Visual Studio 2010 RTM and Blend 4 RC except for a few adjustments: Blend templates The path to the Expression Blend 4 project templates changed. If you start Expression Blend 4 RC now, you will likely not see the MVVM Light templates in the New Project dialog.   New Project dialog with MVVM Light To restore the templates, follow the steps: Open Windows Explorer Navigate to C:\Users\[username]\Documents\Expression (or simply type My Documents in Windows Explorer and then open the Expression folder). Change the name of the “Blend 4 beta” folder into “Blend 4”. That’s it, you should now see the templates in the New Project dialog in Blend 4. Note that since the new name is “Blend 4”, I hope that I won’t need to do the same exercise when Blend 4 RTM is released! Windows Phone 7 templates Since the Windows Phone 7 tools are not ready yet for Visual Studio 2010 RTM and Blend 4 RC, the templates in the Silverlight for Windows Phone folders will not work. You will get an error if you try to create a new such project in the newly released environment. I hesitated to remove these templates from the current packages, but honestly that is a lot of trouble for a very short time before the tools for Windows Phone 7 are released (note: I don’t have any information as to when these tools will be released). In the mean time, just don’t create a WinPhone7 application. Reminder: If you want to write code for Windows Phone 7, you need to keep the Visual Studio 2010 RC as well as Expression Blend 4 beta. Updated package I uploaded an update to the Blend 4 templates. It is available like before on the “Install manually” page and on the Codeplex page.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Which approach would lead to an API that is easier to use?

    - by Clem
    I'm writing a JavaScript API and for a particular case, I'm wondering which approach is the sexiest. Let's take an example: writing a VideoPlayer, I add a getCurrentTime method which gives the elapsed time since the start. The first approach simply declares getCurrentTime as follows: getCurrentTime():number where number is the native number type. This approach includes a CURRENT_TIME_CHANGED event so that API users can add callbacks to be aware of time changes. Listening to this event would look like the following: myVideoPlayer.addEventListener(CURRENT_TIME_CHANGED, function(evt){ console.log ("current time = "+evt.getDispatcher().getCurrentTime()); }); The second approach declares getCurrentTime differently: getCurrentTime():CustomNumber where CustomNumber is a custom number object, not the native one. This custom object dispatches a VALUE_CHANGED event when its value changes, so there is no need for the CURRENT_TIME_CHANGED event! Just listen to the returned object for value changes! Listening to this event would look like the following: myVideoPlayer.getCurrentTime().addEventListener(VALUE_CHANGED, function(evt){ console.log ("current time = "+evt.getDispatcher().valueOf()); }); Note that CustomNumber has a valueOf method which returns a native number that lets the returned CustomNumber object being used as a number, so: var result = myVideoPlayer.getCurrentTime()+5; will work! So in the first approach, we listen to an object for a change in its property's value. In the second one we directly listen to the property for a change on its value. There are multiple pros and cons for each approach, I just want to know which one the developers would prefer to use!

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  • Can inbound links through template-based layouts result in penalties?

    - by Liam Sorsby
    So obviously link building is encouraged as long as it is natural, organic and has meaningful links with content relevant to your site. Obviously with the constant release of new updates to algorithms, Google is flagging sites for unnatural links to their sites. My Question is: Can this be caused by templating systems? With WordPress for example, where you can add a link on the footer and it is repeated throughout the entire website generating thousands of links? If we don't add any links, Good Content will be re-posted and linked to, surely if your content is constantly linked to this will flag your site for "unnatural" content as it's difficult to see if someone has been paid to write an article on your content. Or does Google just simply want us to audit some of the links to show we are making an effort? As you can tell we have had a Manual action for: Unnatural links to your site—impacts links. However, this seems to impact our website as well. Edit: To clarify the question: Can you get penalised for paying for advertising on a site that uses a templated sidebar. So when they create a new blog/page ect your link is also added onto the page hence resulting in 1000's of links to one page on our site. I know that one effect maybe a 0 pagerank web page linking to your page dilutes the PR of our page. However the links are only inbound not reciprocal

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • Lessons From OpenId, Cardspace and Facebook Connect

    - by mark.wilcox
    (c) denise carbonell I think Johannes Ernst summarized pretty well what happened in a broad sense in regards to OpenId, Cardspace and Facebook Connect. However, I'm more interested in the lessons we can take away from this. First  - "Apple Lesson" - If user-centric identity is going to happen it's going to require not only technology but also a strong marketing campaign. I'm calling this the "Apple Lesson" because it's very similar to how Apple iPad saw success vs the tablet market. The iPad is not only a very good technology product but it was backed by a very good marketing plan. I know most people do not want to think about marketing here - but the fact is that nobody could really articulate why user-centric identity mattered in a way that the average person cared about. Second - "Facebook Lesson" - Facebook Connect solves a number of interesting problems that is easy for both consumer and service providers. For a consumer it's simple to log-in without any redirects. And while Facebook isn't perfect on privacy - no other major consumer-focused service on the Internet provides as much control about sharing identity information. From a developer perspective it is very easy to implement the SSO and fetch other identity information (if the user has given permission). This could only happen because a major company just decided to make a singular focus to make it happen. Third - "Developers Lesson" -  Facebook Social Graph API is by far the simplest API for accessing identity information which also is another reason why you're seeing such rapid growth in Facebook enabled Websites. By using a combination of URL and Javascript - the power a single HTML page now gives a developer writing Web applications is simply amazing. For example It doesn't get much simpler than this "http://api.facebook.com/mewilcox" for accessing identity. And while I can't yet share too much publicly about the specifics - the social graph API had a profound impact on me in designing our next generation APIs.  Posted via email from Virtual Identity Dialogue

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  • Matching the superclass's constructor's parameter list, is treating a null default value as a non-null value within a constructor a violation of LSP?

    - by Panzercrisis
    I kind of ran into this when messing around with FlashPunk, and I'm going to use it as an example. Essentially the main sprite class is pretty much class Entity. Entity's constructor has four parameters, each with a default value. One of them is graphic, whose default value is null. Entity is designed to be inherited from, with many such subclasses providing their own graphic within their own internal workings. Normally these subclasses would not have graphic in their constructor's parameter lists, but would simply pick something internally and go with it. However I was looking into possibly still adhering to the Liskov Substitution Principal. Which led me to the following example: package com.blank.graphics { import net.flashpunk.*; import net.flashpunk.graphics.Image; public class SpaceGraphic extends Entity { [Embed(source = "../../../../../../assets/spaces/blank.png")] private const BLANK_SPACE:Class; public function SpaceGraphic(x:Number = 0, y:Number = 0, graphic:Graphic = null, mask:Mask = null) { super(x, y, graphic, mask); if (!graphic) { this.graphic = new Image(BLANK_SPACE); } } } } Alright, so now there's a parameter list in the constructor that perfectly matches the one in the super class's constructor. But if the default value for graphic is used, it'll exhibit two different behaviors, depending on whether you're using the subclass or the superclass. In the superclass, there won't be a graphic, but in the subclass, it'll choose the default graphic. Is this a violation of the Liskov Substitution Principal? Does the fact that subclasses are almost intended to use different parameter lists have any bearing on this? Would minimizing the parameter list violate it in a case like this? Thanks.

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  • Will a polled event system cause lag for a server?

    - by Milo
    I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } It waits up to 1000 milliseconds for an event. If I'm hosting say 75 event driven card games and a lobby on the same thread as this code, will it cause any problems. If my understanding is correct, the process will simply sleep until there is an event, when there is one, it will process the event then come back here where potentially 5 or so events have queued up since so enet_host_services would return right away and not cause lag. I have been advised not to use multiple threads, will that be alright like this? Thanks

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  • There is no two finger scroll option in my "Mouse and Touchpad" settings

    - by Ian
    I simply do not have the option for "two-finger scrolling" available in my "Mouse and Touchpad" settings. I have tried a lot of terminal commands that I have found in the forums with no success. Who has a solution that will enable two-finger scrolling? A little about me: Ubuntu 12.04.1 LTS \n \l Built-in Pointing Device Type: Mouse Interface: PS/2 Buttons: 2 ~$ xinput list ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? PS/2 Synaptics TouchPad id=15 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Video Bus id=7 [slave keyboard (3)] ? Power Button id=8 [slave keyboard (3)] ? Sleep Button id=9 [slave keyboard (3)] ? WebCam SC-13HDL10931N id=10 [slave keyboard (3)] ? AT Translated Set 2 keyboard id=14 [slave keyboard (3)] Screenshot of system settings:

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  • Sorting a Grid of Data in ASP.NET MVC

    Last week's article, Displaying a Grid of Data in ASP.NET MVC, showed, step-by-step, how to display a grid of data in an ASP.NET MVC application. Last week's article started with creating a new ASP.NET MVC application in Visual Studio, then added the Northwind database to the project and showed how to use Microsoft's Linq-to-SQL tool to access data from the database. The article then looked at creating a Controller and View for displaying a list of product information (the Model). This article builds on the demo application created in Displaying a Grid of Data in ASP.NET MVC, enhancing the grid to include bi-directional sorting. If you come from an ASP.NET WebForms background, you know that the GridView control makes implementing sorting as easy as ticking a checkbox. Unfortunately, implementing sorting in ASP.NET MVC involves a bit more work than simply checking a checkbox, but the quantity of work isn't significantly greater and with ASP.NET MVC we have more control over the grid and sorting interface's layout and markup, as well as the mechanism through which sorting is implemented. With the GridView control, sorting is handled through form postbacks with the sorting parameters - what column to sort by and whether to sort in ascending or descending order - being submitted as hidden form fields. In this article we'll use querystring parameters to indicate the sorting parameters, which means a particular sort order can be indexed by search engines, bookmarked, emailed to a colleague, and so on - things that are not possible with the GridView's built-in sorting capabilities. Like with its predecessor, this article offers step-by-step instructions and includes a complete, working demo available for download at the end of the article. Read on to learn more! Read More >

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