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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Should I go with Java or Python for my next project, after using PHP for 5 years? [closed]

    - by vim
    I have a full-time PHP job and I've been working with PHP for 5 years. I'm not willing to stay within this technology stack any more. I also worked with Java for 2 year before, so for me it looks more obvious to switch back to Java. However during last 5 years I was thinking about starting my own project, and now I think I have a very good SAAS idea. I'm completely confused what technology should I use for my project. I don't want to do it in PHP, and after reading many articles about rapid prototype development it seems to me that Django is the best option. I will continue to work full time for my current employer because I need to pay my bills and will work on my project in my free time. The concern I have is should I do my project in Java or Python? To be realistic there is always a risk when you are doing your own project/start-up. If I do it in Java in the worst case scenario I believe I will be able to find a full time Java position because I already have some experience in Java + recent experience in my project. With regards to Python it looks like it is not very popular in my area and salaries are much more lower then for Java. On the other hand I have a feeling that if I chose Java it will take me a way longer to finish my project. Guys I'm completely confused and I need your advice. P.S. I have moved to London 2 years ago from another country, local guys are very welcome to share their thoughts about London's job market.

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  • Following a set of points?

    - by user1010005
    Lets assume that i have a set of path that an entity should follow : const int Paths = 2 Vector2D<float> Path[Paths] = { Vector2D(100,0),Vector2D(100,50) }; Now i define my entity's position in a 2D vector as follows : Vector2D<float> FollowerPosition(0,0); And now i would like to move the "follower" to the path at index 1 : int PathPosition = 0; //Start with path 1 Currently i do this : Vector2D<float>& Target = Path[PathPosition]; bool Changed = false; if (FollowerPosition.X < Target.X) FollowerPosition.X += Vel,Changed = true; if (FollowerPosition.X > Target.X) FollowerPosition.X -= Vel,Changed = true; if (FollowerPosition.Y < Target.Y) FollowerPosition.Y += Vel;,Changed = true; if (FollowerPosition.Y > Target.Y) FollowerPosition.Y -= Vel,Changed = true; if (!Changed) { PathPosition = PathPosition + 1; if (PathPosition > Paths) PathPosition = 0; } Which works except for one little detail : The movement is not smooth!! ...So i would like to ask if anyone sees anything wrong with my code. Thanks and sorry for my english.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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  • I am looking to make a spaceship tilt as it corners but I cant get it to return

    - by bobthemac
    I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I have looked at implementing some kind of spring physics but I don't understand it. Here is my code so far if(myEngine->KeyHeld(Key_A)) { car->RotateY(carSteer * frameTime); if(carSteer >= -carMaxSteer) { carSteer -= carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_A)) { if(carSteer < 0) { carSteer = 0; } } if(myEngine->KeyHeld(Key_D)) { car->RotateY(carSteer * frameTime); if(carSteer <= carMaxSteer) { carSteer += carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_D)) { if(carSteer > 0) { carSteer = 0; } } All the functions I am calling are built into the engine and I did not write them. Any Help Would Be Appreciated Thanks.

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  • Create a rectangle struct to be rotated and have a .Intersects() function

    - by MintyAnt
    In my XNA program, I am trying to swing a sword. The sword starts at an angle of 180 degrees, then rotates (clockwise) to an angle of 90 degrees. The Rectangle struct that XNA provides, Rectangle mAttackBox = new Rectangle(int x, int y, int width, int height); However, this struct has two problems: Holds position and size in Integers, not Floats Cannot be rotated I was hoping someone could help me in either telling me that i'm wrong and the Rectangle can be used for both these methods, or can lead me down the right path for rotating a rectangle. I know how to create a Struct. I believe that I can make methods like classes. I can determine the 4 vertices of a 2D rectangle by calculating out the x,y of the other 3 given the length, width. I'm sure theres a Matrix class I can use to multiply each point against a Rotation matrix. But once i have my 4 vertices, I got two other problems: - How do I test other rectangles against it? How does .Intersects() work for the rectangle struct? - Is this even the fastest way to do it? I'd be constantly doing matrix multiplication, wouldnt that slow things down?

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  • How to load chunks of 2d map segments when player reaches a certain point?

    - by 2kan
    In my 2d platformer (made with Java and Slick2d), random maps are made by combining different segments together and displaying them one after the other. My problem is that I can't load too many segments or the game will run out of memory, so I want to load n number of segments at a time in chunks, then load the next chunk when the player comes near the end of one. I've attempted to do this for a couple of hours now, but I just can't get it to work at all. This is my chunk generation function where chunkLoad is the number of segments to load and BLOCK_WIDTH is the number of blocks/tiles each segment is across. Chunk1 and map are arrays of segments. Random r = new Random(); for(int i=0; i<chunkLoad; i++) { int id = r.nextInt(4)+2; chunk1[i] = new BlockMap("res/window/map"+id+".tmx", i*BLOCK_WIDTH); } map = chunk1; chunksLoaded++; The map is then drawn on the screen like this. tmap is a TiledMap object and each block/tile is 16 pixels wide for(int i=0; i<chunkLoad; i++) { map[i].tmap.render((i * BLOCK_WIDTH * 16) + (cameraX), 0); } I can successfully load new chunks, but I can't display them in the correct position, nor the hitboxes. Any suggestions? Thanks.

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  • Getting Error whileInitializing entities [closed]

    - by R76
    I am new'b as WPF Dev. I am developing Window application in WPF using mvvmlight framework. I have created database in Sqlserver compact 4.0. I have made a Ado.net Entity Data Model. When I trying to initialize the Entity object in service it throws the error like: Error 'The invocation of the constructor on type 'PointOfSale.ViewModels.ProductsViewModel' that matches the specified binding constraints threw an exception.' Line number '7' and line position '10'. stack Trace at System.Windows.Markup.XamlReader.RewrapException(Exception e, IXamlLineInfo lineInfo, Uri baseUri) at System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri) at System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri) at System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream) at System.Windows.Application.LoadComponent(Object component, Uri resourceLocator) at PointOfSale.MainWindow.InitializeComponent() in e:\VarniApplication\PointOfSale\PointOfSale\MainWindow.xaml:line 1 at PointOfSale.MainWindow..ctor() in E:\VarniApplication\PointOfSale\PointOfSale\MainWindow.xaml.cs:line 27 Inner Exception {"Unable to load the specified metadata resource."} My code: xyzEntities entites; public ctor() { entites = new xyzEntities(); //This line throws an error } I have installed sql server compact 4.0 from web installer 3.0. and added the sql server compact toolbox from the extension manager. Tell me if I am missing something to install or missing something to write code.

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • Looking for job advice [closed]

    - by EntryLevelJavaDeveloper
    I am a software developer for a government agency in DC, and I have recently completed one year of employment. I am generally dissatisfied with my experiences here. I do not want to gripe too much, but I do not spend a lot of time doing actual development on projects. I am asked to do everything under the sun: write requirements, review specs, test, attend random meetings, but actual coding makes up a small fraction of my time. The coding itself is fairly straightforward and simple so it feels like I am not growing from my experiences. I am not tasked with more challenging work, and I find the experiences are not rewarding. If I had a stronger resume/more work experience, I'd leave the position immediately but combined with the present economy, I am hesitant to leave. I have several questions: Does anybody have experiences like this? How did you make the most of it? I am currently doing some side projects, making simple webpages for people, but aside from that, and open source projects, what other things are out there? What are general benchmarks for a developer after one year of professional experience? What should I be expected to know/do? I am outsider (coming from a math/science background) so I do not know what exactly I should know/do. Is it possible to obtain a mentorship with a mid/senior developer to learn? If so, how can I go about making contacts in the DC area?

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  • Is there a website that scrapes job postings to determine the popularity of web technologies? [closed]

    - by dB'
    I'm often in a position where I need to choose between a number of web technologies. These technologies might be programming languages, or web application frameworks, or types of databases, or some other kind of toolkit used by programmers. More often than not, after some doing research, I end up with a list of contenders that are all equally viable. They're all powerful enough to solve my problem, they're all popular and well supported, and they're all equally familiar/unfamiliar to me. There's no obvious rationale by which to choose between them. Still, I need to pick one, so at this point I usually ask myself a hypothetical question: which one of these technologies, if I invest in learning it, would be most helpful to me in a job search? Where can I go on the internet to answer this question? Is there a website/service that scrapes the texts of worldwide job postings and would allow me to compare, say, the number of employers looking for expertise in technology x vs. technology y? (Where x and y are Rails vs. Djando, Java vs. Python, Brainfuck vs. LOLCode, etc.)

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • Developer with 4 years experience with Java/C++. How to move into web programming? [closed]

    - by JerryC
    Possible Duplicate: Tips for switching jobs and moving into web based programming? I graduated in 2006 with a computer science degree and got solid grades (3.5 overall 3.8 in my major) For the past 4.5 years I've been working as a Software Engineer doing primarily rich client development. Most of my experience is with Java, Swing and C++. I've done a lot of network programming and I have acquired some skill working & debugging in distributed environments. I would like to switch jobs and move into a role where I can get exposure to some new technologies and frameworks. I would like to move into a more web development role but I find my lack of web development experience is hurting me. 90% of the jobs I see advertised are looking for one of two skill sets: 1) Stereotypical server side Java web developer. Experience with Spring, Hibernate, J2EE, etc. 2) Stereotypical front end web developer. Experience with Javascript, jQuery, HTML5, GWT, CSS, etc I find most of these companies are looking really specifically for this experience and they are not willing to take on good programmers/ CS fundamental guys who lack experience with this stuff. I would love to get a job doing stuff like this, but have my skills become out of date and unmarketable? Any opinions on ways to sell myself to help get a new position?

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Java or Python? Career/Start-up advice needed [closed]

    - by vim
    I have a full-time PHP job and I've been working with PHP for 5 years. As you can guess after spending 5 years I'm not willing to stay within this technology stack any more. I also worked with Java for 2 year before, so for me it looks more obvious to switch back to Java. However during last 5 years I was thinking about starting my own project, and now I think I have a very good SAAS idea. I'm completely confused what technology should I use for my project. I don't want to do it in PHP, and after reading many articles about rapid prototype development it seems to me that Django/Ruby is the best option. I will continue to work full time for my current employer because I need to pay my bills and will work on my project in my free time. The concern I have is should I do my project in Java or Python? To be realistic there is always a risk when you are doing your own project/start-up. If I do it in Java in the worst case scenario I believe I will be able to find a full time Java position because I already have some experience in Java + recent experience in my project. With regards to Python it looks like it is not very popular in my area and salaries are much more lower then for Java. On the other hand I have a feeling that if I chose Java it will take me a way longer to finish my project. Guys I'm completely confused and I need your advice. P.S. I have moved to London 2 years ago from another country, local guys are very welcome to share their thoughts about London's job market.

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • Entry level engineer question regarding memory management

    - by Ealianis
    It has been a few months since I started my position as an entry level software developer. Now that I am past some learning curves (e.g. the language, jargon, syntax of VB and C#) I'm starting to focus on more esoteric topics, as to write better software. A simple question I presented to a fellow coworker was responded with "I'm focusing on the wrong things." While I respect this coworker I do disagree that this is a "wrong thing" to focus upon. Here was the code (in VB) and followed by the question. Note: The Function GenerateAlert() returns an integer. Dim alertID as Integer = GenerateAlert() _errorDictionary.Add(argErrorID, NewErrorInfo(Now(), alertID)) vs... _errorDictionary.Add(argErrorID, New ErrorInfo(Now(), GenerateAlert())) I originally wrote the latter and rewrote it with the "Dim alertID" so that someone else might find it easier to read. But here was my concern and question: Should one write this with the Dim AlertID, it would in fact take up more memory; finite but more, and should this method be called many times could it lead to an issue? How will .NET handle this object AlertID. Outside of .NET should one manually dispose of the object after use (near the end of the sub). I want to ensure I become a knowledgeable programmer that does not just rely upon garbage collection. Am I over thinking this? Am I focusing on the wrong things?

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  • How do I convert mouse co-ordinates in Slick2d java?

    - by Trycon
    I'm really new in Java and I really want to how do I convert the mouse clicks to co-ordinates in game. My game moves its images so that the camera could stay with the character. I follwed thenewboston tutorials. I have been modifying new codes for smoother gameplay. I have been searching the web for tutorials. This is one of the codes: PosGameX=MouseX+0; PosGameY=MouseY+0; I have not try this code but, I really think this would not work. The website I have visited, I think, is not good for coding. My gameplay is that when the mouse clicks on a position. It would try to get the co-ordinates(Mouse) and convert it to game co-ordinates. And I really want to know how do I make my mouse clicks to game co-ordinates? FOR MORE INFO: Searches: How Do I translate game co-ordinates? How Do I translate mouse to game co-ordinates? AND PLEASE! Do not give me algebra. I have really forgotten those.

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  • Location Change Salary Differences [closed]

    - by GameDev
    DISCLAIMER: I know that this might be a "regional" question but I'm also asking for help as far as what resources to use to determine my decision. I'm currently talking to a recruiter for a game developer in the SF Bay area. I work in a relatively low-cost area in the south. I really want to get into game development but my current career is general web development. I'm very interested in taking the job, but my concern is that the amount they're willing to pay might be a relative pay cut. Here are some factors: It's not an entry-level position, the title is Senior Software Engineer. I have 5+ years of experience. The calculators online tell me that I should be expecting around 2x my current pay rate(http://www.bestplaces.net/col/). My current pay is in the mid $60k/yr, so that's like 120-130k. The recruiter told me at my experience level I can expect about $90-100/yr, and that those cost of living calculators were way off. The benefits will definitely be better, it's much larger company (help with commuting, catered meals, etc). But is the recruiter trying to give me a snow job on the pay scale, or is that a reasonable change from a smallish town in the south to somewhere in the SF bay area? How can I find this out? Glassdoor and Payscale seem to say "senior software developers" in that area make around 110 in median salary, but Payscale says it's closer to $135k, that range seems pretty large.

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  • Moving from VB.NET to C#

    - by w0051977
    I have worked with the VB.NET programming language for the last five years. I want to move to C# as I believe skills are more valued plus it is more similar to other object oriented languages like Java. I was offered a job today working primarily with C#. I explained at the interview that I am a VB.NET Developer and I did the test in VB.NET (though they would of preferred C#). If I decide to accept the position then I will be starting at at the top end of the salary bracket (only very slightly more than I earn now). I will have to help more junior staff in the future who probably have more experience using C# than I do (1-2 years). I used Java and C++ at university. I want to move towards C# in the future as I believe C# skills are more valued based on job advertisements I have seen recently. Has anyone else done this and did it work? i.e. move to a new organisation as a C# Developer at quite a senior level with experience primarily using VB.NET.

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  • Random greyed unresponsive screen on netbook

    - by user643722
    I love my Asus Eee PC 1000 Ubuntu 12.04 netbook, but I have a little problem. As I use it, the screen will randomly turn grey and become unresponsive. I can then only wait, until perhaps 10-60 secs. later, when I can interact again. Only the bar at the top of my screen retains its colour throughout. I thought it might be Firefox, as I have a lot of tabs open. I installed Chromium, used it instead, and the problem remained. A while back I upgraded from 1 to 2 Gb RAM. So, I thought recently, maybe I should increase the swap-space. I have 738Mb of 7.2Gb free on root; and 2Gb of 28Gb free on my home drive. I bought a 32 Gb SD Card and assigned 4Gb to swap space. cat /proc/swaps reports that the partition is being used. Alas the problem remains. Does anyone know what's wrong with my machine? The SD Card has changed my machine somewhat, but the greying still happens. I ran free -m shortly after another episode, and received: total used free shared buffers cached Mem: 2004 1731 272 0 370 769 -/+ buffers/cache: 591 1412 Swap: 4073 0 4073 Update: Using 'top', I can see that compiz uses about 43% of the CPU (#1 position) when the greying occurs. After the greying, compiz drops back down to its usual 8% of CPU.

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