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  • Take care to unhook Anonymous Delegates

    - by David Vallens
    Anonymous delegates are great, they elimiante the need for lots of small classes that just pass values around, however care needs to be taken when using them, as they are not automatically unhooked when the function you created them in returns. In fact after it returns there is no way to unhook them. Consider the following code.   using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Diagnostics; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { SimpleEventSource t = new SimpleEventSource(); t.FireEvent(); FunctionWithAnonymousDelegate(t); t.FireEvent(); } private static void FunctionWithAnonymousDelegate(SimpleEventSource t) { t.MyEvent += delegate(object sender, EventArgs args) { Debug.WriteLine("Anonymous delegate called"); }; t.FireEvent(); } } public class SimpleEventSource { public event EventHandler MyEvent; public void FireEvent() { if (MyEvent == null) { Debug.WriteLine("Attempting to fire event - but no ones listening"); } else { Debug.WriteLine("Firing event"); MyEvent(this, EventArgs.Empty); } } } } If you expected the anonymous delegates do die with the function that created it then you would expect the output Attempting to fire event - but no ones listeningFiring eventAnonymous delegate calledAttempting to fire event - but no ones listening However what you actually get is Attempting to fire event - but no ones listeningFiring eventAnonymous delegate calledFiring eventAnonymous delegate called In my example the issue is just slowing things down, but if your delegate modifies objects, then you could end up with dificult to diagnose bugs. A solution to this problem is to unhook the delegate within the function var myDelegate = delegate(){Console.WriteLine("I did it!");}; MyEvent += myDelegate; // .... later MyEvent -= myDelegate;

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  • How to get distinct values from the List&lt;T&gt; with LINQ

    - by Vincent Maverick Durano
    Recently I was working with data from a generic List<T> and one of my objectives is to get the distinct values that is found in the List. Consider that we have this simple class that holds the following properties: public class Product { public string Make { get; set; } public string Model { get; set; } }   Now in the page code behind we will create a list of product by doing the following: private List<Product> GetProducts() { List<Product> products = new List<Product>(); Product p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy S 1"; products.Add(p); p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy S 2"; products.Add(p); p = new Product(); p.Make = "Samsung"; p.Model = "Galaxy Note"; products.Add(p); p = new Product(); p.Make = "Apple"; p.Model = "iPhone 4"; products.Add(p); p = new Product(); p.Make = "Apple"; p.Model = "iPhone 4s"; products.Add(p); p = new Product(); p.Make = "HTC"; p.Model = "Sensation"; products.Add(p); p = new Product(); p.Make = "HTC"; p.Model = "Desire"; products.Add(p); p = new Product(); p.Make = "Nokia"; p.Model = "Some Model"; products.Add(p); p = new Product(); p.Make = "Nokia"; p.Model = "Some Model"; products.Add(p); p = new Product(); p.Make = "Sony Ericsson"; p.Model = "800i"; products.Add(p); p = new Product(); p.Make = "Sony Ericsson"; p.Model = "800i"; products.Add(p); return products; }   And then let’s bind the products to the GridView. protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { Gridview1.DataSource = GetProducts(); Gridview1.DataBind(); } }   Running the code will display something like this in the page: Now what I want is to get the distinct row values from the list. So what I did is to use the LINQ Distinct operator and unfortunately it doesn't work. In order for it work is you must use the overload method of the Distinct operator for you to get the desired results. So I’ve added this IEqualityComparer<T> class to compare values: class ProductComparer : IEqualityComparer<Product> { public bool Equals(Product x, Product y) { if (Object.ReferenceEquals(x, y)) return true; if (Object.ReferenceEquals(x, null) || Object.ReferenceEquals(y, null)) return false; return x.Make == y.Make && x.Model == y.Model; } public int GetHashCode(Product product) { if (Object.ReferenceEquals(product, null)) return 0; int hashProductName = product.Make == null ? 0 : product.Make.GetHashCode(); int hashProductCode = product.Model.GetHashCode(); return hashProductName ^ hashProductCode; } }   After that you can then bind the GridView like this: protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { Gridview1.DataSource = GetProducts().Distinct(new ProductComparer()); Gridview1.DataBind(); } }   Running the page will give you the desired output below: As you notice, it now eliminates the duplicate rows in the GridView. Now what if we only want to get the distinct values for a certain field. For example I want to get the distinct “Make” values such as Samsung, Apple, HTC, Nokia and Sony Ericsson and populate them to a DropDownList control for filtering purposes. I was hoping the the Distinct operator has an overload that can compare values based on the property value like (GetProducts().Distinct(o => o.PropertyToCompare). But unfortunately it doesn’t provide that overload so what I did as a workaround is to use the GroupBy,Select and First LINQ query operators to achieve what I want. Here’s the code to get the distinct values of a certain field. protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) { DropDownList1.DataSource = GetProducts().GroupBy(o => o.Make).Select(o => o.First()); DropDownList1.DataTextField = "Make"; DropDownList1.DataValueField = "Model"; DropDownList1.DataBind(); } } Running the code will display the following output below:   That’s it! I hope someone find this post useful!

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  • Why do I get this Debug Assertion Failed? Expression: list iterator not dereferenceable [migrated]

    - by Karel
    I'm trying this example in the (translated to dutch) book of Bjarne Stroustrup (C++): #include <vector> #include <list> #include "complex.h" complex ac[200]; std::vector<complex> vc; std::list<complex> l; template<class In, class Out> void Copy(In from, In too_far, Out to) { while(from != too_far) { *to = *from; ++to; ++from; } } void g(std::vector<complex>& vc , std::list<complex>& lc) { Copy(&ac[0], &ac[200], lc.begin()); // generates debug error Copy(lc.begin(), lc.end(), vc.begin()); // also generates debug error } void f() { ac[0] = complex(10,20); g(vc, l); } int main () { f(); } ** Compiling and Linking goes successful (0 errors/warnings)** But at runtime I get this error: Debug Assertion Failed! Program: path to exe file: \program files\ms vs studio 10.0\vc\include\list Line: 207 Expression: list iterator not dereferenceable For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. (Press retry to debug the application)

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  • In MVC , DAO should be called from Controller or Model

    - by tito
    I have seen various arguments against the DAO being called from the Controller class directly and also the DAO from the Model class.Infact I personally feel that if we are following the MVC pattern , the controller should not coupled with the DAO , but the Model class should invoke the DAO from within and controller should invoke the model class.Why because , we can decouple the model class apart from a webapplication and expose the functionalities for various ways like for a REST service to use our model class. If we write the DAO invocation in the controller , it would not be possible for a REST service to reuse the functionality right ? I have summarized both the approaches below. Approach #1 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); new CustomerDAO().save(customer); } } Approach #2 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); customer.save(customer); } } public class Customer { ........... private void save(Customer customer){ new CustomerDAO().save(customer); } } Note- Here is what a definition of Model is : Model: The model manages the behavior and data of the application domain, responds to requests for information about its state (usually from the view), and responds to instructions to change state (usually from the controller). In event-driven systems, the model notifies observers (usually views) when the information changes so that they can react. I would need an expert opinion on this because I find many using #1 or #2 , So which one is it ?

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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • C# 4.0 Optional/Named Parameters Beginner&rsquo;s Tutorial

    - by mbcrump
    One of the interesting features of C# 4.0 is for both named and optional arguments.  They are often very useful together, but are quite actually two different things.  Optional arguments gives us the ability to omit arguments to method invocations. Named arguments allows us to specify the arguments by name instead of by position.  Code using the named parameters are often more readable than code relying on argument position.  These features were long overdue, especially in regards to COM interop. Below, I have included some examples to help you understand them more in depth. Please remember to target the .NET 4 Framework when trying these samples. Code Snippet using System;   namespace ConsoleApplication3 {     class Program     {         static void Main(string[] args)         {               //C# 4.0 Optional/Named Parameters Tutorial               Foo();                              //Prints to the console | Return Nothing 0             Foo("Print Something");             //Prints to the console | Print Something 0             Foo("Print Something", 1);          //Prints to the console | Print Something 1             Foo(x: "Print Something", i: 5);    //Prints to the console | Print Something 5             Foo(i: 5, x: "Print Something");    //Prints to the console | Print Something 5             Foo("Print Something", i: 5);       //Prints to the console | Print Something 5             Foo2(i3: 77);                       //Prints to the console | 77         //  Foo(x:"Print Something", 5);        //Positional parameters must come before named arguments. This will error out.             Console.Read();         }           static void Foo(string x = "Return Nothing", int i = 0)         {             Console.WriteLine(x + " " + i + Environment.NewLine);         }           static void Foo2(int i = 1, int i2 = 2, int i3 = 3, int i4 = 4)         {             Console.WriteLine(i3);         }     } }

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  • How can I use timer to stop another thread? [on hold]

    - by Haoda Fu
    How can we stop another thread based on a timer? I was trying to use timer to stop another thread. But I didn't got a success. To better illustrate my point and for your easy to understand the key issue. I made the following sample example. Your help is really appreciated using System; using System.Collections.Generic; using System.Text; using System.Threading; using System.Timers; namespace TestCodes { public static class Program { private static Thread nT = new Thread(PrintABC); private static System.Timers.Timer aTimer; public static void Main() { aTimer = new System.Timers.Timer(1000); aTimer.Elapsed += TimerCallback; aTimer.Interval = 1000; aTimer.Enabled = true; nT.Start(); Console.ReadLine(); } private static void TimerCallback(Object o, ElapsedEventArgs e) { nT.Join(); Console.WriteLine("Complete the PrintABC"); GC.Collect(); } private static void PrintABC() { for (int iter = 1; iter < 300; iter++) { Console.WriteLine(iter+"abc"); Console.ReadKey(); //Thread.Sleep(100); } } } }

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • my application did not show toast mesage when network is not available [closed]

    - by Smart Guy
    my application did no show toast message when network is disable if (position == 2) { final ConnectivityManager connMgr = (ConnectivityManager) getSystemService(Context.CONNECTIVITY_SERVICE); NetworkInfo activeNetworkInfo = connMgr .getActiveNetworkInfo(); android.net.NetworkInfo mobile1 = connMgr.getNetworkInfo(ConnectivityManager.TYPE_MOBILE); if (activeNetworkInfo == null) { Toast.makeText(LoginScreen.this, "No Active Network",Toast.LENGTH_LONG).show(); } else { if (activeNetworkInfo.isConnected()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { String pinemptycheck = pin.getText().toString(); String mobileemptycheck = mobile.getText().toString(); if (pinemptycheck.trim().equals("")||(mobileemptycheck.trim().equals(""))) { Toast.makeText(getApplicationContext(), "Please Enter Correct Information", Toast.LENGTH_LONG).show(); } else { showProgress(); postLoginData(); } } }); } else if (activeNetworkInfo.isConnectedOrConnecting()) { Toast.makeText(LoginScreen.this, "network is Connecting", Toast.LENGTH_LONG) .show(); else if (mobile1.isAvailable()) { btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View view) { showProgress(); postLoginData(); } }); } else if (!mobile1.isAvailable()) { Toast.makeText(LoginScreen.this,"No other Connection Found ",Toast.LENGTH_LONG).show(); btnLogin.setOnClickListener(new OnClickListener() { public void onClick(View v) { Toast.makeText(LoginScreen.this," No other Connection Found", Toast.LENGTH_LONG).show(); } }); }}}

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  • Java's Object.wait method with nanoseconds: Is this a joke or am I missing something

    - by Krumia
    I was checking out the Java API source code (Java 8) just out of curiosity. And I found this in java/lang/Object.java. There are three methods named wait: public final native void wait(long timeout): This is the core of all wait methods, which has a native implementation. public final void wait(): Just calls wait(0). And then there is public final void wait(long timeout, int nanos). The JavaDoc for the particular method tells me that, This method is similar to the wait method of one argument, but it allows finer control over the amount of time to wait for a notification before giving up. The amount of real time, measured in nanoseconds, is given by: 1000000*timeout+nanos But this is how the methods achieves "finer control over the amount of time to wait": if (nanos >= 500000 || (nanos != 0 && timeout == 0)) { timeout++; } wait(timeout); So this method basically does a crude rounding up of nanoseconds to milliseconds. Not to mention that anything below 500000ns/0.5ms will be ignored. Is this piece of code bad/unnecessary code, or am I missing some unseen virtue of declaring this method, and it's no argument cousin as the way they are?

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  • What should a domain object's validation cover?

    - by MarcoR88
    I'm trying to figure out how to do validation of domain objects that need external resources, such as data mappers/dao Firstly here's my code class User { const INVALID_ID = 1; const INVALID_NAME = 2; const INVALID_EMAIL = 4; int getID(); void setID(Int i); string getName(); void setName(String s); string getEmail(); void setEmail(String s); int getErrorsForInsert(); // returns a bitmask for INVALID_* constants int getErrorsForUpdate(); } My worries are about the uniqueness of the email, checking it would require the storage layer. Reading others' code seems that two solutions are equally accepted: both perform the unique validation in data mapper but some set an error state to the DO user.addError(User.INVALID_EMAIL) while others prefer to throw a totally different type of exception that covers only persistence, like: UserStorageException { const INVALID_EMAIL = 1; const INVALID_CITY = 2; } What are the pros and cons of these solutions?

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • How is this recursion properly working when it is iterated through [on hold]

    - by Rakso Zrobin
    Here is my code right now: hasht= {"A":["B", "D", "E"], "B":["C"], "C":["D", "E"], "D":["C", "E"], "E":["B"]} paths=[] def recusive(start, finish, started=true): if start==finish and !started: return start else: for i in hasht[start]: path= start+ recusive(i,finish,false) paths.append(path) print (recusive("C","C",1)) print paths # [CDC, CDEBC, CEBC] I am trying to generate a table like the one on the bottom, but am running into the problem of the string and the array not being able to concatenate. When I just return however, it returns CDC and works, however, exiting the function as return is meant to do. I am wondering how I can improve my code here to (1) make it work, (2) why my logic was faulty. For example, I understand that it generates say [DC], but I am confused as to how to go around that. perhaps index the value returned?

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Identify high CPU consumed thread for Java app

    - by Vincent Ma
    Following java code to emulate busy and Idle thread and start it. import java.util.concurrent.*;import java.lang.*; public class ThreadTest {    public static void main(String[] args) {        new Thread(new Idle(), "Idle").start();        new Thread(new Busy(), "Busy").start();    }}class Idle implements Runnable {    @Override    public void run() {        try {            TimeUnit.HOURS.sleep(1);        } catch (InterruptedException e) {        }    }}class Busy implements Runnable {    @Override    public void run() {        while(true) {            "Test".matches("T.*");        }    }} Using Processor Explorer to get this busy java processor and get Thread id it cost lots of CPU see the following screenshot: Cover to 4044 to Hexadecimal is oxfcc. Using VistulVM to dump thread and get that thread. see the following screenshot In Linux you can use  top -H to get Thread information. That it! Any question let me know. Thanks

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  • Functions that only call other functions. Is this a good practice?

    - by Eric C.
    I'm currently working on a set of reports that have many different sections (all requiring different formatting), and I'm trying to figure out the best way to structure my code. Similar reports we've done in the past end up having very large (200+ line) functions that do all of the data manipulation and formatting for the report, such that the workflow looks something like this: DataTable reportTable = new DataTable(); void RunReport() { reportTable = DataClass.getReportData(); largeReportProcessingFunction(); outputReportToUser(); } I would like to be able to break these large functions up into smaller chunks, but I'm afraid that I'll just end up having dozens of non-reusable functions, and a similar "do everything here" function whose only job is to call all these smaller functions, like so: void largeReportProcessingFunction() { processSection1HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); processSection1SummaryTableData(); calculateSection1SummaryTableTotalRow(); formatSection1SummaryTableDisplay(); processSection1FooterData(); getSection1FooterSummaryTotals(); formatSection1FooterDisplay(); processSection2HeaderData(); calculateSection1HeaderAverages(); formatSection1HeaderDisplay(); calculateSection1HeaderAverages(); ... } Or, if we go one step further: void largeReportProcessingFunction() { callAllSection1Functions(); callAllSection2Functions(); callAllSection3Functions(); ... } Is this really a better solution? From an organizational point of view I suppose it is (i.e. everything is much more organized than it might otherwise be), but as far as code readability I'm not sure (potentially large chains of functions that only call other functions). Thoughts?

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  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • problems texture mapping in modern OpenGL 3.3 using GLSL #version 150

    - by RubyKing
    Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here http://www.youtube.com/watch?v=xbzw_LMxlHw and I have everything setup best I can have my texcords in my vertex array sent up to opengl I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. here is my code FRAGMENT SHADER #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); } VERTEX SHADER #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit here is my vertex array with texture cordinates GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f , 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y HERE IS THE ACTUAL FULL SOURCE CODE if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3 thank you for your help

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  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • Nice function for "rolling score up"?

    - by bobobobo
    I'm adding to the player's score, and I'm using a per-frame formula like: int score, displayedScore ;// score is ACTUAL score player has, // displayedScore is what is shown this frame to the player // (the creeping/"rolling" number) float disparity = score - displayedScore ; int d = disparity * .1f ; // add 1/10 of the difference, if( !d ) d = signum( disparity ) ; // last 10 go by 1's score += d ; Where inline int signum( float val ){ if( val > 0 ) return 1 ; else if( val < 0 ) return -1 ; else return 0 ; } So, it kind of works where it makes big changes rapidly, then it creeps in the last few one at a time. But I'm looking for better (or possibly well known?) score-creeping functions. Any one?

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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