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  • Navigate to a virtual member from an overriden member in the derived type

    - by axrwkr
    Using visual studio, in the editor window, I am able to navigate from the usage of a member to the line and file where it is declared by pressing F12 while the cursor is over that member by or right clicking on the member and selecting "Go To Definition". I would like to find a way to navigate from an override member to the base class member that it overrides. For example, if I have the following class with one method public class SomeClass { public virtual void TheMethod() { // do something } } An I override that method somewhere else in the project or solution similar to the following public OtherClass : SomeClass { public override void TheMethod() { // do something else } } I want to navigate from the declaration of TheMethod in OtherClass to the declaration of TheMethod in SomeClass Is there a way to do this? I've found that I can find the definition of the member in the base class by pressing Shift + F12 (Find all References) and then looking through the list occurances, this works fine most of the time, since the list isn't usually that long but it would be much better to have a way to go there directly.

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  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

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  • JAVA Gui on Hello World [closed]

    - by user58892
    I am designing, implementing, testing, and debuging a GUI-based version of a “Hello, World!” program in a JFrame that includes a JLabel that reads “Hello, World!” and I am trying to use a layout manager, and an Exit button to close the program. Here's what I have so far, I would really apreciate if you could help on it syntax. I am 90% done but tried hard and it couldn't run. import java.awt.*; // Needed for flow layout manager import javax.swing.*; //All swing components live in the javax.swing package import javax.swing.JButton; //to recognize buttons import javax.swing.JFrame; import javax.swing.JPanel; import javax.swing.JTextField; public class HelloWorld { public static void main(String[] args) { //creates the label. The JLabel constructor //takes an optional argument which set the text of the label /* The text will be aligned with the center of the frame * otherwise it will align on the left. */ JLabel label= new JLabel("Hello World!"); new FlowWindow(); label.setHorizontalAlignment (SwingConstants.CENTER); JFrame frame = new JFrame("Hello"); //create exit button JButton button1 = new JButton("Exit"); //Add exit button to the content pane. add(button1); frame.add(label); frame.setSize(300, 300); frame.setVisible(true); frame.setLocationRelativeTo(null); frame.toFront(); } public static void FlowWindow() { //Add a new FlowLayout()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }

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  • HTML Tidy in NetBeans IDE

    - by Geertjan
    First step in integrating HTML Tidy (via its JTidy implementation) into NetBeans IDE: The reason why I started doing this is because I want to integrate this into the pluggable analyzer functionality of NetBeans IDE that I recently blogged about, i.e., where the FindBugs functionality is found. So a logical first step is to get it working in an Action class, after which I can port it into the analyzer infrastructure: import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.IOException; import java.io.PrintWriter; import java.io.StringWriter; import org.openide.awt.ActionID; import org.openide.awt.ActionReference; import org.openide.awt.ActionReferences; import org.openide.awt.ActionRegistration; import org.openide.cookies.EditorCookie; import org.openide.cookies.LineCookie; import org.openide.loaders.DataObject; import org.openide.text.Line; import org.openide.text.Line.ShowOpenType; import org.openide.util.Exceptions; import org.openide.util.NbBundle.Messages; import org.openide.windows.IOProvider; import org.openide.windows.InputOutput; import org.openide.windows.OutputEvent; import org.openide.windows.OutputListener; import org.openide.windows.OutputWriter; import org.w3c.tidy.Tidy; @ActionID(     category = "Tools", id = "org.jtidy.TidyAction") @ActionRegistration(     displayName = "#CTL_TidyAction") @ActionReferences({     @ActionReference(path = "Loaders/text/html/Actions", position = 150),     @ActionReference(path = "Editors/text/html/Popup", position = 750) }) @Messages("CTL_TidyAction=Run HTML Tidy") public final class TidyAction implements ActionListener {     private final DataObject context;     private final OutputWriter writer;     private EditorCookie ec = null;     public TidyAction(DataObject context) {         this.context = context;         ec = context.getLookup().lookup(org.openide.cookies.EditorCookie.class);         InputOutput io = IOProvider.getDefault().getIO("HTML Tidy", false);         io.select();         writer = io.getOut();     }     @Override     public void actionPerformed(ActionEvent ev) {         Tidy tidy = new Tidy();         try {             writer.reset();             StringWriter stringWriter = new StringWriter();             PrintWriter errorWriter = new PrintWriter(stringWriter);             tidy.setErrout(errorWriter);             tidy.parse(context.getPrimaryFile().getInputStream(), System.out);             String[] split = stringWriter.toString().split("\n");             for (final String string : split) {                 final int end = string.indexOf(" c");                 if (string.startsWith("line")) {                     writer.println(string, new OutputListener() {                         @Override                         public void outputLineAction(OutputEvent oe) {                             LineCookie lc = context.getLookup().lookup(LineCookie.class);                             int lineNumber = Integer.parseInt(string.substring(0, end).replace("line ", ""));                             Line line = lc.getLineSet().getOriginal(lineNumber - 1);                             line.show(ShowOpenType.OPEN, Line.ShowVisibilityType.FOCUS);                         }                         @Override                         public void outputLineSelected(OutputEvent oe) {}                         @Override                         public void outputLineCleared(OutputEvent oe) {}                     });                 }             }         } catch (IOException ex) {             Exceptions.printStackTrace(ex);         }     } } The string parsing above is ugly but gets the job done for now. A problem integrating this into the pluggable analyzer functionality is the limitation of its scope. The analyzer lets you select one or more projects, or individual files, but not a folder. So it doesn't work on folders in the Favorites window, for example, which is where I'd like to apply HTML Tidy, across multiple folders via the analyzer functionality. That's a bit of a bummer that I'm hoping to get around somehow.

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  • Where to start for writing a simple java IDE?

    - by AedonEtLIRA
    I would like to start working on my own custom IDE. The biggest reason I want to work on the IDE is to help me gain an even greater, more intimate understanding of java (and other languages I add into it.) I don't want to do anything super fancy or revolutionary, I'd be happy if I could create something as compact as the BlueJ IDE I used in high school and be content. I have a few question on the specifics of the task that I hope I can get cleared up before I start investing time in this: Is there anything I should be aware of when writing the parser? Does anyone have any pointers that I should be aware of; pitfalls, brick walls or other constraints?

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  • OpenGL VBOs are slower then glDrawArrays.

    - by Arelius
    So, this seems odd to me. I upload a large buffer of vertices, then every frame I call glBindbuffer and then the appropriate gl*Pointer functions with offsets into the buffer, then I use glDrawArrays to draw all of my triangles. I'm only drawing about 100K triangles, however I'm getting about 15FPS. This is where it gets weird, if I change it to not call glBindBuffer, then change the gl*Pointer calls to be actual pointers into the array I have in system memory, and then call glDrawArrays the same, my framerate jumps up to about 50FPS. Any idea what I weird thing I could be doing that would cause this? Did I maybe forget to call glEnable(GL_ALLOW_VBOS_TO_RUN_FAST) or something?

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  • AI agents with FSM: a question regarding this

    - by Prog
    Finite State Machines implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. However I have a question regarding how this is used in games to design AI agents. Please consider a class Monster that represents an AI agent. Simplified it looks like this: class Monster{ State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses that implement execute() differently. So far classic State pattern. Here's my question: AI agents are subject to environmental effects and other objects communicating with them. For example an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. My question is divided to two parts: 1- Please say if this is correct: With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Correct? Or wrong? 2- If correct, than how is this done? Are all states obligated by their superclass) to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • where does the discrepancy between \# in PS1 and n in !n come from?

    - by Cbhihe
    Something has been gnawing at me for a while now and I can't seem to find a relevant answer either in man pages or using your 'Don't be evil' search engine. My .bashrc has the following: shopt -s histappend HISTSIZE=100 HISTFILESIZE=0 # 200 previous value Putting HISTFILESIZE to 0 allows me to start with a clean history slate with each new term window. I find it practical in conjunction with using a prompt that contains \#, because when visualizing a previous command before recalling it with !n or !-p, one can just do: $ history | more to see its relevant "n" value In my case, usually the result of: $ \history | tail -1 | awk '{print $1}' # (I know this is an overkill, don't flame me) equals the expanded value of # in PS1 minus 1, which is how I like it to be at all times. But then, sometimes not. At times the expanded value of # sort of "runs away". It's incremented in such a a manner that it becomes than $(( $(\history | tail -1 | awk '{print $1}')+1 )) Any pointers, anyone?

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Where can I find good (well organized) examples of game code?

    - by smasher
    Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of brevity. I'm particularly interested on how to group your variables and methods so that another programmer would know where to look in the code. For example initializers at the top, then methods that take input, then methods that update views. I don't care about a particular language, as long as its OOP. I looked at the Quake 2 and 3 sources, but they're straight C and not much help for getting tips on organizing your objects. So, have you seen some good source? Any pointers to code that makes you say "wow, that's well organized" would be great.

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • List has no value after adding values in

    - by Sigh-AniDe
    I am creating a a ghost sprite that will mimic the main sprite after 10 seconds of the game. I am storing the users movements in a List<string> and i am using a foreach loop to run the movements. The problem is when i run through the game by adding breakpoints the movements are being added to the List<string> but when the foreach runs it shows that the list has nothing in it. Why does it do that? How can i fix it? this is what i have: public List<string> ghostMovements = new List<string>(); public void UpdateGhost(float scalingFactor, int[,] map) { // At this foreach, ghostMovements has nothing in it foreach (string s in ghostMovements) { // current position of the ghost on the tiles int mapX = (int)(ghostPostition.X / scalingFactor); int mapY = (int)(ghostPostition.Y / scalingFactor); if (s == "left") { switch (ghostDirection) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; break; } } } } // The movement is captured here and added to the list public void captureMovement() { ghostMovements.Add(Program.form.direction); }

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • Making WatiN Wait for JQuery document.Ready() Functions to Complete

    - by Steve Wilkes
    WatiN's DomContainer.WaitForComplete() method pauses test execution until the DOM has finished loading, but if your page has functions registered with JQuery's ready() function, you'll probably want to wait for those to finish executing before testing it. Here's a WatiN extension method which pauses test execution until that happens. JQuery (as far as I can see) doesn't provide an event or other way of being notified of when it's finished running your ready() functions, so you have to get around it another way. Luckily, because ready() executes the functions it's given in the order they're registered, you can simply register another one to add a 'marker' div to the page, and tell WatiN to wait for that div to exist. Here's the code; I added the extension method to Browser rather than DomContainer (Browser derives from DomContainer) because it's the sort of thing you only execute once for each of the pages your test loads, so Browser seemed like a good place to put it. public static void WaitForJQueryDocumentReadyFunctionsToComplete(this Browser browser) { // Don't try this is JQuery isn't defined on the page: if (bool.Parse(browser.Eval("typeof $ == 'function'"))) { const string jqueryCompleteId = "jquery-document-ready-functions-complete"; // Register a ready() function which adds a marker div to the body: browser.Eval( @"$(document).ready(function() { " + "$('body').append('<div id=""" + jqueryCompleteId + @""" />'); " + "});"); // Wait for the marker div to exist or make the test fail: browser.Div(Find.ById(jqueryCompleteId)) .WaitUntilExistsOrFail(10, "JQuery document ready functions did not complete."); } } The code uses the Eval() method to send JavaScript to the browser to be executed; first to check that JQuery actually exists on the page, then to add the new ready() method. WaitUntilExistsOrFail() is another WatiN extension method I've written (I've ended up writing really quite a lot of them) which waits for the element on which it is invoked to exist, and uses Assert.Fail() to fail the test with the given message if it doesn't exist within the specified number of seconds. Here it is: public static void WaitUntilExistsOrFail(this Element element, int timeoutInSeconds, string failureMessage) { try { element.WaitUntilExists(timeoutInSeconds); } catch (WatinTimeoutException) { Assert.Fail(failureMessage); } }

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  • File Activation in Windows RT

    - by jdanforth
    The code sample for file activation on MSDN is lacking some code so a simple way to pass the file clicked to your MainPage could be: protected override void OnFileActivated(FileActivatedEventArgs args) {     var page = new Frame();     page.Navigate(typeof(MainPage));     Window.Current.Content = page;       var p = page.Content as MainPage;     if (p != null) p.FileEvent = args;     Window.Current.Activate(); } And in MainPage: public MainPage() {     InitializeComponent();     Loaded += MainPageLoaded; } void MainPageLoaded(object sender, RoutedEventArgs e) {     if (FileEvent != null && FileEvent.Files.Count > 0)     {         //… do something with file     } }

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  • T-SQL Tuesday: What kind of Bookmark are you using?

    - by Kalen Delaney
    I’m glad there is no minimum length requirement for T-SQL Tuesday blog posts , because this one will be short. I was in the classroom for almost 11 hours today, and I need to be back tomorrow morning at 7:30. Way long ago, back in SQL 2000 (or was it earlier?) when a query indicated that SQL Server was going to use a nonclustered index to get row pointers, and then look up those rows in the underlying table, the plan just had a very linear look to it. The operator that indicated going from the nonclustered...(read more)

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  • Making a class pseudo-immutable by setting a flag

    - by scott_fakename
    I have a java project that involves building some pretty complex objects. There are quite a lot (dozens) of different ones and some of them have a HUGE number of parameters. They also need to be immutable. So I was thinking the builder pattern would work, but it ends up require a lot of boilerplate. Another potential solution I thought of was to make a mutable class, but give it a "frozen" flag, a-la ruby. Here is a simple example: public class EqualRule extends Rule { private boolean frozen; private int target; public EqualRule() { frozen = false; } public void setTarget(int i) { if (frozen) throw new IllegalStateException( "Can't change frozen rule."); target = i; } public int getTarget() { return target; } public void freeze() { frozen = true; } @Override public boolean checkRule(int i) { return (target == i); } } and "Rule" is just an abstract class that has an abstract "checkRule" method. This cuts way down on the number of objects I need to write, while also giving me an object that becomes immutable for all intents and purposes. This kind of act like the object was its own Builder... But not quite. I'm not too excited, however, about having an immutable being disguised as a bean however. So I had two questions: 1. Before I go too far down this path, are there any huge problems that anyone sees right off the bat? For what it's worth, it is planned that this behavior will be well documented... 2. If so, is there a better solution? Thanks

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  • Tension between the dependency inversion principle and avoiding "new" in C++?

    - by Kazark
    I have seen a lot of advice that it is better to do Type object; than Type* object = new Type(); in C++ whenever possible. I understand the rational behind this and appreciate it. But according to my understanding, to practice dependency inversion requires pointers, e.g.: Type* object = new Implementation();. (Or am I wrong about that?) Is there an inherent tension between the DIP and avoiding new when using C++? If so, what patterns/principles/practices can be used to mitigate this tension?

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • Creating a steady rhythm for music-based game in XNA

    - by A-Type
    I'm looking to develop a game for Windows Phone to explore an idea I had which involves the user building notes into a sequencer while playing a puzzle game. The issue I'm running into is that, while my implementation is very close to being on-beat, there is the occasional pause between beats which makes the whole thing sound sloppy. I'm just not sure how to get around this inside XNA's infrastructure. Currently I'm running this code in the Update method of my GameBoard: public void Update(GameTime gameTime) { onBeat = IsOnBeat(gameTime); [...] if (onBeat) BeatUpdate(); } private bool IsOnBeat(GameTime gameTime) { beatTime += gameTime.ElapsedGameTime.TotalSeconds; if (Math.Abs(beatTime - beatLength) < 0.0166666) { beatTime -= beatLength; return true; } return false; } private void BeatUpdate() { cursor.BeatUpdate(); board.CursorPass((int)cursor.CursorPosition % Board.GRID_WIDTH); } Update checks to see if the time is on beat, and if it is, it calls the BeatUpdate method which moves the cursor over the board (sequencer). The cursor reports its X position to the board, which then plays any notes which are in that position on the sequencer. Notes are SoundEffectInstances, preloaded and ready to play. Oh, and TargetElapsedTime is set to 166666, or 60FPS target. Obviously totaling up the time and then subtracting isn't the most accurate way to go but I can't figure out a way to work within XNA's system in order to overcome this issue. This current system is just horribly unstable. Beats lag and fire too early and it's obvious. I thought about perhaps some sort of threaded solution but I'm not familiar enough with multithreading to figure out how that would work. Any ideas?

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

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