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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • Move on and look elsewhere, or confront the boss?

    - by Meister
    Background: I have my Associates in Applied Science (Comp/Info Tech) with a strong focus in programming, and I'm taking University classes to get my Bachelors. I was recently hired at a local company to be a Software Engineer I on a team of about 8, and I've been told they're looking to hire more. This is my first job, and I was offered what I feel to be an extremely generous starting salary ($30/hr essentially + benefits and yearly bonus). What got me hired was my passion for programming and a strong set of personal projects. Problem: I had no prior experience when I interviewed, so I didn't know exactly what to ask them about the company when I was hired. I've spotted a number of warning signs and annoyances since then, such as: Four developers when I started, with everyone talking about "Ben" or "Ryan" leaving. One engineer hired thirty days before me, one hired two weeks after me. Most of the department has been hiring a large number of people since I started. Extremely limited internet access. I understand the idea from an IT point of view, but not only is Facebook blocked, but so it Youtube, Twitter, and Pandora. I've also figured out that they block all access to non-DNS websites (http://xxx.xxx.xxx.xxx/) and strangely enough Miranda-IM. Low cubicles. Which is fine because I like my immediate coworkers, but they put the developers with the customer service, customer training, and QA department in a huge open room. Noise, noise, noise, and people stop to chitchat all day long. Headphones only go so far. Several emails have been sent out by my boss since I started telling us programmers to not talk about non-work-related-things like Video Games at our cubicles, despite us only spending maybe five minutes every few hours doing so. Further digging tells me that this is because someone keeps complaining that the programmers are "slacking off". People are looking over my shoulder all day. I was in the Freenode webchat to get help with a programming issue, and within minutes I had an email from my boss (to all the developers) telling us that we should NOT be connected to any outside chat servers at work. Version control system from 2005 that we must access with IE and keep the Java 1.4 JRE installed to be able to use. I accidentally updated to Java 6 one day and spent the next two days fighting with my PC to undo this "problem". No source control, no comments on anything, no standards, no code review, no unit testing, no common sense. I literally found a problem in how they handle string resource translations that stems from the simple fact that they don't trim excess white spaces, leading to developers doing: getResource("Date: ") instead of: getResource("Date") + ": ", and I was told to just add the excess white spaces back to the database instead of dealing with the issue directly. Some of these things I'd like to try to understand, but I like having IRC open to talk in a few different rooms during the day and keep in touch with friends/family over IM. They don't break my concentration (not NEARLY as much as the lady from QA stopping by to talk about her son), but because people are looking over my shoulder all day as they walk by they complain when they see something that's not "programmer-looking work". I've been told by my boss and QA that I do good, fast work. I should be judged on my work output and quality, not what I have up on my screen for the five seconds you're walking by So, my question is, even though I'm just barely at my 90 days: How do you decide to move on from a job and looking elsewhere, or when you should start working with your boss to resolve these issues? Is it even possible to get the boss to work with me in many of these things? This is the only place I heard back from even though I sent out several resume's a day for several months, and this place does pay well for putting up with their many flaws, but I'm just starting to get so miserable working here already. Should I just put up with it?

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  • Advice on refactoring PHP Project

    - by b0x
    I have a small SAS ERP that was written some years ago using PHP. At that time, it didn't use any framework, but the code isn't a mess. Nowadays, the project grows and I’m now working with 3 more programmers. Often, they ask to me why we don’t migrate to a framework such as Laravel. Although I'd love trying Laravel, I’m a small business and I don't have time nor money to stop and spend a whole year building everything from scratch. I need to live and pay the bills. So, I've read a lot about this matter, and I decided that doing a refactoring is the best way to do it. Also, I'm not so sure that a framework will make things easy. Business goals are: Make the code easier to new hired programmers Separate the "view", in order to: release different versions of this product (using the same code), but under different brands and websites at the minimum cost (just changing view) release different versions to fit mobile/tablet. Make different types of this product, selling packages as if they were plugins. Develop custom packages for some costumers (like plugins/addon's that they can buy to put on the main application). Code goals: Introduce best pratices, standards for everyone Try to build my own MVC structure Improve validation of data/forms (today they are mixed in both ajax and classes) Create automated testing routines for quality assurance. My current structure project: class\ extra\ hd\ logs\ public_html\ public_html\includes\ public_html\css|js|images\ class\ There are three types of classes. They are all “autoloaded” with something similar with PSR-0, but I don’t use namespaces. 1. class.Something.php Connects to Database using specific methods. I.e: Costumer-list(); It uses “class.Db.php”, that it’s an abstraction of mysql on every method. 2. class.SomethingProc.php Do things that “join” things that come from “class.Something.php”. Like IF/ELSE, math operations. 3. class.SomethingHTML.php The classes with “HTML” suffix implements only static methods and HTML code only. A real life example: All the programmers need to use $cSomething ($c to class) and $arrSomething (to array). Costumer.php (view) <?php $cCosumter = new Costumer(); $arrCostumer = $cCostumer->list(); echo CostumerHTML::table($arrCostumer); ?> Extra\ Store 3rdparty projects/classes from others, such MPDF, PHPMailer, etc. Hd\ Store user’s files outsite wwwroot dir. Logs\ Store phplogs and the system itself logs (We have a static Log::error() method, that we put in every method of every class) Public_html\ Stores the files that people use. Public_html\includes\ Store the main “config.php” file and all files that do “ajax things” ajax.Costumer.php, for example. Help is needed ;) So, as you can see we have some standards, and also for database things. But I want to write a manual of our rules. Something that I can give to any new programmer at my company and he can go on. This is not totally a mess, but it could be better seeing the new practices. What could I do to separate this as MVC, to have multiple views. Could you give me some tips considering my goals? Keep im mind the different products/custom things for specific costumers without breaking the main application. URL for tutorials, books, etc, would be nice.

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  • Refactoring existing PHP Project. I need some advices

    - by b0x
    i have a small SAS ERP that was written some years ago using PHP. At that time, it didn't used any framework, but the code isn't a mess as i will explain more detailed in the following lines. Nowadays, the project grow and I’m now working with 3 more programmers. Often, they ask to me why we don’t migrate to a framework such Laravel. Although I'd love trying Laravel, I’m a small business and i don't have time/money to stop and spend a whole year building everything from scratch. I need to live and pay the bills. So, I've read a lot about this matter, and I decided that doing a refactoring is the best way to do it. Also, I'm not so sure that a framework will make things easy. Business goals are: Make the code easier to new hired programmers I must separate the "view", because: I want to release different versions of this product (using the same code), but under different brands and websites at the minimum cost (just changing view) Release different versions to fit mobile/tablet. Make different types of this product, seeling packages as if it were plugins. Develop custom packages for some costumers (like plugins/addon's that they can buy to put on the main application). Code goals: Introduce best pratices, standards for everyone Try to build my own MVC structure Improve validation of data/forms (today they are mixed in both ajax and classes) Create automated testing rotines, to quality assurance. My actual structure project: class\ extra\ hd\ logs\ public_html\ public_html\includes\ public_html\css|js|images\ class\ There are three types of classes. They are all “autoloaded” with something similar with PSR-0, but I don’t use namespaces. 1. class.Something.php Connects to Database using specific methods. I.e: Costumer-list(); It uses “class.Db.php”, that it’s an abstraction of mysqli on every method. 2. class.SomethingProc.php Do things that “join” things that come from “class.Something.php”. Like IF/ELSE, math operations. 3. class.SomethingHTML.php The classes with “HTML” suffix implements only static methods and HTML code only. A real life example: All the programmers need to use $cSomething ($c to class) and $arrSomething (to array). Costumer.php (view) <?php $cCosumter = new Costumer(); $arrCostumer = $cCostumer->list(); echo CostumerHTML::table($arrCostumer); ?> Extra\ Store 3rdparty projects/classes from others, such MPDF, PHPMailer, etc. Hd\ Store user’s fies outsite wwwroot dir. Logs\ Store phplogs and the system itself logs (We have a static Log::error() method, that we put in every method of every class) Public_html\ Stores the files that people use. Public_html\includes\ Store the main “config.php” file and all files that do “ajax things” ajax.Costumer.php, for example. Help is needed ;) So, as you can see we have some standards, and also for database things. But i want to write a manual of our rules. Something that i can give to any new programmer at my companie and he can go on. This is not totally a mess, but It could be better seeing the new practices. What could I do to separate this as MVC, to have multiple VIEW’s. Could you gimme some tips considering my goals? Keep im mind the different products/custom things for specific costumers without breaking the main application. URL for tutorials, books, etc. It would be nice. Thanks!

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  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

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  • Investigating Strategies For Functional Decomposition

    - by Liam McLennan
    Introducing Functional Decomposition Before I begin I must apologise. I think I am using the term ‘functional decomposition’ loosely, and probably incorrectly. For the purpose of this article I use functional decomposition to mean the recursive splitting of a large problem into increasingly smaller ones, so that the one large problem may be solved by solving a set of smaller problems. The justification for functional decomposition is that the decomposed problem is more easily solved. As software developers we recognise that the smaller pieces are more easily tested, since they do less and are more cohesive. Functional decomposition is important to all scientific pursuits. Once we understand natural selection we can start to look for humanities ancestral species, once we understand the big bang we can trace our expanding universe back to its origin. Isaac Newton acknowledged the compositional nature of his scientific achievements: If I have seen further than others, it is by standing upon the shoulders of giants   The Two Strategies For Functional Decomposition of Computer Programs Private Methods When I was working on my undergraduate degree I was taught to functionally decompose problems by using private methods. Consider the problem of painting a house. The obvious solution is to solve the problem as a single unit: public void PaintAHouse() { // all the things required to paint a house ... } We decompose the problem by breaking it into parts: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { // everything required to paint the undercoat } private void PaintTopcoat() { // everything required to paint the topcoat } The problem can be recursively decomposed until a sufficiently granular level of detail is reached: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { prepareSurface(); fetchUndercoat(); paintUndercoat(); } private void PaintTopcoat() { fetchPaint(); paintTopcoat(); } According to Wikipedia, at least one computer programmer has referred to this process as “the art of subroutining”. The practical issues that I have encountered when using private methods for decomposition are: To preserve the top level API all of the steps must be private. This means that they can’t easily be tested. The private methods often have little cohesion except that they form part of the same solution. Decomposing to Classes The alternative is to decompose large problems into multiple classes, effectively using a class instead of each private method. The API delegates to related classes, so the API is not polluted by the sub-steps of the problem, and the steps can be easily tested because they are each in their own highly cohesive class. Additionally, I think that this technique facilitates better adherence to the Single Responsibility Principle, since each class can be decomposed until it has precisely one responsibility. Revisiting my previous example using class composition: public class HousePainter { private undercoatPainter = new UndercoatPainter(); private topcoatPainter = new TopcoatPainter(); public void PaintAHouse() { undercoatPainter.Paint(); topcoatPainter.Paint(); } } Summary When decomposing a problem there is more than one way to represent the sub-problems. Using private methods keeps the logic in one place and prevents a proliferation of classes (thereby following the four rules of simple design) but the class decomposition is more easily testable and more compatible with the Single Responsibility Principle.

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  • Move over DFS and Robocopy, here is SyncToy!

    - by andywe
    Ever since Windows 2000, I have always had the need to replicate data to multiple endpoints with the same content. Until DFS was introduced, the method of thinking was to either manually copy the data location by location, or to batch script it with xcopy and schedule a task. Even though this worked (and still does today), it was cumbersome, and intensive on the network, especially when dealing with larger amounts of data. Then along came robocopy, as an internal tool written by an enterprising programmer at Microsoft. We used it quite a bit, especially when we could not use DFS in the early days. It was received so well, it made it into the public realm. At least now we could have the ability to determine what files had changed and only replicate those. Well, over time there has been evolution of this ideal. DFS is obviously the Windows enterprise class service to do this, along with BrancheCache..however you don’t always need or want the power of DFS, especially when it comes to small datacenter installations, or remote offices. I have specific data sets that are on closed or restricted networks, that either have a security need for this, or are in remote countries where bandwidth is a premium. FOr this, I use the latest evolution for one off replication names Synctoy. Synctoy is from Microsoft, seemingly released in 2009, that wraps a nice GUI around setting up a paired set of folders (remember the mobile briefcase from Windows 98?), and allowing you the choice of synchronization methods. 1 way, or 2 way. Simply create a paired set of folders on the source and destination, choose your options for content, exclude any file types you don’t want to replicate, and click run. Scheduling is even easier. MS has included a wrapper for doing just this so all you enter in your task schedule in the SynToyCMD.exe, a –R as an argument, and the time schedule. No more complicated command lines or scripts.   I find this especially useful when I use MS backup to back up a system volume, but only want subsets of backup information of a data share and ONLY when that dataset has changed. Not relying on full backups and incremental. An example of this is my application installation master share. I back this up with SyncToy because I do not need multiple backup copies..one copy elsewhere suffices to back it up. At home, very useful for your pictures, videos, music, ect..the backup is online and ready to access, not waiting for you to restore a backup file, and no need to institute a domain simply to have DFS.'   Do note there is a risk..if you accidently delete a file and do not catch this before the next sync, then depending on your SyncToy settings, you can indeed lose that file as the destination updates..so due diligence applies. I make it a rule to sync manly one way…I use my master share for making changes, and allow the schedule to follow suit. Any real important file I lock down as read only through file permissions so it cannot be deleted unless I intervene.   Check out the tool and have some fun! http://www.microsoft.com/en-us/download/details.aspx?DisplayLang=en&id=15155

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  • How do I set image position in conky

    - by realitygenerator
    I copied and modified an existing .conkyrc file from the ubuntu forum and I'm trying to place the LinuxMint logo in a specific position Below are my conkyrc file and the screenshot # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type desktop own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont URW Gothic:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left #alignment top_right #alignment bottom_left #alignment bottom_right. alignment top_middle # Gap between borders of screen and text gap_x 10 gap_y 10 #Display temp in fahrenheit temperature_unit fahrenheit #Choose which screen on which to display # stuff after 'TEXT' will be formatted on screen TEXT $color ${color green}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine LinuxMint 11 "Katya" (Oneric) ${image ~/Conky/Logo_Linux_Mint.png -s 80x60 -f 86400} ${color green}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${hwmon temp 1} $cpubar ${cpugraph 000000 ffffff} NAME PID CPU% MEM% ${top name 1} ${top pid 1} ${top cpu 1} ${top mem 1} ${top name 2} ${top pid 2} ${top cpu 2} ${top mem 2} ${top name 3} ${top pid 3} ${top cpu 3} ${top mem 3} ${top name 4} ${top pid 4} ${top cpu 4} ${top mem 4} ${color green}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Root: ${fs_free_perc /}% ${fs_bar 6 /}$color hda1: ${fs_free_perc /media/sda1}% ${fs_bar 6 /media/sda1}$color ${color green}NETWORK (${addr eth1}) ${hr 2}$color Down: $color${downspeed eth1} k/s ${alignr}Up: ${upspeed eth1} k/s ${downspeedgraph eth1 25,140 000000 ff0000} ${alignr}${upspeedgraph eth1 25,140 000000 00ff00}$color Total: ${totaldown eth1} ${alignr}Total: ${totalup eth1} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color green}LOGGING ${hr 2}$color ${execi 30 tail -n3 /var/log/messages | awk '{print " ",$5,$6,$7,$8,$9,$10}' | fold -w50} ${color green}FORTUNE ${hr 2}$color ${execi 120 fortune -s | fold -w50} I want to put the mint logo right after the word (oneric). Any help would be greatly appreciated.

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  • Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

    - by sunsunsunsunsun
    Im trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole chunk into a single VBO. I was previously only putting each block into a vbo and making a call to render each block. Anyways, I am a bit confused about how I can translate the coordinates of each block in the chunk when I'm putting all vertices into one vbo. This is what I have at the moment. public void putVertices(float tx, float ty, float tz) { float l_length = 1.0f; float l_height = 1.0f; float l_width = 1.0f; vertexPositionData.put(new float[]{ xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty,zOffset + l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + -l_length + tx, l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty, zOffset + -l_width + tz, xOffset + -l_length + tx, -l_height + ty,zOffset + l_width + tz, xOffset + l_length + tx, l_height + ty,zOffset + -l_width + tz, xOffset + l_length + tx, l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + l_width + tz, xOffset + l_length + tx, -l_height + ty, zOffset + -l_width + tz }); } public void createChunk() { vertexPositionData = BufferUtils.createFloatBuffer((24*3)*activateBlocks); Random random = new Random(); for (int x = 0; x < CHUNK_SIZE; x++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int z = 0; z < CHUNK_SIZE; z++) { if(blocks[x][y][z].getActive()) { putVertices(x*2.0f, y*2.0f, z*2.0f); } } } } Whats any easy way to translate the vertices of each block into its correct position? I was previously using glTranslatef with each call to render block but this wont work now. What I am doing now also does not work, the blocks all render in stacks on top of each other and it looks like this: http://i.imgur.com/NyFtBTI.png Thanks

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  • Questions to ask to ensure someone understands programming? (and iOS)

    - by Stephen J
    So, I've been tutoring my friend for 2 years. Most people learn programming on their own in 3-6 months, (sans algorithms). It's confusing 'cause he'll run anywhere I tell him to, understands how to read C and C++ honestly better than the average college student, and he'll modify and repeat anything I do... but for the love of god he doesn't move on to new things and he still has test anxiety. I've recently realized he's copied and toyed with existing, but not once gained an understanding of why. I was under the impression he was learning fast because he could write it, but when you say "Make a function that takes an NSString" and he says "How?" and I say "The same way you make ANY function that takes any parameter, NSString is just a type like int" and all I hear is "No, it's an NSString, it's a special thing." and we get into an arguing match 'cause I'm like "It's just a class like any other class, you've used them for months now" and blah... I've subconsciously avoided comprehension questions because of this. Anyway, if you have him copy a program and say "Just initialize it" "Where?" "I don't care, didLoad or initWithCoder or Awake from nib, anywhere it gets initialized" and "No, it has to be exactly where you had it!" "No it doesn't!" I'm sick of this, but he won't give up. So I'm done avoiding these yelling matches and becoming a sadist from now on. I would like some help in finding questions to ask him that force him to understand what he's doing. I'd like some help and any resources I can find. CQuestions looked like a good site, but now I need some iPhone stuff. For example: *What do properties do? How are they changed? How do you change the name of the getter? *Why are Booleans inefficent? What advantage does int have over a boolean and how does the bit-shift operator help? *What does Copy do to a string? *What's the difference between a view controller and a uiview? *Write a program from memory that displays blah on screen, and flashes each view one by one. From beginner up to intermediate, hobbyist with some algebra at most. I'm just looking for resources to work with. I left in backstory so you know to "twist" the questions so he doesn't know he's supposed to init a variable here or there, but has to figure it out, and learn why it goes "here" or that "anywhere is fine as long as it's". Sample programs, anything. I'm relatively open about this because, being a programmer, I seriously doubt he's the only one who has this issue. I'd like to know how others have overcome similar. What made things "click"? for you? Did you have a hard time finding answers on Google, and how did you learn a better way to find what you were looking for? (He's so exact, he'll search for how to write a checkers program with color X and Y inside a uiview, as his search string, instead of breaking it up into components, I need help with that too, and believe it is related). This type of problem has to remind one of us of someone they know. So, Exercises to force them to think? Ways we overcame this thing in the past? I greatly appreciate any help.

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  • How to display image in second layer in Cocos2d

    - by PeterK
    I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips etc. with this. I know that if i put the display-code (myLayer1) in the "init" it work or do the call [self goHere] from the "init" in myLayer1 it works but i want to call the "goHere" directly. I have the following code: HelloWorld.m: #import "HelloWorldLayer.h" #import "myLayer1.h" // HelloWorldLayer implementation @implementation HelloWorldLayer +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; myLayer1 *layer1 = [myLayer1 node]; // add layer as a child to scene [scene addChild: layer]; [scene addChild: layer1]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { // create and initialize a Label CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; myLayer1 *a1 = [myLayer1 new]; [a1 goHere]; [myLayer1 release]; } return self; } myLayer1.m: #import "myLayer1.h" @implementation myLayer1 -(void)goHere { NSLog(@">>>>goHere<<<<"); CGSize size = [[CCDirector sharedDirector] winSize]; CCSprite *vv = [CCSprite spriteWithFile:@"hand.png"]; vv.position = ccp( size.width /2 , size.height/2 ); [self addChild:vv z:3]; } -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { } return self; } @end

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • The long road to bug-free software

    - by Tony Davis
    The past decade has seen a burgeoning interest in functional programming languages such as Haskell or, in the Microsoft world, F#. Though still on the periphery of mainstream programming, functional programming concepts are gradually seeping into the imperative C# language (for example, Lambda expressions have their root in functional programming). One of the more interesting concepts from functional programming languages is the use of formal methods, the lofty ideal behind which is bug-free software. The idea is that we write a specification that describes exactly how our function (say) should behave. We then prove that our function conforms to it, and in doing so have proved beyond any doubt that it is free from bugs. All programmers already use one form of specification, specifically their programming language's type system. If a value has a specific type then, in a type-safe language, the compiler guarantees that value cannot be an instance of a different type. Many extensions to existing type systems, such as generics in Java and .NET, extend the range of programs that can be type-checked. Unfortunately, type systems can only prevent some bugs. To take a classic problem of retrieving an index value from an array, since the type system doesn't specify the length of the array, the compiler has no way of knowing that a request for the "value of index 4" from an array of only two elements is "unsafe". We restore safety via exception handling, but the ideal type system will prevent us from doing anything that is unsafe in the first place and this is where we start to borrow ideas from a language such as Haskell, with its concept of "dependent types". If the type of an array includes its length, we can ensure that any index accesses into the array are valid. The problem is that we now need to carry around the length of arrays and the values of indices throughout our code so that it can be type-checked. In general, writing the specification to prove a positive property, even for a problem very amenable to specification, such as a simple sorting algorithm, turns out to be very hard and the specification will be different for every program. Extend this to writing a specification for, say, Microsoft Word and we can see that the specification would end up being no simpler, and therefore no less buggy, than the implementation. Fortunately, it is easier to write a specification that proves that a program doesn't have certain, specific and undesirable properties, such as infinite loops or accesses to the wrong bit of memory. If we can write the specifications to prove that a program is immune to such problems, we could reuse them in many places. The problem is the lack of specification "provers" that can do this without a lot of manual intervention (i.e. hints from the programmer). All this might feel a very long way off, but computing power and our understanding of the theory of "provers" advances quickly, and Microsoft is doing some of it already. Via their Terminator research project they have started to prove that their device drivers will always terminate, and in so doing have suddenly eliminated a vast range of possible bugs. This is a huge step forward from saying, "we've tested it lots and it seems fine". What do you think? What might be good targets for specification and verification? SQL could be one: the cost of a bug in SQL Server is quite high given how many important systems rely on it, so there's a good incentive to eliminate bugs, even at high initial cost. [Many thanks to Mike Williamson for guidance and useful conversations during the writing of this piece] Cheers, Tony.

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  • What Counts For a DBA – Depth

    - by Louis Davidson
    SQL Server offers very simple interfaces to many of its features. Most people could open up SSMS, connect to a server, write a simple query and see the results. Even several of the core DBA tasks are deceptively straightforward. It doesn’t take a rocket scientist to perform a basic database backup or run a trace (even using the newfangled Extended Events!). However, appearances can be deceptive, and often times it is really important that a DBA understands not just the basics of how to perform a task, but why we do a task, and how that task works. As an analogy, consider a child walking into a darkened room. Most would know that they need to turn on the light, and how to do it, so they flick the switch. But what happens if light fails to shine forth. Most would immediately tell you that you need to consider changing the light bulb. So you hop in the car and take them to the local home store and instruct them to buy a replacement. Confronted with a 40 foot display of light bulbs, how will they decide which of the hundreds of types of bulbs, of different types, fittings, shapes, colors, power and efficiency ratings, is the right choice? Obviously the main lesson the child is going to learn this day is how to use their cell phone as a flashlight so they don’t have to ask for help the next time. Likewise, when the metaphorical toddlers who use your database server have issues, they will instinctively know something is wrong, and may even have some idea what caused it, but will have no depth of knowledge to figure out the right solution. That is where the DBA comes in and attempts to save the day. However, when one looks beneath the shiny UI, SQL Server has its own “40 foot display of light bulbs”, in the form of the tremendous number of tools and the often-bewildering amount of information they can present to the DBA, to help us find issues. Unfortunately, resorting to guesswork, to trying different “bulbs” over and over, hoping to stumble on the answer. This is where the right depth of knowledge goes a long way. If we need to write a SELECT statement, then knowing the syntax and where to find the data is not enough. Knowledge of indexes and query plans is essential. Without it, we might hit on a query that “works”, but we are basically still a user, not a programmer, because we have no real control over our platform. Is that level of knowledge deep enough? Probably not, since knowledge of the underlying metadata and structures would be very useful in helping us make sense of any query plan. Understanding the structure of an index makes the “key lookup” operator not sound like what you do when someone tapes your car key to the ceiling. So is even this level of understanding deep enough? Do we need to understand the memory architecture used to process the query? It might be a comforting level of knowledge, and will doubtless come in handy at some point, but is not strictly necessary in most cases. Beyond that lies (more or less) full knowledge of SQL language and the intricacies of every step the SQL Server engine takes to process our query. My personal theory is that, as a professional, our knowledge of a given task should extend, at a minimum, one level deeper than is strictly necessary to perform the task. Anything deeper can be left to the ridiculously smart, or obsessive, or both. As an example. tasked with storing an integer value between 0 and 99999999, it’s essential that I know that choosing an Integer over Decimal(8,0) will likely offer performance benefits. It is then useful that I also understand the value of adding a CHECK constraint, to make sure the values are valid to the desired range; and comforting that I know a little about the underlying processors, registers and computer math. Anything further, I leave to the likes of Joe Chang, whose recent blog post on the topic offers depth by the bucketful!  

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  • Cream of the Crop

    - by KemButller
    JD Edwards has been working hard to ensure that you shouldn't have to work so hard! Yet there are still JD Edwards customers that may not be up to speed on all the new and or improved tools and utilities we have delivered, all designed to make your life easier. So today, I want to share what I consider to be the cream of the crop….those items that every customer should know about and leverage to make ERP life just a little bit (or A LOT) easier! These are my top picks, the cream of a very good crop! Explore and enjoy, and gain some of your time back to do with as you please. · www.runjde.com It’s where to go when you need to know! The Resource Kits available on www.runjde.com provide comprehensive Resource Kits (guides) by user type. The guides provide brief descriptions of the wide array of resources that are available to JD Edwards’s eco system and links to each of those resources. · My Oracle Support (MOS) Information Centers This link will take you to an index that is designed to provide you with simple and quick navigation to the available EnterpriseOne Information Centers. This index provides links to: · EnterpriseOne Application specific Information Centers · EnterpriseOne Tools and Technology Information Centers · EnterpriseOne Performance Information Center · EnterpriseOne 9.1 and 9.0 Information Centers Information Centers give Oracle the ability to aggregate content for a given focus area and present this content in categories for easy browsing by our customers. Information Centers offer a variety of focused dynamic content organized around one or more of the following tasks. · Overview · Use · Troubleshooting · Patching and Maintenance · Install and Configure · Upgrade · Optimize Performance · Security · Certify JD Edwards Newsletters Be in the know by reading the Global Customer Support Product Newsletters. They are PACKED with news and information covering a wide range of topics and news. It is a must read if you want to know what’s happening in the JD Edwards universe! Read the latest EntepriseOne newsletter Read the latest World newsletter Learn How to receive notification when a new newsletter edition is published Oracle Learning Library – (OLL) Oracle Learn Library is the place to go for easy access to JD Edwards Application and Tools training. For a comprehensive view of the training available for a specific product/functional area, explore the Knowledge Paths For Net Change (new feature) training, explore the TOI sessions (TOI stands for Transfer Of Information). Tip: Be sure to experiment with the search filters! · www.upgradejde.com The site designed to help customers and partners with the process of upgrading JD Edwards. The site is a wealth of information, tools and resources designed to assist in the evaluation, planning and execution steps required when upgrading. Of note is the wildly successful upgrade strategy known as “The Art of the Possible” wherein JD Edwards and many of our partners hold free workshops to teach customers how to conduct upgrades in 100 days or less. Equally important is the fact that on www.upgradejde.com, customers can gain visibility into planned enhancements using the Product and Technology Feature Catalogs. The catalogs are great for creating customer specific reports about the net change between older releases and current or planned releases. Examples of other key resources on www.upgradejde.com are the product data base changes between releases, extensibility guides, (formerly known as programmer’s guides), whitepapers, ROI calculators and much more!

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Representing Mauritius in the 2013 Bench Games

    Only by chance I came across an interesting option for professionals and enthusiasts in IT, and quite honestly I can't even remember where I caught attention of Brainbench and their 2013 Bench Games event. But having access to 600+ free exams in a friendly international intellectual competition doesn't happen to be available every day. So, it was actually a no-brainer to sign up and browse through the various categories. Most interestingly, Brainbench is not only IT-related. They offer a vast variety of fields in their Test Center, like Languages and Communication, Office Skills, Management, Aptitude, etc., and it can be a little bit messy about how things are organised. Anyway, while browsing through their test offers I added a couple of exams to 'My Plan' which I would give a shot afterwards. Self-assessments Actually, I took the tests based on two major aspects: 'Fun Factor' and 'How good would I be in general'... Usually, you have to pay for any kind of exams and given this unique chance by Brainbench to simply train this kind of tests was already worth the time. Frankly speaking, the tests are very close to the ones you would be asked to do at Prometric or Pearson Vue, ie. Microsoft exams, etc. Go through a set of multiple choice questions in a given time frame. Most of the tests I did during the Bench Games were based on 40 questions, each with a maximum of 3 minutes to answer. Ergo, one test in maximum 2 hours - that sounds feasible, doesn't it? The Measure of Achievement While the 2013 Bench Games are considered a worldwide friendly competition of knowledge I was really eager to get other Mauritians attracted. Using various social media networks and community activities it all looked quite well at the beginning. Mauritius was listed on rank #19 of Most Certified Citizens and rank #10 of Most Master Level Certified Nation - not bad, not bad... Until... the next update of the Bench Games Leaderboard. The downwards trend seemed to be unstoppable and I couldn't understand why my results didn't show up on the Individual Leader Board. First of all, I passed exams that were not even listed and second, I had better results on some exams listed. After some further information from the organiser it turned out that my test transcript wasn't available to the public. Only then results are considered and counted in the competition. During that time, I actually managed to hold 3 test results on the Individuals... Other participants were merciless, eh, more successful than me, produced better test results than I did. But still I managed to stay on the final score board: An 'exotic' combination of exam, test result, country and person itself Representing Mauritius and the Visual FoxPro community in that fun event. And although I mainly develop in Visual FoxPro 9.0 SP2 and C# using .NET Framework from 2.0 to 4.5 since a couple of years I still managed to pass on Master Level. Hm, actually my Microsoft Certified Programmer (MCP) exams are dated back in June 2004 - more than 9 years ago... Look who got lucky... As described above I did a couple of exams as time allowed and without any preparations, but still I received the following mail notification: "Thank you for recently participating in our Bench Games event.  We wanted to inform you that you obtained a top score on our test(s) during this event, and as a result, will receive a free annual Brainbench subscription.  Your annual subscription will give you access to all our tests just like Bench Games, but for an entire year plus additional benefits!" -- Leader Board Notification from Brainbench Even fun activities get rewarded sometimes. Thanks to @Brainbench_com for the free annual subscription based on my passed 2013 Bench Games Master Level exam. It would be interesting to know about the total figures, especially to see how many citizens of Mauritius took part in this year's Bench Games. Anyway, I'm looking forward to be able to participate in other challenges like this in the future.

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  • Chrome Countdown Extension [migrated]

    - by Mike Saffold
    I have modified this countdown script to countdown to 4:20pm everyday. I have attempted to create a Google Chrome app that displays the countdown. The javascript is supposed replace a paragraph tag with id of "note" with the time left. It works when I load the page in chrome, but does not work when I load the extension. Example, if I put: <p id="note">asdf</a> I get just the text, "asdf", but when I open the html file I get the countdown. Here is the manifest.json file: { "name": "My First Extension", "version": "1.0", "manifest_version": 2, "description": "The first extension that I made.", "browser_action": { "default_icon": "icon.png", "default_popup": "popup.html" } } Here is the popup.html code: <html> <head> <title>4:20PM Countdown</title> <!-- Our CSS stylesheet file --> <link rel="stylesheet" href="http://fonts.googleapis.com/css?family=Open+Sans+Condensed:300" /> <link rel="stylesheet" href="http://treesmoke.com/cd/assets/css/styles.css" /> <link rel="stylesheet" href="http://treesmoke.com/cd/assets/countdown/jquery.countdown.css" /> </head> <body> <p id="note">asdf</p> <!-- JavaScript includes --> <script type="text/javascript" src="http://code.jquery.com/jquery-1.7.1.min.js"></script> <script type="text/javascript" src="http://treesmoke.com/cd/assets/countdown/jquery.countdown.js"></script> <script type="text/javascript" src="http://treesmoke.com/cd/assets/js/script.js"></script> </body> </html> Here's the popup.html page, showing that the script works. Thanks guys, it isn't that big of a deal if I can't get it to work. I was just bored and decided to learn a little.

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Modernizr Rocks HTML5

    - by Laila
    HTML5 is a moving target.  At the moment, we don't know what will be in future versions.  In most circumstances, this really matters to the developer. When you're using Adobe Air, you can be reasonably sure what works, what is there, and what isn't, since you have a version of the browser built-in. With Metro, you can assume that you're going to be using at least IE 10.   If, however,  you are using HTML5 in a web application, then you are going to rely heavily on Feature Detection.  Feature-Detection is a collection of techniques that tell you, via JavaScript, whether the current browser has this feature natively implemented or not Feature Detection isn't just there for the esoteric stuff such as  Geo-location,  progress bars,  <canvas> support,  the new <input> types, Audio, Video, web workers or storage, but is required even for semantic markup, since old browsers make a pigs ear out of rendering this.  Feature detection can't rely just on reading the browser version and inferring from that what works. Instead, you must use JavaScript to check that an HTML5 feature is there before using it.  The problem with relying on the user-agent is that it takes a lot of historical data  to work out what version does what, and, anyway, the user-agent can be, and sometimes is, spoofed. The open-source library Modernizr  is just about the most essential  JavaScript library for anyone using HTML5, because it provides APIs to test for most of the CSS3 and HTML5 features before you use them, and is intelligent enough to alter semantic markup into 'legacy' 'markup  using shims  on page-load  for old browsers. It also allows you to check what video Codecs are installed for playing video. It also provides media queries  and conditional resource-loading (formerly YepNope.js.).  Generally, Modernizr gives you the choice of what you do about browsers that don't support the feature that you want. Often, the best choice is graceful degradation, but the resource-loading feature allows you to dynamically load JavaScript Shims to replace the standard API for missing or defective HTML5 functionality, called 'PolyFills'.  As the Modernizr site says 'Yes, not only can you use HTML5 today, but you can use it in the past, too!' The evolutionary progress of HTML5  requires a more defensive style of JavaScript programming where the programmer adopts a mindset of fearing the worst ( IE 6)  rather than assuming the best, whilst exploiting as many of the new HTML features as possible for the requirements of the site or HTML application.  Why would anyone want the distraction of developing their own techniques to do this when  Modernizr exists to do this for you? Laila

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  • Website File and Folder Structure

    - by Drummss
    I am having a problem learning how proper website structure should be. And by that I mean how to code the pages and how folder structure should be. Currently I am navigating around my website using GET variables in PHP when you want go to another page, so I am always loading the index.php file. And I would load the page I wanted like so: $page = "error"; if(isset($_GET["page"]) AND file_exists("pages/".$_GET["page"].".php")) { $page = $_GET["page"]; } elseif(!isset($_GET["page"])) { $page = "home"; } And this: <div id="page"> <?php include("pages/".$page.".php"); ?> </div> The reason I am doing this is because it makes making new pages a lot easier as I don't have to link style sheets and javascript in every file like so: <head> <title> Website Name </title> <link href='http://fonts.googleapis.com/css?family=Lato:300,400' rel='stylesheet' type='text/css'> <link rel="stylesheet" href="css/style.css" type="text/css"> <link rel="shortcut icon" href="favicon.png"/> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.11.0/jquery.min.js" type="text/javascript"></script> <script src="//ajax.googleapis.com/ajax/libs/jqueryui/1.10.4/jquery-ui.min.js" type="text/javascript"></script> </head> There is a lot of problems doing it this way as URLs don't look normal ("?page=apanel/app") if I am trying to access a page from inside a folder inside the pages folder to prevent clutter. Obviously this is not the only way to go about it and I can't find the proper way to do it because I'm sure websites don't link style sheets in every file as that would be very bad if you changed a file name or needed to add another file you would have to change it in every file. If anyone could tell me how it is actually done or point me towards a tutorial that would be great. Thanks for your time :)

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • How do you turn on the customizable gnome-panel features (like gnome-applets) in Precise?

    - by chriv
    I resurrected a broken laptop today. I took out the HDD, put it in a USB 3.0 enclosure, and created a VM that would use it. It was running lucid. I took a screenshot of the desktop before I started "do-release-upgrade", because from experience, I will never have my GUI back the way I want it again. I know how to install gnome-panel to get back the "Gnome Classic" session option. I know how to put my minimize, maximize, and close buttons back in the upper-right hand corner of windows (where they belong). I know how to use gdm instead of lightdm. Unity gets worse in every version (and the other desktop OS is going to be even worse with Metro). Here's what I don't know (in order of importance): 1. How do you make the panels in gnome (gnome-panel, to be precise) customizable again (like they were in older versions of Ubuntu)? 2. How do you install applets in the panels now (right-click is now ignored)? 3. How can you customize all of the window elements (like you could in older versions of Ubuntu)? I can't remember much about maverick, natty, or oneiric (except their names), so I don't know exactly when I lost these capabilities. Edit: (no screenshot), my StackExchange reputation (on other StackExchange sites) doesn't carry over to this site, so I can't post the screenshot. Take a look at the panels in the screen hot. They are nice, compact, and VERY functional (disk mounter applet, frequently used shortcuts, workspaces, show desktop, kill window, and trash icons, etc.) Notice how small the fonts (and how little real estate they waste). You can't notice the compact title bars, fonts, and window icons in this screen shot (since I redacted the rest of the desktop), but it's the same story there. Please help. I don't want to learn another distro, but Ubuntu gets less customizable with every "upgrade." Screenshot (not an inline image, since I don't have the reputation yet)... i.stack.imgur.com/puoUT.png

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  • Iscroll Wrapper doesnt get a height

    - by MCSell
    I got the following code: <div data-role="content" height="100%" data-iscroll> <div class="homebutton_zeile"> <a id="picture_home" href="#pictrues"> <div class="homebutton_all"> <div class="homebutton_name">Picture</div> <div class="homebutton_picture"> <img src="images/picture.png" alt="image" style="position: relative;"> </div> </div> </a> </div> </div> </div> My Classes of CSS .homebutton_zeile{ width: 100%; height: 30%; } .homebutton_all{ width: 30%; height: 90%; float:left; margin-left: 2%; margin-top:15px; } .homebutton_picture{ position: relative; width: 100%; height: 85%; float: left; background-color: #AAC7BD; border: 1px solid black; border-radius: 15px; box-shadow:8px 8px 8px #666; } .homebutton_name{ text-align:center; position: relative; top:-10px; width: 100%; height: 15%; margin-left: auto; text-decoration:none; color:black; } I am Using: iscroll.js jquery 1.8.2 jquery mobile 1.2.0 jqery mobile iscrollview. And if its needed to know jstorage.js and fastclick.js But the div above is not getting a height at the wrapper of iscroll. There is also a login before and this page will be shown automatically after the login after a $.mobile.changePage("#home"); function. I tried to do it as first page before the function of changePage and it gave me the same effect. If i put a   for example after the <div data-role="content" height="100%" data-iscroll>&nbps; The Wrapper get a height of 15px for the &nbps; but not for the images inside.

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