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  • DirectX: Game loop order, draw first and then handle input?

    - by Ricket
    I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene : To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far ahead of calling present as possible. I've been accustomed to writing my game loop to handle input and such, then draw. Do I have it backwards? Maybe the game loop should be more like this: (semi-pseudocode, obviously) while(running) { d3ddev->Clear(...); d3ddev->BeginScene(); // draw things d3ddev->EndScene(); // handle input // do any other processing // play sounds, etc. d3ddev->Present(NULL, NULL, NULL, NULL); } According to that sentence of the documentation, this loop would "enable maximal parallelism". Is this commonly done? Are there any downsides to ordering the game loop like this? I see no real problem with it after the first iteration... And I know the best way to know the actual speed increase of something like this is to actually benchmark it, but has anyone else already tried this and can you attest to any actual speed increase?

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  • PHP Include and accents (They show up as ?)

    - by user146780
    I'm using PHP include to include a PHP file that has HTML in it. some of the content has french accents and these show up as ? on the site. How can this be solved? Thanks Here is the PHP file I include: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html dir="ltr" xmlns="http://www.w3.org/1999/xhtml"> <head> <meta content="en-us" http-equiv="Content-Language" /> <title>Accueil</title> <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <meta content="Changement créativité rêve buts être centré Plénitude personnel Développement transformation Modification nouveauté avancement bien-être Nouvelle vision ressentis L’énergie positive satisfaction l’acceptation Pardon" name="keywords" /> <link href="masterstyles.css" rel="stylesheet" type="text/css" /> <link href="menustyles.css" rel="stylesheet" type="text/css" /> <link href="menudropdown.css" rel="stylesheet" type="text/css" /> <td class="tbsyles" >&nbsp; <h3 class="bigorange"> ACTIVITÉS À VENIR…</h3> <p class="horizblue"> </p> <p class="bigblack"> <br /> Inscrivez-vous à nos conférences et formations <br /> <br /> </p> <h4 class="orange"> Example of some text that could be here<br /> </h4> <p class="horizblue"> &nbsp;</p> <h3 class="bigorange"> <br /> ABONNEZ-VOUS… </h3> <p class="nopadding"> À notre liste d’envoi </p> <form method="post" action="<?php echo $PHP_SELF;?>"> <?PHP function process_info(){ if(isset($_POST['email'])) { $email=$_POST["email"]; $email=strtolower($email); $action = "subc"; // check if email exists // check whether email is correct (basic checking) $test1=strpos($email, "@"); //value must be >1 $test2=strpos(substr($email,strpos($email,"@")), "."); //value must be >1 $test3=strlen($email); //value must be >6 $test4=substr_count ($email,"@"); //value must be 1 if ($test1<2 or $test2<2 or $test3<7 or $test4!=1) { print "<h6>Il a une erreur avec vôtre email</h6>"; print "<h6>Aucune informations ont été envoyer</h6>"; } else { print "<h5>vôtre address est enregistrer, Merci </h5>"; //If they wanted to subsribe, do it... $file = "emaillist-666XXX.txt"; // lets try to get the content of the file if (file_exists($file)){ // If the file is already in the server, its content is pasted to variable $file_content $file_content=file_get_contents($file); } else{ // If the file does not exists, lets try to create it // In case file can not be created (probably due to problems with directory permissions), // the users is informed (the first user will be the webmaster, who must solve the problem). $cf = fopen($file, "w") or die(""); fclose($cf); } // IF REQUEST HAS BEEN TO SUBSCRIBE FROM MAILING LIST, ADD EMAIL TO THE FILE if ($action=="subc"){ // check whether the email is already registered if(strpos($file_content,"<$email>")>0){die("");} // write the email to the list (append it to the file) $cf = fopen($file, "a"); fputs($cf, "\n$email"); // new email is written to the file in a new line fclose($cf); } } } } process_info(); ?> &nbsp;<p class="nopadding">Votre Courriel</p> <input name="email" type="text" class="style3" /> <input name="Submit" type="submit" value="OK" /></form> <p class="horizblue"></p> <h3 class="bigorange"> <br /> OUTILS GRATUIT… </h3> <p class="nopadding">Amusez-vous avec des outils intéressants</p> </td>

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  • What is wrong in the jquery code?

    - by phpBOY
    I have been struggling in fixing this code, wonder what is wrong at all... var tips = "<p class="adobe-reader-download">Most computers will open PDF documents automatically, but you may need to download <a title='Link to Adobe website-opens in a new window'"; tips +=" href='http://www.adobe.com/products/acrobat/readstep2.html' target='_blank'>Adobe Reader</a>.</p>"; if($("div#maincontent a[href*='.pdf']").length>0){ $("div#maincontent").children(":last-child").after(tip);

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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • $(ajax) using webservice response

    - by loviji
    Hello, I have a simple ajax query. $(document).ready(function () { var infManipulate = true; var tableID=<%=TableID %>; var userName="<%=CurrentUserName%>"; $.ajax({ type: "POST", url: "../../WS/Permission.asmx/CanManipulate", data: "tableID=" + tableID + "&userName=" + userName + "", success: function (msg) { //**how can I know there method CanManipulate returned true or false?** msg; debugger; }, error: function (msg) { } }); And simple web-method [WebMethod] public bool CanManipulate(int tableID, string userName) { //some op. return prm.haveThisMatch(userName, tableID, "InfManipulate"); } how can I know there method CanManipulate returned true or false value in $(ajax) content?

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  • how to get game sound or how to create for iPhone

    - by iPhone Fun
    Hi all, I am having problem of getting sound. i.e. how to get good sounds for our iPhone games? or how to make some good quality sounds for iPhone game applications so that the applications will become some more attractive? There are many sites like www.freesound.org , but I am not able to get good sounds as per my choice. If any one know from where we can get good sounds or how to make such things please help me. As this will be help full to all for using sounds in the applications of iPhone or other. Thanks in advance

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  • Using fonts that aren't on iPhone

    - by 4thSpace
    I'd like to use some fonts that aren't part of the iPhone OS. I've seen games that use non standard fonts. I can install the fonts, create images for each one in Photoshop and then use those images in the iPhone app. However, I don't think that is a practical way to go. If the color or tint needs to be adjusted (because of background) or size, I'll have to redesign every font I'm using. Is there a better way to do this? I read this http://stackoverflow.com/questions/360751/can-i-embed-a-custom-font-in-an-iphone-application and downloaded the open source font label app. However, it crashes most of the time when I try using particular fonts. In regards to the last comment about using UIFont with the fontWithName:size, that certainly doesn't work. Your font variable will be nil. Listing all available fonts reveals why - none of the custom fonts are in the list. I've also read http://stackoverflow.com/questions/566054/how-do-i-include-a-font-with-my-iphone-application, which definitely does not work. Same as last comment in above link.

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  • Implementation Details as a "Document" ( In generic terms) - Python, C++

    - by mgj
    Hi..:) For documentation and presentation purposes, we often find professionals/students creating SRS, coding guidelines etc. for these things there is some kind of a checklist which one could use to appropriately match what could relate to a specific case and accordingly one does a documentation for each. On those grounds could you please give me some sort of a checklist( any points/guidelines) one could use for going about Implementation( in the form of Implementation Details) in Python and C++ . Although this might sound specific as the query is "Implementation Details" and is different for different cases as one goes about the REAL implementation, I just want a SET of guidelines one should follow ( Preferably In Python, C++ specific, even for any other language is Welcome) if this( Implementation Details ) has to also be documented or presented. Hope the question is clear, I am sorry if it still sounds ambiguous, I guess this is the best I could do to frame my query. Thank you for your time...:)

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  • What are the general strategies for the server of an FPS multiplayer game to update its clients?

    - by Hooray Im Helping
    A friend and I were having a discussion about how a FPS server updates the clients connected to it. We watched a video of a guy cheating in Battlefield: Bad Company 2 and saw how it highlighted the position of enemies on the screen and it got us thinking. His contention was that the server only updates the client with information that is immediately relevant to the client. I.e. the server won't send information about enemy players if they are too far away from the client or out of the client's line of sight for reasons of efficiency. He was unsure though - he brought up the example of someone hiding behind a rock, not able to see anyone. If the player were suddenly to pop up where he had three players in his line of sight, there would be a 50ms delay before they were rendered on his screen while the server transmitted the necessary information. My contention was the opposite: that the server sends the client all the information about every player and lets the client sort out what is allowed and what isn't. I figured it would actually be less expensive computationally for the server to just send everything to the client and let the client do the heavy lifting, so to speak. I also figured this is how cheat programs work - they intercept the server packets, get the location of enemies, then show them on the client's view. So the question: What are some general policies or strategies a modern first person shooter server employs to keep its clients updated?

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  • Escaping quotes twice in PHP

    - by Genadinik
    Hello, I have a complicated form where I first have to take some _GET parameters and obviously I have to do a mysql_real_escape_string() on them since I look stuff up in the database with them. Them problem for me is after the initial db lookup. When the user submits a form, I send them along as a _POST request and obviously have to do this mysql_real_escape_string call again just in case someone tries to hack my site with a faked form submission. Then the problem I have is the arguments are escaped twice and my queries begin to look strange like this: select field1 , field2 , from my_table where some_id = \'.$lookup_id.\' ... So the system seems to be adding \' and it is messing me up :) Also, in my other forms I have not seen such behavior. Any ideas on what may be causing this? One weird thing is that I tried to send unescaped parameters to the post, and the same problem happens. That is a clue, but not a sufficient one for me. :( Thanks, Alex

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  • opensourcing a website code

    - by pygabriel
    Hi! I'm writing a little website (webapp) in php+codeigniter, I'd really like to make it open source (to attract collaborators and to have a free VCS hosting). Is that a good practice? This mine security? Which are the best tools to change important data before uploading? (like config files with db names and passwords used for testing etc..)

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  • Solution for distributing MANY simple network tasks?

    - by EmpireJones
    I would like to create some sort of a distributed setup for running a ton of small/simple REST web queries in a production environment. For each 5-10 related queries which are executed from a node, I will generate a very small amount of derived data, which will need to be stored in a standard relational database (such as PostgreSQL). What platforms are built for this type of problem set? The nature, data sizes, and quantities seem to contradict the mindset of Hadoop. There are also more grid based architectures such as Condor and Sun Grid Engine, which I have seen mentioned. I'm not sure if these platforms have any recovery from errors though (checking if a job succeeds). What I would really like is a FIFO type queue that I could add jobs to, with the end result of my database getting updated. Any suggestions on the best tool for the job?

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  • Ray-triangle intersetion

    - by gamemaker
    Hello! How can I test intersesion ray and triangle, and if it exist how to get distance from ray origin to intersection point?? What optimization I can use, if in my program I've got to check 1 ray to ~10000 triangles ??

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  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

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  • Who will take benefit of graceful degradation? Desktop users, mobile users, screen reader users?

    - by metal-gear-solid
    How many percentage of desktop users? How many percentage of mobile, ipad, iphone users? and is there any other devices to access website which do not support JavaScript? Is JavaScript also a problem for screen reader users? Who will take benefit if we make things without JavaScript or we give non-JavaScript version? Who will take benefit of graceful degradation? Desktop users, mobile users, screen reader users? Is it worth to give time for graceful degradation? Is WCAG 2.0 do not prefer to use Javascript? Why anyone will like to surf net without JavaScript?

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  • What are the most popular version control softwares and why?

    - by gnucom
    Hey Everyone, I'm an employee at a small company that is going to be launching a version control system soon and I'm trying to consider which software would best serve this company for version control. I wanted to get as many opinions as possible. Right now, I'm experimenting with Trac and Indefero running atop a SVN server. So my question is, what is the most popular/favorite version control software and why? ??t??!

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  • How do I fix "java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method)"?

    - by Jephir
    I'm making a Java application that uses the Slick library to load images. However, on some computers, I get this error when trying to run the program: Exception in thread "main" java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99) at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288) at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60) at org.newdawn.slick.opengl.PNGImageData.loadImage(PNGImageData.java:692) at org.newdawn.slick.opengl.CompositeImageData.loadImage(CompositeImageData.java:62) at org.newdawn.slick.opengl.CompositeImageData.loadImage(CompositeImageData.java:43) My VM options are: -Djava.library.path=lib -Xms1024M -Xmx1024M -XX:PermSize=256M -XX:MaxPermSize=256M The program loads a few large images (1024 x 768 resolution) at the beginning. Any help to solve this problem would be greatly appreciated.

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