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  • Non-Linear Database Retrieval

    - by pws5068
    I'm building an article system, and each article will have one more Tags associated with it (similar to the Tags on this site). The tables are set up something like this: Article_Table Article_ID | Title | Author_ID | Content | Date_Posted | IP ... Tag_Table Tag_ID | Name ... Tag_Intersect_Table Tag_ID | Article_ID Is it possible query an article and all of its associated tags in one database call? If so, how is this done?

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  • adding one time options to items

    - by rap-uvic
    Hello, I'm building an Event Registration site. For any given event, we'll have a handful of items to choose from. I have a table for these items. For each event we might have special options for users. For example, for one of the events new users get to buy an item which is not available to other users. This may not apply to all the events. For other events we might have some other restriction on items. I will obviously be checking this programmatically on application side. I would like to though, set up a column containing flag in the items table. But I don't find it feasible because this condition may only apply to one particular event. I don't want all the future items to have this column. What is a good approach to take in such a situation? Should I create a special "restrictions" table and just do a join? How would I handle this on the application side?

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  • Bug in the official Android Fragments training sample?

    - by Jeff Axelrod
    It seems to me that there must be a bug in the Android Fragments demo. As background, Fragments are apparently sometimes instantiated by the Android OS and thus need a public no-arg constructor: All subclasses of Fragment must include a public empty constructor. The framework will often re-instantiate a fragment class when needed, in particular during state restore, and needs to be able to find this constructor to instantiate it. If the empty constructor is not available, a runtime exception will occur in some cases during state restore. But the NewsReader demo from the official Android training on Fragments constructs the HeadlinesFragment class and configures it with setOnHeadlineSelectedListener(this) from NewsReaderActivity.onCreate(). If the Android OS re-instantiates this fragment, the mHeadlineSelectedListener field will be null because HeadlinesFragment doesn't save or restore its state. Is this a bug or am I missing something?

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  • characteristics of the abstract class

    - by Harsha
    Hello All, I like to know what makes a class to be called as absract class. I believe, abract key word definetly make a class class, but if one takes out the keyword, then we can create the instance of the class. In otherwords, what are the characteristics of the abstract class. Thanks in advance. -Harsha

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  • Is this a good way to expose generic base class methods through an interface?

    - by Nate Heinrich
    I am trying to provide an interface to an abstract generic base class. I want to have a method exposed on the interface that consumes the generic type, but whose implementation is ultimately handled by the classes that inherit from my abstract generic base. However I don't want the subclasses to have to downcast to work with the generic type (as they already know what the type should be). Here is a simple version of the only way I can see to get it to work at the moment. public interface IFoo { void Process(Bar_base bar); } public abstract class FooBase<T> : IFoo where T : Bar_base { abstract void Process(T bar); // Explicit IFoo Implementation void IFoo.Process(Bar_base bar) { if (bar == null) throw new ArgumentNullException(); // Downcast here in base class (less for subclasses to worry about) T downcasted_bar = bar as T; if (downcasted_bar == null) { throw new InvalidOperationException( string.Format("Expected type '{0}', not type '{1}'", T.ToString(), bar.GetType().ToString()); } //Process downcasted object. Process(downcasted_bar); } } Then subclasses of FooBase would look like this... public class Foo_impl1 : FooBase<Bar_impl1> { void override Process(Bar_impl1 bar) { //No need to downcast here! } } Obviously this won't provide me compile time Type Checking, but I think it will get the job done... Questions: 1. Will this function as I think it will? 2. Is this the best way to do this? 3. What are the issues with doing it this way? 4. Can you suggest a different approach? Thanks!

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  • Javascript static method intheritance

    - by Matteo Pagliazzi
    I want to create a javascript class/object that allow me to have various method: Model class Model.all() » static method Model.find() » static method Model delete() » instance method Model save() » instance method Model.create() » static that returns a new Model instance For static method I can define them using: Model.staticMethod(){ method } while for instance method is better to use: function Model(){ this.instanceMethod = function(){} } and then create a new instance or using prototype? var m = function Model(){ } m.prototype.method() = function(){ } Now let's say that I want to create a new class based on Model, how to inherit not only its prototypes but also its static methods?

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  • understanding the models in MVC

    - by fayer
    i cant fully understand the models in MVC. so i am using symfony with doctrine. the doctrine models are created. does this mean that i don't have to create any models? are the doctrine models the only models i need? where should i put the code that uses the doctrine models: eg. $phoneIds = array(); $phone1 = new Phonenumber(); $phone1['phonenumber'] = '555 202 7890'; $phone1->save(); $phoneIds[] = $phone1['id']; $phone2 = new Phonenumber(); $phone2['phonenumber'] = '555 100 7890'; $phone2->save(); $phoneIds[] = $phone2['id']; $user = new User(); $user['username'] = 'jwage'; $user['password'] = 'changeme'; $user->save(); $user->link('Phonenumbers', $phoneIds); should this code be in the controller or in another model? and where should i validate these fields (check if it exists in database, that email is email etc)? could someone please shed a light on this. thanks.

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  • HMVC/PAC - how to handle shared abstractions/models?

    - by fig-gnuton
    In HMVC/PAC, what's the recommended way to code if two or more triads/agents share a common model/abstraction? Do you instantiate a new instance of that model wherever needed, and propogate a change in one to all the other instances via the controllers? Or do instantiate one model at some common upper level, and inject that instance wherever needed? (Or neither if I'm missing something fundamental about these patterns?)

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  • Python: Can subclasses overload inherited methods?

    - by Rosarch
    I'm making a shopping cart app in Google App Engine. I have many classes that derive from a base handler: class BaseHandler(webapp.RequestHandler): def get(self, CSIN=None): self.body(CSIN) Does this mean that the body() method of every descendant class needs to have the same argument? This is cumbersome. Only one descendant actually uses that argument. And what about when I add new args? Do I need to go through and change every class? class Detail(BaseHandler): def body(self, CSIN): class MainPage(BaseHandler): def body(self, CSIN=None): #@UnusedVariable class Cart(BaseHandler): def body(self, CSIN): #@UnusedVariable

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  • What objects would get defined in a Bridge scoring app (Javascript)

    - by Alex Mcp
    I'm writing a Bridge (card game) scoring application as practice in javascript, and am looking for suggestions on how to set up my objects. I'm pretty new to OO in general, and would love a survey of how and why people would structure a program to do this (the "survey" begets the CW mark. Additionally, I'll happily close this if it's out of range of typical SO discussion). The platform is going to be a web-app for webkit on the iPhone, so local storage is an option. My basic structure is like this: var Team = { player1: , player2: , vulnerable: , //this is a flag for whether or //not you've lost a game yet, affects scoring scoreAboveLine: , scoreBelowLine: gamesWon: }; var Game = { init: ,//function to get old scores and teams from DB currentBid: , score: , //function to accept whether bid was made and apply to Teams{} save: //auto-run that is called after each game to commit to DB }; So basically I'll instantiate two teams, and then run loops of game.currentBid() and game.score. Functionally the scoring is working fine, but I'm wondering if this is how someone else would choose to break down the scoring of Bridge, and if there are any oversights I've made with regards to OO-ness and how I've abstracted the game. Thanks!

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  • constructors and inheritance in JS

    - by nandinga
    Hi all, This is about "inheritance" in JavaScript. Supose I create a constructor Bird(), and another called Parrot() which I make to "inherit" the props of Bird by asigning an instance of it to Parrot's prototype, like the following code shows: function Bird() { this.fly = function(){}; } function Parrot() { this.talk = function(){ alert("praa!!"); }; } Parrot.prototype = new Bird(); var p = new Parrot(); p.talk(); // Alerts "praa!!" alert(p.constructor); // Alerts the Bird function!?!?! After I've created an instance of Parrot, how comes that the .constructor property of it is Bird(), and not Parrot(), which is the constructor I've used to create the object? Thanks!!

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  • Naming convention for non-virtual and abstract methods

    - by eagle
    I frequently find myself creating classes which use this form (A): abstract class Animal { public void Walk() { // TODO: do something before walking // custom logic implemented by each subclass WalkInternal(); // TODO: do something after walking } protected abstract void WalkInternal(); } class Dog : Animal { protected override void WalkInternal() { // TODO: walk with 4 legs } } class Bird : Animal { protected override void WalkInternal() { // TODO: walk with 2 legs } } Rather than this form (B): abstract class Animal { public abstract void Walk(); } class Dog : Animal { public override void Walk() { // TODO: do something before walking // custom logic implemented by each subclass // TODO: walk with 4 legs // TODO: do something after walking } } class Bird : Animal { public override void Walk() { // TODO: do something before walking // custom logic implemented by each subclass // TODO: walk with 2 legs // TODO: do something after walking } } As you can see, the nice thing about form A is that every time you implement a subclass, you don't need to remember to include the initialization and finalization logic. This is much less error prone than form B. What's a standard convention for naming these methods? I like naming the public method Walk since then I can call Dog.Walk() which looks better than something like Dog.WalkExternal(). However, I don't like my solution of adding the suffix "Internal" for the protected method. I'm looking for a more standardized name. Btw, is there a name for this design pattern?

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  • What's the deal with Java's public fields?

    - by Annan
    I've been reading two articles (1)(2) on javaworld.com about how all class fields should be private and getter/setter methods are just as bad. An object should act on the data it has rather than allowing access to it. I'm currently working on a University assignment for Connect Four. In designing the program the Agents playing the Game need access to the Board's state (so they can decide what to move). They also need to pass this move to the Game so it can validate it as a legal move. And during deciding what to move pieces are grouped into Threats with a start and end Points. Board, Threat and Point objects don't really do anything. They are just there to store related data that can be accessed in a human readable way. At the start of design I was representing Points on the board as two element int arrays, however that got annoying when creating points or referencing components of them. So, the class: public class Point { public int x; public int y; public Point(int x, int y){ this.x = x; this.y = y; } } Perfect in every way I can think of. Except it breaks every rule I've learned. Have I sinned?

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  • Passing pointer position to an object in Java.

    - by Gabriel A. Zorrilla
    I've got a JPanel class called Board with a static subclass, MouseHanlder, which tracks the mouse position along the appropriate listener in Board. My Board class has fields pointerX and pointerY. How do i pass the e.getX() and e.getY() from the MouseHandler subclass to its super class JPanel? I tried with getters, setters, super, and cant get the data transfer between subclass and parent class. I'm certain it's a concept issue, but im stuck. Thanks!

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  • JavaScript private methods

    - by Wayne Kao
    To make a JavaScript class with a public method I'd do something like: function Restaurant() { } Restaurant.prototype.buy_food = function() { // something here } Restaurant.prototype.use_restroom = function() { // something here } That way users of my class can: var restaurant = new Restaurant(); restaurant.buy_food(); restaurant.use_restroom(); How do I create a private method that my public buy_food and use_restroom methods can call but that users of the class can't call externally. In other words, I want my method implementation to be able to do: Restaurant.prototype.use_restroom = function() { this.private_stuff(); } But this shouldn't work: var r = new Restaurant(); r.private_stuff(); How do I define private_stuff as a private method so both of those hold true? I've read Doug Crockford's writeup a few times but it doesn't seem like "private" methods can be called by public methods and "privileged" methods can be called externally.

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  • Can a function return an object? Objective-C and NSMutableArray

    - by seaworthy
    I have an NSMutableArray. It's members eventually become members of an array instance in a class. I want to put the instantiantion of NSMutable into a function and to return an array object. If I can do this, I can make some of my code easier to read. Is this possible? Here is what I am trying to figure out. //Definition: > function Objects (float a, float b) { > NSMutableArray *array = [[NSMutableArray alloc] init]; > [array addObject:[NSNumber numberWithFloat:a]]; > [array addObject:[NSNumber numberWithFloat:b]]; > //[release array]; ???????? return array; > } //Declaration: Math *operator = [[Math alloc] init]; [operator findSum:Objects(20.0,30.0)]; My code compiles if I instantiate NSMutableArray right before I send the message to the receiver. I know I can have an array argument along with the method. What I have problem seeing is how to use a function and to replace the argument with a function call. Any help is appreciated. I am interested in the concept not in suggestions to replace the findSum method.

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  • JavaScript check if anonymous object has a method

    - by Baddie
    How can I check if an anonymous object that was created as such: var myObj = { prop1: 'no', prop2: function () { return false; } } does indeed have a prop2 defined? prop2 will always be defined as a function, but for some objects it is not required and will not be defined. I tried what was suggested here: http://stackoverflow.com/questions/595766/how-to-determine-if-native-javascript-object-has-a-property-method but I don't think it works for anonymous objects .

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  • Java method overloading + double dispatch

    - by Max
    Can anybody explain in detail the reason the overloaded method print(Parent parent) is invoked when working with Child instance in my test piece of code? Any pecularities of virtual methods or methods overloading/resolution in Java involved here? Any direct reference to Java Lang Spec? Which term describes this behaviour? Thanks a lot. public class InheritancePlay { public static class Parent { public void doJob(Worker worker) { System.out.println("this is " + this.getClass().getName()); worker.print(this); } } public static class Child extends Parent { } public static class Worker { public void print(Parent parent) { System.out.println("Why this method resolution happens?"); } public void print(Child child) { System.out.println("This is not called"); } } public static void main(String[] args) { Child child = new Child(); Worker worker = new Worker(); child.doJob(worker); } }

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  • How do I dynamically instantiate a class in javascript?

    - by Adam
    I'm starting out with classes in Javascript and have hit a wall. I've looked all over for a tutorial that goes a little further than simply how to construct a class (usually Animal) then extend the class and have a Method do something (Dog alert('Bark');). I have created a class that I want a user to be able to instantiate (is that the right word)? For example the first stage in my program is for the user to give the class a name, and then start to populate the various variables in the class. When they've done that they may do it again many times. So if: var className = new MyObject(); How do I dynamically create the name of the new object className and then refer to it later in the code?

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  • My abstract class implements an interface but doesn't implement some of its methods. How do I make i

    - by Stefan Monov
    interface ICanvasTool { void Motion(Point newLocation); void Tick(); } abstract class CanvasTool_BaseDraw : ICanvasTool { protected abstract void PaintAt(Point location); public override void Motion(Point newLocation) { // implementation } } class CanvasTool_Spray : CanvasTool_BaseDraw { protected abstract void PaintAt(Point location) { // implementation } public override void Tick() { // implementation } } This doesn't compile. I could add an abstract method "Tick_Implementation" to CanvasTool_BaseDraw, then implement ICanvasTool.Tick in CanvasTool_BaseDraw with a one-liner that just calls Tick_Implementation. Is this the recommended workaround?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Compilation Error: "The modifier 'public' is not valid for this item" while creating public method o

    - by Lalit
    I am getting this error while creating public method on a class for explicitly implementing the interface. I have the workaround: by removing the explicit implementation of PrintName Method, But surprised why i am getting this error. Can anyone explain the error. Code for Library: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Test.Lib1 { public class Customer : i1 { public string i1.PrintName() //Error Here... { return this.GetType().Name + " called from interface i1"; } } public interface i1 { string PrintName(); } interface i2 { string PrintName(); } } Code for Console Test Application: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Test.Lib1; namespace ca1.Test { class Program { static void Main(string[] args) { Customer customer = new Customer(); Console.WriteLine(customer.PrintName()); //i1 i1o = new Customer(); //Console.WriteLine(i1o.printname()); //i2 i2o = new Customer(); //Console.WriteLine(i2o.printname()); } } }

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  • can you explain this jquery method from jquery.js

    - by mrblah
    Trying to understand how jquery works under the covers, what's the difference between: jQuery.fn and jQuery.prototype jQuery = window.jQuery = window.$ = function( selector, context ) { // The jQuery object is actually just the init constructor 'enhanced' return new jQuery.fn.init( selector, context ); }, and then: jQuery.fn = jQuery.prototype = { init: function( selector, context ) {

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