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  • Teaching java interfaces to absolute beginners: What is a good example? [closed]

    - by mrsteve
    Possible Duplicate: Explaining interfaces to beginning programmers? I searched on stackoverflow and here for a good example to teach java interfaces in a beginners class. I found the following post: http://stackoverflow.com/questions/416331/java-interfaces The Official Java-Tutorial and the references feature examples that are quite good but I would need a very simple example to start with for my class. I don't think the offical tutorial is the best resource for absolute beginners. The students are easily confused, and the most effective example would help. Any pointers or experience in teaching java interfaces?

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  • In Search Data Structure And Algorithm Project Title Based on Topic

    - by Salehin Suhaimi
    As the title says, my lecturer gave me a project that i needed to finish in 3 weeks before final semester exams. So i thought i will start now. The requirement is to "build a simple program that has GUI based on all the chapter that we've learned." But i got stuck on WHAT program should i build. Any idea a program that is related to this chapter i've learned? Any input will help. list, array list, linked list, vectors, stacks, Queues, ADT, Hashing, Binary Search Tree, AVL Tree, That's about all i can remember. Any idea where can i start looking?

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  • Visual Studio Setup - why is solution explorer on the right?

    - by amelvin
    Every time I install VS (whichever version going back years) it installs with the Solution Explorer on the right. Now as most UIs have the navigation in a left hand column (and at the top of the viewport) and the content to the right of this navigation this always seems wrong to me. So I drag the solution explorer to the left of the screen and dock it there. But I've never seen another developer do this. Considering how most programmers usually like to customize their environment, adding their favourite text editor, browser, plug-ins, greasemonkey scripts etc why do Visual Studio developers never seem to make this simple UI change? Does anyone else do this or am I just screaming in the dark?

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  • DIY Touch Screen Mod Makes Regular Gloves Smartphone-friendly

    - by Jason Fitzpatrick
    Smartphone-friendly winter gloves are expensive (and often ugly). Skip shelling out for store-bought gloves when, armed with a needle and thread, you can turn any gloves into smartphone-friendly ones. Over at Popular Science, Taylor Kubota shares the simple trick: 1. Order silver-plated nylon thread (silver conducts electricity). This can be difficult to find in stores, but major online retailers carry it. 2. Pick a pair of gloves to modify. Although leather works, it’s harder to push a needle through. 3. Stitch the figure of a star or other solid shape onto the glove’s index finger with the thread, making sure it will contact both the touchscreen and your skin. Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • Now that Device Central is dead, how can I test my Flash Lite applications?

    - by Kirby
    I'm trying to use Flash Lite to make a simple game for my girlfriend, who only has a Nokia 5530, but I just realized in CS6 Adobe killed Device Central, so there's no way for me to test it without the device (and it's supposed to be a surprise). Is there any other way for me to test it? I know I can just export the movie and use Flash Player, but Device Central allowed me to test drag and drop and memory/processor usage for example... tl;dr, is there an alternative to Device Central for testing Flash Lite in older devices?

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  • I am building a simply website for my mobile app & need good recommendation on where to host it [closed]

    - by Gob00st
    Possible Duplicate: How to find web hosting that meets my requirements? 1Question 1 I am building a simply website for my mobile app & need good recommendation on where to host it ? I am not expectation a large access volume any time soon but I want stability in general & considering I am just starting to do my 1st app, so I probably need it to be relative cheap. Please recommend me some stale & cost effective web hosting service ? 2Question 2 Also since I am some what new to web development (know basic HMTL & have used front page/dream weaver like 10 years ago, but haven't touched it for ages). But I am a good c++ software developer. How to you recommend me to build a simple static website(maybe just a few pages) for my mobile app ? Any template or tool recommendation ? Thanks a lot.

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  • Help comparing Cocos2d and Unity3d for this project [closed]

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • Partial Function Application

    - by AngelEyes
    This is long overdo... Just a short and simple example of Partial Function Application.   For some good explanations, which also include the difference between Currying and Partial Function Application, check out: http://msmvps.com/blogs/jon_skeet/archive/2012/01/30/currying-vs-partial-function-application.aspx and also this answer on stackoverflow: http://stackoverflow.com/a/8826698/532517   And here is the example, taken from real code:           internal void Addfile(string parentDirName, string fileName, long size)         {             AddElement(parentDirName, fileName, (name, parent) => new File(name, size, parent));         }           public void AddDir(string parentDirName, string dirName)         {             AddElement(parentDirName, dirName, (name, parent) => new Directory(dirName, parent));         }           private void AddElement(string parentDirName, string name,                                 Func<string, FileSystemElement, FileSystemElement> elementCreator)         {             ValidateFileNames(parentDirName, name);             var parent = (Directory)_index[parentDirName];             FileSystemElement element = elementCreator(name, parent);             parent._elements.Add(element);             _index.Add(name, element);         }

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  • Calculating the force of an impact?

    - by meds
    I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in mind this is all for a 2D physics engine. I don't think it's as simple as adding up these values and figuring out if it's large enogh it makes a large impact since that doesn't take into account if the two objects are travelling in the same direction (as an example). Any ideas?

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  • Best method in PHP for the Error Handling ? Convert all PHP errors (warnings notices etc) to exceptions?

    - by user1179459
    What is the best method in PHP for the Error Handling ? is there a way in PHP to Convert all PHP errors (warnings notices etc) to exceptions ? what the best way/practise to error handling ? again: if we overuse exceptions (i.e. try/catch) in many situations, i think application will be halted unnecessary. for a simple error checking we can use return false; but it may be cluttering the coding with many if else conditions. what do you guys suggest ?

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  • Use ctrl+space to invoke clang_complete

    - by tsurko
    I've setup a simple vim environment for C++ development and I use clang_complete for code completion. I'm wondering if there is a way to invoke clang_complete with ctrl+space (as in Eclipse for example)? Currently it is invoked with C-X C-U, which is not very convenient. In the plugin code I saw this: inoremap <expr> <buffer> <C-X><C-U> <SID>LaunchCompletion() So I tried something like this in my vimrc: inoremap <expr> <buffer> <C-Space> <SID>LaunchCompletion() Of course it didn't work:) I read vim's doc about key mapping. but no good. Have you got any suggestions what I'm doing wrong?

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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • Non-object-oriented game tutorials

    - by Arcadian
    I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple game written in a programming language which does not follow the OOP paradigm (or written in an OOP language but not in an OOP way) and recreate it in an OOP way using either C# or Java (haven't yet decided). This would then allow me to make concrete comparisons between the two. The game doesn't have to be anything complex; Tetris, Pong, etc. that sort of thing. The problem I've had so far is finding a suitable tutorial, any suggestions?

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  • Application for taking pretty screenshots (like OS X does)

    - by Oli
    I've been building a website for a guy who uses Mac OS X and occasionally he sends me screenshots of bugs. They come out looking like this: This is fairly typical of Mac screenshots. You get the window decorations, the shadow from the window and a white or transparent background (not the desktop wallpaper -- I've checked). Compare this to an Ubuntu window-shot (Alt+Print screen): It's impossible to keep a straight face and say the Ubuntu one anywhere near as elegant. My question is: Is there an application that can do this in Ubuntu? Edit: Follow up: Is there an application that can do this in one move? Shutter is pretty good but running the plugin for every screenshot is pretty tiresome as it doesn't seem to remember my preference (I want south-shadow and that requires selecting south, then clicking refresh, then save) and it's more clicks than I'd like. Is there a simple way of telling shutter I want south-shadow for all screenshots (except entire desktop and area-selection)?

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  • Script to calculate the Median value for SQL Server data

    The standard SQL language has a number of aggregate functions like: SUM, MIN, MAX, AVG, but a common statistics function that SQL Server does not have is a built-in aggregate function for median. The median is the value that falls in the middle of a sorted resultset with equal parts that are smaller and equal parts that are greater. Since there is no built-in implementation for the median, the following is a simple solution I put together to find the median. Get smart with SQL Backup ProPowerful centralised management, encryption and more.SQL Backup Pro was the smartest kid at school. Discover why.

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • Paren-free PHP? [on hold]

    - by Ivan Curdinjakovic
    I stumbled upon the idea for paren-free ecmascript (https://brendaneich.com/2010/11/paren-free/), which is inspired by Go language. And it's simple, clean and cool - if you make braces required instead of recommended (and they are recommended everywhere anyway: http://www.php-fig.org/psr/psr-2/), then parenthesis are unneeded around control structure “heads”. It would work exactly the same in PHP. So, a piece of PHP code could look like this: if $someVar == 42 { doSomething(); } or: foreach $someArray as $key => $value { echo "$key: $value"; } It's a small, but nice step towards a nicer, cleaner syntax and removing unnecessary parts. The question is - would PHP community be willing to see the languange move in that direction? Would it be considered an improvement by majority, or are we too used to typing those parenthesis and unwilling to see any change in PHP syntax?

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  • Testez la beta de Visual Studio 11 et dites-nous ce que vous en pensez

    Visual Studio 11, la prochaine version majeure de l'environnement de développement de Microsoft est disponible en version beta depuis fin février. Le changement le plus visible est sa nouvelle interface utilisateur inspirée de Metro, qui a fait l'objet d'une épuration et refonte complète afin d'être plus simple et permettre aux développeurs de se concentrer uniquement sur le code et les tâches connexes. L'EDI propose tout un ensemble d'outils pour la conception des applications Desktop, connectées, sociales, Web, Metro, Cloud et des jeux en utilisant les langages et technologies comme C#, VB.NET, F#, C++, HTML5, JavaScript et CSS. L'ALM est au centre de Visual Studio 11 : l'environnement introduit le DevOps, une nouvelle extension de l'Intelli...

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  • Using OpenCl to jiggle the Pipe

    - by TOAOGG
    I've got the Idea to use OpenCL to program a simple Renderer. A clear contra is, that this approach won't benefit from the hardware as the functions on the device (I think). Would it be useful to do this in OpenCL..lets say we want to Cull as early as possible so we won't have many per vertex operations. Is it correct, that Culling is done after the Vertex-Shader? For static-vertecies who won't get effected by the shader it could be interesting to cull them before. Another idea would be an deferred renderer. So the main question is: Would it make sense to program a renderer in OpenCL (aside the effort)? The resulting picture would be drawn in OpenGL.

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  • How can I get gcc to write a file larger than 2.0 GB?

    - by fred.bear
    I wanted to recompile 'xxd' (written in C), so I installed CodeBlocks as the IDE. All seemed to go well unil I discovered that I couldn't write past the 2.0 GB barrier... I've read that 'gcc' needs to be recompiled... (That sounds a bit dramatic..) I've read that I can use 'fread64()' instead of 'fread()' ... (didn't work) I've read something about a compiler options (?)... but I get lost at that point? I am surprised that it didn't work out-of-the-box, as I thought the 2.0 GB limit was ancient history as far as defaults go ... wrong again?:( My OS is 32-bit, on 32-bit hardware. The gcc version report in as: gcc (Ubuntu 4.4.3-4ubuntu5) 4.4.3 Is there a simple way around this issue? PS.. I was fascinated by the WARNINGS: section of 'info xxd' (..only on Linux ;)

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  • Alternatives to sql like databases

    - by user613326
    Well i was wondering these days computers usually have 2GB or 4GB memory I like to use some secure client server model, and well an sql database is likely candidate. On the other hand i only have about 8000 records, who will not frequently be read or written in total they would consume less then 16 Megabyte. And it made me wonder what would be good secure options in a windows environment to store the data work with it multi-client single server model, without using SQL or mysql Would for well such a small amount of data maybe other ideas better ? Because i like to keep maintenance as simple as possible (no administrators would need to know sql maintenance, as they dont know databases in my target environment) Maybe storing in xml files or.. something else. Just wonder how others would go if ease of administration is the main goal. Oh and it should be secure to, the client server data must be a bit secure (maybe NTLM files shares https or...etc)

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  • How can I explain object-oriented programming to someone who's only coded in Fortran 77?

    - by Zonedabone
    My mother did her college thesis in Fortran, and now (over a decade later) needs to learn c++ for fluids simulations. She is able to understand all of the procedural programming, but no matter how hard I try to explain objects to her, it doesn't stick. (I do a lot of work with Java, so I know how objects work) I think I might be explaining it in too high-level ways, so it isn't really making sense to someone who's never worked with them at all and grew up in the age of purely procedural programming. Is there any simple way I can explain them to her that will help her understand?

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  • Web App for storing and organize programming information?

    - by Fabzter
    So, I've found myself, after several years of coding (I consider myself a coder, rather than a programmer) full of links and loose snippets and coding tips, all dispersed across the web. In such way it is barely usable, even when every bit is important or interesting. I thought of simply storing the links in delicious or something alike, but it's not really the links I want to keep, I just need the succinth info. So I was thinking to use some web app, something like a wiki, maybe much more simple, so I could access it though my mobile if I need it. I could code it, but as I stated it before, I'm more of a code monkey, and I'm sure my solution would be far from decent... Can anyone give me recommendations on this?

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