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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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  • Android draw using SurfaceView and Thread

    - by Morten Høgseth
    I am trying to draw a ball to my screen using 3 classes. I have read a little about this and I found a code snippet that works using the 3 classes on one page, Playing with graphics in Android I altered the code so that I have a ball that is moving and shifts direction when hitting the wall like the picture below (this is using the code in the link). Now I like to separate the classes into 3 different pages for not making everything so crowded, everything is set up the same way. Here are the 3 classes I have. BallActivity.java Ball.java BallThread.java package com.brick.breaker; import android.app.Activity; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class BallActivity extends Activity { private Ball ball; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); ball = new Ball(this); setContentView(ball); } @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); setContentView(null); ball = null; finish(); } } package com.brick.breaker; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.view.SurfaceHolder; import android.view.SurfaceView; public class Ball extends SurfaceView implements SurfaceHolder.Callback { private BallThread ballThread = null; private Bitmap bitmap; private float x, y; private float vx, vy; public Ball(Context context) { super(context); // TODO Auto-generated constructor stub bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ball); x = 50.0f; y = 50.0f; vx = 10.0f; vy = 10.0f; getHolder().addCallback(this); ballThread = new BallThread(getHolder(), this); } protected void onDraw(Canvas canvas) { update(canvas); canvas.drawBitmap(bitmap, x, y, null); } public void update(Canvas canvas) { checkCollisions(canvas); x += vx; y += vy; } public void checkCollisions(Canvas canvas) { if(x - vx < 0) { vx = Math.abs(vx); } else if(x + vx > canvas.getWidth() - getBitmapWidth()) { vx = -Math.abs(vx); } if(y - vy < 0) { vy = Math.abs(vy); } else if(y + vy > canvas.getHeight() - getBitmapHeight()) { vy = -Math.abs(vy); } } public int getBitmapWidth() { if(bitmap != null) { return bitmap.getWidth(); } else { return 0; } } public int getBitmapHeight() { if(bitmap != null) { return bitmap.getHeight(); } else { return 0; } } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub ballThread.setRunnable(true); ballThread.start(); } public void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub boolean retry = true; ballThread.setRunnable(false); while(retry) { try { ballThread.join(); retry = false; } catch(InterruptedException ie) { //Try again and again and again } break; } ballThread = null; } } package com.brick.breaker; import android.graphics.Canvas; import android.view.SurfaceHolder; public class BallThread extends Thread { private SurfaceHolder sh; private Ball ball; private Canvas canvas; private boolean run = false; public BallThread(SurfaceHolder _holder,Ball _ball) { sh = _holder; ball = _ball; } public void setRunnable(boolean _run) { run = _run; } public void run() { while(run) { canvas = null; try { canvas = sh.lockCanvas(null); synchronized(sh) { ball.onDraw(canvas); } } finally { if(canvas != null) { sh.unlockCanvasAndPost(canvas); } } } } public Canvas getCanvas() { if(canvas != null) { return canvas; } else { return null; } } } Here is a picture that shows the outcome of these classes. I've tried to figure this out but since I am pretty new to Android development I thought I could ask for help. Does any one know what is causing the ball to be draw like that? The code is pretty much the same as the one in the link and I have tried to experiment to find a solution but no luck. Thx in advance for any help=)

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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Amazon java.lang.VerifyError Android

    - by easycheese
    I have been trying to submit 2 separate apps into the Amazon App store but they keep being rejected. Here is the stack trace for the first: 11-05 11:14:36.488 E/AndroidRuntime(28128): FATAL EXCEPTION: AsyncTask #1 11-05 11:14:36.488 E/AndroidRuntime(28128): java.lang.RuntimeException: An error occured while executing doInBackground() 11-05 11:14:36.488 E/AndroidRuntime(28128): at android.os.AsyncTask$3.done(AsyncTask.java:200) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.FutureTask$Sync.innerSetException(FutureTask.java:273) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.FutureTask.setException(FutureTask.java:124) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:307) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.FutureTask.run(FutureTask.java:137) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1068) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:561) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.lang.Thread.run(Thread.java:1096) 11-05 11:14:36.488 E/AndroidRuntime(28128): Caused by: java.lang.VerifyError: com.companionfree.WLThemeViewer.AmazonClientManager 11-05 11:14:36.488 E/AndroidRuntime(28128): at com.companionfree.WLThemeViewer.UpdateDBs.doInBackground(UpdateDBs.java) 11-05 11:14:36.488 E/AndroidRuntime(28128): at com.companionfree.WLThemeViewer.UpdateDBs.doInBackground(UpdateDBs.java) 11-05 11:14:36.488 E/AndroidRuntime(28128): at android.os.AsyncTask$2.call(AsyncTask.java:185) 11-05 11:14:36.488 E/AndroidRuntime(28128): at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:305) 11-05 11:14:36.488 E/AndroidRuntime(28128): ... 4 more And the relevant logcat for the second 10-12 15:41:48.929 D/dalvikvm( 2451): GC_FOR_MALLOC freed 8099 objects / 524416 bytes in 34ms 10-12 15:41:49.327 I/RPC ( 1563): rx thread timeout (1 clients): 10-12 15:41:49.828 I/RPC ( 1563): rx thread timeout (1 clients): 10-12 15:41:50.089 I/ActivityManager( 1563): Starting activity: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.companionfree.pushup/.MainScreen } 10-12 15:41:50.099 D/SurfaceFlinger( 1563): Layer::setBuffers(this=0xeafa50), pid=1563, w=1, h=1 10-12 15:41:50.099 D/SurfaceFlinger( 1563): Layer::setBuffers(this=0xeafa50), pid=1563, w=1, h=1 10-12 15:41:50.139 D/SurfaceFlinger( 1563): Layer::requestBuffer(this=0xeafa50), index=0, pid=1563, w=480, h=800 success 10-12 15:41:50.189 I/ActivityManager( 1563): Start proc com.companionfree.pushup for activity com.companionfree.pushup/.MainScreen: pid=2644 uid=10129 gids={1015, 3003} 10-12 15:41:50.319 I/RPC ( 1563): rx thread timeout (1 clients): 10-12 15:41:50.359 W/dalvikvm( 2644): VFY: Lcom/companionfree/pushup/WorkoutDbAdapter; is not instance of Landroid/app/Activity; 10-12 15:41:50.369 W/dalvikvm( 2644): VFY: bad arg 0 (into Landroid/app/Activity;) 10-12 15:41:50.369 W/dalvikvm( 2644): VFY: rejecting call to Lcom/amazon/android/Kiwi;.onActivityResult (Landroid/app/Activity;IILandroid/content/Intent;)Z 10-12 15:41:50.369 W/dalvikvm( 2644): VFY: rejecting opcode 0x71 at 0x0000 10-12 15:41:50.369 W/dalvikvm( 2644): VFY: rejected Lcom/companionfree/pushup/WorkoutDbAdapter;.onActivityResult (IILandroid/content/Intent;)V 10-12 15:41:50.369 W/dalvikvm( 2644): Verifier rejected class Lcom/companionfree/pushup/WorkoutDbAdapter; 10-12 15:41:50.369 D/AndroidRuntime( 2644): Shutting down VM 10-12 15:41:50.369 W/dalvikvm( 2644): threadid=1: thread exiting with uncaught exception (group=0x40025a70) 10-12 15:41:50.369 E/AndroidRuntime( 2644): FATAL EXCEPTION: main 10-12 15:41:50.369 E/AndroidRuntime( 2644): java.lang.VerifyError: com.companionfree.pushup.WorkoutDbAdapter 10-12 15:41:50.369 E/AndroidRuntime( 2644): at com.companionfree.pushup.MainScreen.onCreateMainScreen(MainScreen.java) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at com.companionfree.pushup.MainScreen.onCreate(MainScreen.java) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1088) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2802) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2859) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.ActivityThread.access$2300(ActivityThread.java:136) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2179) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.os.Handler.dispatchMessage(Handler.java:99) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.os.Looper.loop(Looper.java:143) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at android.app.ActivityThread.main(ActivityThread.java:5073) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at java.lang.reflect.Method.invokeNative(Native Method) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at java.lang.reflect.Method.invoke(Method.java:521) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:858) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:616) 10-12 15:41:50.369 E/AndroidRuntime( 2644): at dalvik.system.NativeStart.main(Native Method) 10-12 15:41:50.379 W/ActivityManager( 1563): Force finishing activity com.companionfree.pushup/.MainScreen 10-12 15:41:50.399 D/SurfaceFlinger( 1563): Layer::setBuffers(this=0xeff6b8), pid=1563, w=1, h=1 10-12 15:41:50.399 D/SurfaceFlinger( 1563): Layer::setBuffers(this=0xeff6b8), pid=1563, w=1, h=1 10-12 15:41:50.419 D/SurfaceFlinger( 1563): Layer::requestBuffer(this=0xeff6b8), index=0, pid=1563, w=480, h=337 success 10-12 15:41:50.469 D/dalvikvm( 2451): GC_FOR_MALLOC freed 7889 objects / 521072 bytes in 105ms 10-12 15:41:50.819 I/RPC ( 1563): rx thread timeout (1 clients): I see the same verify error on both but I can't figure it out. The only common library used between the 2 apps is the FlurryAgent.jar for analytics. For the top app I have For the bottom app I have in the manifests. The only information I have been able to find out is about libraries (GSON) and needing to use dx but I am using Eclipse so that doesn't help. To make this more difficult, the error does NOT occur on the Android Market. Yet the testers at Amazon say that it FC 5/5 times on each of their devices (I tried using an emulator for their test devices and they worked fine). I know they use "wrapper" code around my app and I think it must be interfering in some way. Does anyone have any experience with this?

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  • Why does calling IEnumerable<string>.Count() create an additional assembly dependency ?

    - by Gishu
    Assume this chain of dll references Tests.dll >> Automation.dll >> White.Core.dll with the following line of code in Tests.dll, where everything builds result.MissingPaths Now when I change this to result.MissingPaths.Count() I get the following build error for Tests.dll "White.UIItem is not defined in an assembly that is not referenced. You must add a reference to White.Core.dll." And I don't want to do that because it breaks my layering. Here is the type definition for result, which is in Automation.dll public class HasResult { public HasResult(IEnumerable<string> missingPaths ) { MissingPaths = missingPaths; } public IEnumerable<string> MissingPaths { get; set; } public bool AllExist { get { return !MissingPaths.Any(); } } } Down the call chain the input param to this ctor is created via (The TreeNode class is in White.Core.dll) assetPaths.Where(assetPath => !FindTreeNodeUsingCache(treeHandle, assetPath)); Why does this dependency leak when calling Count() on IEnumerable ? I then suspected that lazy evaluation was causing this (for some reason) - so I slotted in an ToArray() in the above line but didn't work. Update 2011 01 07: Curiouser and Curiouser! it won't build until I add a White.Core reference. So I add a reference and build it (in order to find the elusive dependency source). Open it up in Reflector and the only references listed are Automation, mscorlib, System.core and NUnit. So the compiler threw away the White reference as it was not needed. ILDASM also confirms that there is no White AssemblyRef entry. Any ideas on how to get to the bottom of this thing (primarily for 'now I wanna know why' reasons)? What are the chances that this is an VS2010/MSBuild bug? Update 2011 01 07 #2 As per Shimmy's suggestion, tried calling the method explcitly as an extension method Enumerable.Count(result.MissingPaths) and it stops cribbing (not sure why). However I moved some code around after that and now I'm getting the same issue at a different location using IEnumerable - this time reading and filtering lines out of a file on disk (totally unrelated to White). Seems like it's a 'symptom-fix'. var lines = File.ReadLines(aFilePath).ToArray(); once again, if I remove the ToArray() it compiles again - it seems that any method that causes the enumerable to be evaluated (ToArray, Count, ToList, etc.) causes this. Let me try and get a working tiny-app to demo this issue... Update 2011 01 07 #3 Phew! More information.. It turns out the problem is just in one source file - this file is LINQ-phobic. Any call to an Enumerable extension method has to be explicitly called out. The refactorings that I did caused a new method to be moved into this source file, which had some LINQ :) Still no clue as to why this class dislikes LINQ. using System; using System.Collections.Generic; using System.IO; using System.Linq; using G.S.OurAutomation.Constants; using G.S.OurAutomation.Framework; using NUnit.Framework; namespace G.S.AcceptanceTests { public abstract class ConfigureThingBase : OurTestFixture { .... private static IEnumerable<string> GetExpectedThingsFor(string param) { // even this won't compile - although it compiles fine in an adjoining source file in the same assembly //IEnumerable<string> s = new string[0]; //Console.WriteLine(s.Count()); // this is the line that is now causing a build failure // var expectedInfo = File.ReadLines(someCsvFilePath)) // .Where(line => !line.StartsWith("REM", StringComparison.InvariantCultureIgnoreCase)) // .Select(line => line.Replace("%PLACEHOLDER%", param)) // .ToArray(); // Unrolling the LINQ above removes the build error var expectedInfo = Enumerable.ToArray( Enumerable.Select( Enumerable.Where( File.ReadLines(someCsvFilePath)), line => !line.StartsWith("REM", StringComparison.InvariantCultureIgnoreCase)), line => line.Replace("%PLACEHOLDER%", param)));

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  • ZIPLIB problem on opening zip files

    - by Ahmet vardar
    I am using this class to create zip <?php // vim: expandtab sw=4 ts=4 sts=4: class zipfile { var $datasec = array(); var $ctrl_dir = array(); var $eof_ctrl_dir = "\x50\x4b\x05\x06\x00\x00\x00\x00"; var $old_offset = 0; function unix2DosTime($unixtime = 0) { $timearray = ($unixtime == 0) ? getdate() : getdate($unixtime); if ($timearray['year'] < 1980) { $timearray['year'] = 1980; $timearray['mon'] = 1; $timearray['mday'] = 1; $timearray['hours'] = 0; $timearray['minutes'] = 0; $timearray['seconds'] = 0; } // end if return (($timearray['year'] - 1980) << 25) | ($timearray['mon'] << 21) | ($timearray['mday'] << 16) | ($timearray['hours'] << 11) | ($timearray['minutes'] << 5) | ($timearray['seconds'] >> 1); } // end of the 'unix2DosTime()' method function addFile($data, $name, $time = 0) { $name = str_replace('\\', '/', $name); $dtime = dechex($this->unix2DosTime($time)); $hexdtime = '\x' . $dtime[6] . $dtime[7] . '\x' . $dtime[4] . $dtime[5] . '\x' . $dtime[2] . $dtime[3] . '\x' . $dtime[0] . $dtime[1]; eval('$hexdtime = "' . $hexdtime . '";'); $fr = "\x50\x4b\x03\x04"; $fr .= "\x14\x00"; // ver needed to extract $fr .= "\x00\x00"; // gen purpose bit flag $fr .= "\x08\x00"; // compression method $fr .= $hexdtime; // last mod time and date // "local file header" segment $unc_len = strlen($data); $crc = crc32($data); $zdata = gzcompress($data); $zdata = substr(substr($zdata, 0, strlen($zdata) - 4), 2); // fix crc bug $c_len = strlen($zdata); $fr .= pack('V', $crc); // crc32 $fr .= pack('V', $c_len); // compressed filesize $fr .= pack('V', $unc_len); // uncompressed filesize $fr .= pack('v', strlen($name)); // length of filename $fr .= pack('v', 0); // extra field length $fr .= $name; // "file data" segment $fr .= $zdata; // "data descriptor" segment (optional but necessary if archive is not // served as file) $fr .= pack('V', $crc); // crc32 $fr .= pack('V', $c_len); // compressed filesize $fr .= pack('V', $unc_len); // uncompressed filesize // add this entry to array $this -> datasec[] = $fr; // now add to central directory record $cdrec = "\x50\x4b\x01\x02"; $cdrec .= "\x00\x00"; // version made by $cdrec .= "\x14\x00"; // version needed to extract $cdrec .= "\x00\x00"; // gen purpose bit flag $cdrec .= "\x08\x00"; // compression method $cdrec .= $hexdtime; // last mod time & date $cdrec .= pack('V', $crc); // crc32 $cdrec .= pack('V', $c_len); // compressed filesize $cdrec .= pack('V', $unc_len); // uncompressed filesize $cdrec .= pack('v', strlen($name) ); // length of filename $cdrec .= pack('v', 0 ); // extra field length $cdrec .= pack('v', 0 ); // file comment length $cdrec .= pack('v', 0 ); // disk number start $cdrec .= pack('v', 0 ); // internal file attributes $cdrec .= pack('V', 32 ); // external file attributes - 'archive' bit set $cdrec .= pack('V', $this -> old_offset ); // relative offset of local header $this -> old_offset += strlen($fr); $cdrec .= $name; // optional extra field, file comment goes here // save to central directory $this -> ctrl_dir[] = $cdrec; } // end of the 'addFile()' method function file() { $data = implode('', $this -> datasec); $ctrldir = implode('', $this -> ctrl_dir); return $data . $ctrldir . $this -> eof_ctrl_dir . pack('v', sizeof($this -> ctrl_dir)) . // total # of entries "on this disk" pack('v', sizeof($this -> ctrl_dir)) . // total # of entries overall pack('V', strlen($ctrldir)) . // size of central dir pack('V', strlen($data)) . // offset to start of central dir "\x00\x00"; // .zip file comment length } // end of the 'file()' method function addFiles($files ) { foreach($files as $file) { if (is_file($file)) //directory check { $data = implode("",file($file)); $this->addFile($data,$file); } } } function output($file) { $fp=fopen($file,"w"); fwrite($fp,$this->file()); fclose($fp); } } // end of the 'zipfile' class ?> It creates zip file but when i try to open it on Mac os x snow leopard and windows 7, it doesnt open. on mac i had this error: Error 1: operation not permitted Any idea ? thanks

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  • Exception Handling And Other Contentious Political Topics

    - by Justin Jones
    So about three years ago, around the time of my last blog post, I promised a friend I would write this post. Keeping promises is a good thing, and this is my first step towards easing back into regular blogging. I fully expect him to return from Pennsylvania to buy me a beer over this. However, it’s been an… ahem… eventful three years or so, and blogging, unfortunately, got pushed to the back burner on my priority list, along with a few other career minded activities. Now that the personal drama of the past three years is more or less resolved, it’s time to put a few things back on the front burner. What I consider to be proper exception handling practices is relatively well known these days. There are plenty of blog posts out there already on this topic which more or less echo my opinions on this topic. I’ll try to include a few links at the bottom of the post. Several years ago I had an argument with a co-worker who posited that exceptions should be caught at every level and logged. This might seem like sanity on the surface, but the resulting error log looked something like this: Error: System.SomeException Followed by small stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace. Error: System.SomeException Followed by slightly bigger stack trace.   These were all the same exception. The problem with this approach is that the error log, if you run any kind of analytics on in, becomes skewed depending on how far up the stack trace your exception was thrown. To mitigate this problem, we came up with the concept of the “PreLoggedException”. Basically, we would log the exception at the very top level and subsequently throw the exception back up the stack encapsulated in this pre-logged type, which our logging system knew to ignore. Now the error log looked like this: Error: System.SomeException Followed by small stack trace. Much cleaner, right? Well, there’s still a problem. When your exception happens in production and you go about trying to figure out what happened, you’ve lost more or less all context for where and how this exception was thrown, because all you really know is what method it was thrown in, but really nothing about who was calling the method or why. What gives you this clue is the entire stack trace, which we’re losing here. I believe that was further mitigated by having the logging system pull a system stack trace and add it to the log entry, but what you’re actually getting is the stack for how you got to the logging code. You’re still losing context about the actual error. Not to mention you’re executing a whole slew of catch blocks which are sloooooooowwwww……… In other words, we started with a bad idea and kept band-aiding it until it didn’t suck quite so bad. When I argued for not catching exceptions at every level but rather catching them following a certain set of rules, my co-worker warned me “do yourself a favor, never express that view in any future interviews.” I suppose this is my ultimate dismissal of that advice, but I’m not too worried. My approach for exception handling follows three basic rules: Only catch an exception if 1. You can do something about it. 2. You can add useful information to it. 3. You’re at an application boundary. Here’s what that means: 1. Only catch an exception if you can do something about it. We’ll start with a trivial example of a login system that uses a file. Please, never actually do this in production code, it’s just concocted example. So if our code goes to open a file and the file isn’t there, we get a FileNotFound exception. If the calling code doesn’t know what to do with this, it should bubble up. However, if we know how to create the file from scratch we can create the file and continue on our merry way. When you run into situations like this though, What should really run through your head is “How can I avoid handling an exception at all?” In this case, it’s a trivial matter to simply check for the existence of the file before trying to open it. If we detect that the file isn’t there, we can accomplish the same thing without having to handle in in a catch block. 2. Only catch an exception if you can do something about it. Continuing with the poorly thought out file based login system we contrived in part 1, if the code calls a Login(…) method and the FileNotFound exception is thrown higher up the stack, the code that calls Login must account for a FileNotFound exception. This is kind of counterintuitive because the calling code should not need to know the internals of the Login method, and the data file is an implementation detail. What makes more sense, assuming that we didn’t implement any of the good advice from step 1, is for Login to catch the FileNotFound exception and wrap it in a new exception. For argument’s sake we’ll say LoginSystemFailureException. (Sorry, couldn’t think of anything better at the moment.) This gives us two stack traces, preserving the original stack trace in the inner exception, and also is much more informative to the calling code. 3. Only catch an exception if you’re at an application boundary. At some point we have to catch all the exceptions, even the ones we don’t know what to do with. WinForms, ASP.Net, and most other UI technologies have some kind of built in mechanism for catching unhandled exceptions without fatally terminating the application. It’s still a good idea to somehow gracefully exit the application in this case if possible though, because you can no longer be sure what state your application is in, but nothing annoys a user more than an application just exploding. These unhandled exceptions need to be logged, and this is a good place to catch them. Ideally you never want this option to be exercised, but code as though it will be. When you log these exceptions, give them a “Fatal” status (e.g. Log4Net) and make sure these bugs get handled in your next release. That’s it in a nutshell. If you do it right each exception will only get logged once and with the largest stack trace possible which will make those 2am emergency severity 1 debugging sessions much shorter and less frustrating. Here’s a few people who also have interesting things to say on this topic:  http://blogs.msdn.com/b/ericlippert/archive/2008/09/10/vexing-exceptions.aspx http://www.codeproject.com/Articles/9538/Exception-Handling-Best-Practices-in-NET I know there’s more but I can’t find them at the moment.

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  • Starting an HTML canvas game with no graphics skills

    - by Jacob
    I want to do some hobby game development, but I have some unfortunate handicaps that have me stuck in indecision; I have no artistic talent, and I also have no experience with 3D graphics. But this is just a hobby project that might not go anywhere, so I want to develop the stuff I care about; if the game shows good potential, my graphic "stubs" can be replaced with something more sophisticated. I do, however, want my graphics engine to render something approximate to the end goal. The game is tile-based, with each tile being a square. Each tile also has an elevation. My target platform (subject to modification) is JavaScript rendering to the HTML 5 canvas, either with a 2D or WebGL context. My question to those of you with game development experience is whether it's easier to develop an isometric game using a 2D graphics engine and sprites or a 3D game using rudimentary 3D primitives and basic textures? I realize that there are limitations to isometric projection, but if it makes developing my throwaway graphics engine easier, I'm OK with the visual warts that would be introduced. Or is representing a 3D world with an actual 3D engine easier?

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  • Why do we (really) program to interfaces?

    - by Kyle Burns
    One of the earliest lessons I was taught in Enterprise development was "always program against an interface".  This was back in the VB6 days and I quickly learned that no code would be allowed to move to the QA server unless my business objects and data access objects each are defined as an interface and have a matching implementation class.  Why?  "It's more reusable" was one answer.  "It doesn't tie you to a specific implementation" a slightly more knowing answer.  And let's not forget the discussion ending "it's a standard".  The problem with these responses was that senior people didn't really understand the reason we were doing the things we were doing and because of that, we were entirely unable to realize the intent behind the practice - we simply used interfaces and had a bunch of extra code to maintain to show for it. It wasn't until a few years later that I finally heard the term "Inversion of Control".  Simply put, "Inversion of Control" takes the creation of objects that used to be within the control (and therefore a responsibility of) of your component and moves it to some outside force.  For example, consider the following code which follows the old "always program against an interface" rule in the manner of many corporate development shops: 1: ICatalog catalog = new Catalog(); 2: Category[] categories = catalog.GetCategories(); In this example, I met the requirement of the rule by declaring the variable as ICatalog, but I didn't hit "it doesn't tie you to a specific implementation" because I explicitly created an instance of the concrete Catalog object.  If I want to test the functionality of the code I just wrote I have to have an environment in which Catalog can be created along with any of the resources upon which it depends (e.g. configuration files, database connections, etc) in order to test my functionality.  That's a lot of setup work and one of the things that I think ultimately discourages real buy-in of unit testing in many development shops. So how do I test my code without needing Catalog to work?  A very primitive approach I've seen is to change the line the instantiates catalog to read: 1: ICatalog catalog = new FakeCatalog();   once the test is run and passes, the code is switched back to the real thing.  This obviously poses a huge risk for introducing test code into production and in my opinion is worse than just keeping the dependency and its associated setup work.  Another popular approach is to make use of Factory methods which use an object whose "job" is to know how to obtain a valid instance of the object.  Using this approach, the code may look something like this: 1: ICatalog catalog = CatalogFactory.GetCatalog();   The code inside the factory is responsible for deciding "what kind" of catalog is needed.  This is a far better approach than the previous one, but it does make projects grow considerably because now in addition to the interface, the real implementation, and the fake implementation(s) for testing you have added a minimum of one factory (or at least a factory method) for each of your interfaces.  Once again, developers say "that's too complicated and has me writing a bunch of useless code" and quietly slip back into just creating a new Catalog and chalking any test failures up to "it will probably work on the server". This is where software intended specifically to facilitate Inversion of Control comes into play.  There are many libraries that take on the Inversion of Control responsibilities in .Net and most of them have many pros and cons.  From this point forward I'll discuss concepts from the standpoint of the Unity framework produced by Microsoft's Patterns and Practices team.  I'm primarily focusing on this library because it questions about it inspired this posting. At Unity's core and that of most any IoC framework is a catalog or registry of components.  This registry can be configured either through code or using the application's configuration file and in the most simple terms says "interface X maps to concrete implementation Y".  It can get much more complicated, but I want to keep things at the "what does it do" level instead of "how does it do it".  The object that exposes most of the Unity functionality is the UnityContainer.  This object exposes methods to configure the catalog as well as the Resolve<T> method which is used to obtain an instance of the type represented by T.  When using the Resolve<T> method, Unity does not necessarily have to just "new up" the requested object, but also can track dependencies of that object and ensure that the entire dependency chain is satisfied. There are three basic ways that I have seen Unity used within projects.  Those are through classes directly using the Unity container, classes requiring injection of dependencies, and classes making use of the Service Locator pattern. The first usage of Unity is when classes are aware of the Unity container and directly call its Resolve method whenever they need the services advertised by an interface.  The up side of this approach is that IoC is utilized, but the down side is that every class has to be aware that Unity is being used and tied directly to that implementation. Many developers don't like the idea of as close a tie to specific IoC implementation as is represented by using Unity within all of your classes and for the most part I agree that this isn't a good idea.  As an alternative, classes can be designed for Dependency Injection.  Dependency Injection is where a force outside the class itself manipulates the object to provide implementations of the interfaces that the class needs to interact with the outside world.  This is typically done either through constructor injection where the object has a constructor that accepts an instance of each interface it requires or through property setters accepting the service providers.  When using dependency, I lean toward the use of constructor injection because I view the constructor as being a much better way to "discover" what is required for the instance to be ready for use.  During resolution, Unity looks for an injection constructor and will attempt to resolve instances of each interface required by the constructor, throwing an exception of unable to meet the advertised needs of the class.  The up side of this approach is that the needs of the class are very clearly advertised and the class is unaware of which IoC container (if any) is being used.  The down side of this approach is that you're required to maintain the objects passed to the constructor as instance variables throughout the life of your object and that objects which coordinate with many external services require a lot of additional constructor arguments (this gets ugly and may indicate a need for refactoring). The final way that I've seen and used Unity is to make use of the ServiceLocator pattern, of which the Patterns and Practices team has also provided a Unity-compatible implementation.  When using the ServiceLocator, your class calls ServiceLocator.Retrieve in places where it would have called Resolve on the Unity container.  Like using Unity directly, it does tie you directly to the ServiceLocator implementation and makes your code aware that dependency injection is taking place, but it does have the up side of giving you the freedom to swap out the underlying IoC container if necessary.  I'm not hugely concerned with hiding IoC entirely from the class (I view this as a "nice to have"), so the single biggest problem that I see with the ServiceLocator approach is that it provides no way to proactively advertise needs in the way that constructor injection does, allowing more opportunity for difficult to track runtime errors. This blog entry has not been intended in any way to be a definitive work on IoC, but rather as something to spur thought about why we program to interfaces and some ways to reach the intended value of the practice instead of having it just complicate your code.  I hope that it helps somebody begin or continue a journey away from being a "Cargo Cult Programmer".

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  • Servlet dispatcher is currently unavailable

    - by theJava
    <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:p="http://www.springframework.org/schema/p" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans.xsd"> <bean id="viewResolver" class="org.springframework.web.servlet.view.InternalResourceViewResolver" p:prefix="/WEB-INF/jsp/" p:suffix=".jsp" /> <bean id="myDataSource" class="org.apache.commons.dbcp.BasicDataSource" destroy-method="close"> <property name="driverClassName" value="com.mysql.jdbc.Driver"/> <property name="url" value="jdbc:mysql://127.0.0.1:3306/spring"/> <property name="username" value="monty"/> <property name="password" value="indian"/> </bean> <bean id="mySessionFactory" class="org.springframework.orm.hibernate3.annotation.AnnotationSessionFactoryBean"> <property name="dataSource" ref="myDataSource" /> <property name="annotatedClasses"> <list> <value>uk.co.vinoth.spring.domain.User</value> </list> </property> <property name="hibernateProperties"> <props> <prop key="hibernate.dialect">org.hibernate.dialect.MySQLDialect</prop> <prop key="hibernate.show_sql">true</prop> <prop key="hibernate.hbm2ddl.auto">create</prop> </props> </property> </bean> <bean id="myUserDAO" class="uk.co.vinoth.spring.dao.UserDAOImpl"> <property name="sessionFactory" ref="mySessionFactory"/> </bean> <bean name="/user/*.htm" class="uk.co.vinoth.spring.web.UserController" > <property name="userDAO" ref="myUserDAO" /> </bean> </beans> The above is my bean configuration, why do i get error when i run my application. My logs folder is empty... org.apache.catalina.loader.StandardClassLoader@122c9df org.springframework.web.servlet.DispatcherServlet java.lang.ClassNotFoundException: org.springframework.web.servlet.DispatcherServlet at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1436) at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1282) at org.apache.catalina.core.StandardWrapper.loadServlet(StandardWrapper.java:1068) at org.apache.catalina.core.StandardWrapper.load(StandardWrapper.java:966) at org.apache.catalina.core.StandardContext.loadOnStartup(StandardContext.java:3996) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4266) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1014) at org.apache.catalina.core.StandardHost.start(StandardHost.java:736) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1014) at org.apache.catalina.core.StandardEngine.start(StandardEngine.java:443) at org.apache.catalina.core.StandardService.start(StandardService.java:448) at org.apache.catalina.core.StandardServer.start(StandardServer.java:700) at org.apache.catalina.startup.Catalina.start(Catalina.java:552) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.apache.catalina.startup.Bootstrap.start(Bootstrap.java:295) at org.apache.catalina.startup.Bootstrap.main(Bootstrap.java:433) Dec 22, 2010 3:44:48 PM org.apache.catalina.core.StandardContext loadOnStartup SEVERE: Servlet /interMedix threw load() exception java.lang.ClassNotFoundException: org.springframework.web.servlet.DispatcherServlet at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1436) at org.apache.catalina.loader.WebappClassLoader.loadClass(WebappClassLoader.java:1282) at org.apache.catalina.core.StandardWrapper.loadServlet(StandardWrapper.java:1068) at org.apache.catalina.core.StandardWrapper.load(StandardWrapper.java:966) at org.apache.catalina.core.StandardContext.loadOnStartup(StandardContext.java:3996) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4266) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1014) at org.apache.catalina.core.StandardHost.start(StandardHost.java:736) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1014) at org.apache.catalina.core.StandardEngine.start(StandardEngine.java:443) at org.apache.catalina.core.StandardService.start(StandardService.java:448) at org.apache.catalina.core.StandardServer.start(StandardServer.java:700) at org.apache.catalina.startup.Catalina.start(Catalina.java:552) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.apache.catalina.startup.Bootstrap.start(Bootstrap.java:295) at org.apache.catalina.startup.Bootstrap.main(Bootstrap.java:433) Dec 22, 2010 3:44:48 PM org.apache.coyote.http11.Http11BaseProtocol start INFO: Starting Coyote HTTP/1.1 on http-8181 Dec 22, 2010 3:44:48 PM org.apache.jk.common.ChannelSocket init INFO: JK: ajp13 listening on /0.0.0.0:8009 Dec 22, 2010 3:44:48 PM org.apache.jk.server.JkMain start INFO: Jk running ID=0 time=0/27 config=null Dec 22, 2010 3:44:48 PM org.apache.catalina.storeconfig.StoreLoader load INFO: Find registry server-registry.xml at classpath resource Dec 22, 2010 3:44:49 PM org.apache.catalina.startup.Catalina start INFO: Server startup in 558 ms Dec 22, 2010 3:44:50 PM org.apache.catalina.core.StandardWrapperValve invoke INFO: Servlet dispatcher is currently unavailable Dec 22, 2010 3:50:18 PM org.apache.catalina.core.StandardWrapperValve invoke INFO: Servlet dispatcher is currently unavailable But i have added spring-web-mvc to my class path which does contain this class file.

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  • Regulating how much to draw based on how much was drawn last frame.

    - by Mike Howard
    I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance from the camera. Something like... if (how_big_it_looks_from_the_camera > constant) then draw What I want to do now is also take into account how many shapes are being drawn, so that in busier areas of the game world I can draw less than I otherwise would. I tried to do this by dividing how_big_it_looks by the number of shapes that were drawn last frame (well, the square root of this but I'm simplifying - the problem is the same). if (how_big_it_looks / shapes_drawn > constant2) then draw But the check happens at the level of objects which represent many drawn shapes, and if an object containing many shapes is switched on, it increases shapes_drawn lots and switches itself back off the next frame. It flickers on and off. I tried keeping a kind of weighted average of previous values, by each frame doing something like shapes_drawn_recently = 0.9 * shapes_drawn_recently + 0.1 * shapes_just_drawn, but of course it only slows the flickering down because of the nature of the feedback loop. Is there a good way of solving this? My project is in Objective-C, but a general algorithm or pseudo-code is good too. Thanks.

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • Displaying possible movement tiles

    - by Ash Blue
    What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are available to move, and players can be larger than one tile. Think of games like Fire Emblem, Front Mission, and XCOM. My first thought was to recursively search for connecting tiles. This quickly demonstrated many shortcomings when blockers, movement costs, and other features were added into the mix. My second thought was to use an A* pathfinding algorithm to check all tiles presumed valid. Presumed valid tiles would come from an algorithm that generates a diamond of tiles from the player's speed (see example here http://jsfiddle.net/truefreestyle/Suww8/9/). Problem is this seems a little slow and expensive. Is there a faster way? Edit: In Lua for Corona SDK, I integrated the following movement generation controller. I've linked to a Gist here because the solution is around 90 lines of code. https://gist.github.com/ashblue/5546009

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Optimal sprite size for rotations

    - by Panda Pajama
    I am making a sprite based game, and I have a bunch of images that I get in a ridiculously large resolution and I scale them to the desired sprite size (for example 64x64 pixels) before converting them to a game resource, so when draw my sprite inside the game, I don't have to scale it. However, if I rotate this small sprite inside the game (engine agnostically), some destination pixels will get interpolated, and the sprite will look smudged. This is of course dependent on the rotation angle as well as the interpolation algorithm, but regardless, there is not enough data to correctly sample a specific destination pixel. So there are two solutions I can think of. The first is to use the original huge image, rotate it to the desired angles, and then downscale all the reaulting variations, and put them in an atlas, which has the advantage of being quite simple to implement, but naively consumes twice as much sprite space for each rotation (each rotation must be inscribed in a circle whose diameter is the diagonal of the original sprite's rectangle, whose area is twice of that original rectangle, supposing square sprites). It also has the disadvantage of only having a predefined set of rotations available, which may be okay or not depending on the game. So the other choice would be to store a larger image, and rotate and downscale while rendering, which leads to my question. What is the optimal size for this sprite? Optimal meaning that a larger image will have no effect in the resulting image. This is definitely dependent on the image size, the amount of desired rotations without data loss down to 1/256, which is the minimum representable color difference. I am looking for a theoretical general answer to this problem, because trying a bunch of sizes may be okay, but is far from optimal.

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  • Cropping images & SEO

    - by user1181950
    So I have a page with a bunch of images with largely varying sizes. Also the layout of the page is such that the images are all in the shape of square tiles, so just resizing will cause distorted images. What I've been doing previously is when users upload images, I resize and crop them appropriately and display the new image as the thumbnail and load full image when user clicks on it. However, I just realized this is an issue with SEO as google will crawl the thumbnails and stick the thumbnails on Google Images instead of the full images. Is there any way to show a cropped/resized image but have Google Image show the full image? I can do something with css using an enclosing div and overflow:hidden, but I'd imagine the performance on that would be pretty bad. Any suggestions? Thanks! PS. I saw this (Make google index the actual image not the thumbnail), but in my case I have users continuously uploading images, and the database of images is always changing and pretty big (thousands), so sitemap will be pretty unwieldy..

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  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • Android 2.1 NullPointerException with TabWidgets

    - by ninjasense
    I have an issue I have not been able to figure out and it is only happening on devices running <2.1. It works fine on android 2.2. I have ansynchronous task that displays a loading dialog while it loads all the tabs. Here is the code for the TabActivity: public class OppTabsView extends TabActivity { Dialog dialog; String errorText; boolean save; final int OPP_SAVE = 0; public static boolean edited; public void onCreate(Bundle icicle) { try { super.onCreate(icicle); new DoInBackground().execute(); } catch (Exception e) { Toast.makeText(this, "Error occured. Please try again later.", Toast.LENGTH_SHORT).show(); } } @Override protected void onResume() { super.onResume(); } @Override protected void onStop() { super.onStop(); } @Override protected void onPause() { super.onPause(); } public boolean onCreateOptionsMenu(Menu menu) { menu.add(0, OPP_SAVE, 0, "Test"); return true; } public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case OPP_SAVE: save = true; new DoInBackground().execute(); return true; } return false; } public void LoadOpp() { handler.sendEmptyMessage(0); } public void SaveOpp() { DoStuff(); } public void LoadLayout() { setContentView(R.layout.view_opptabs); /* TabHost will have Tabs */ TabHost tabHost = (TabHost) findViewById(android.R.id.tabhost); /* * TabSpec used to create a new tab. By using TabSpec only we can able * to setContent to the tab. By using TabSpec setIndicator() we can set * name to tab. */ /* tid1 is firstTabSpec Id. Its used to access outside. */ TabSpec firstTabSpec = tabHost.newTabSpec("tid1"); TabSpec secondTabSpec = tabHost.newTabSpec("tid1"); TabSpec thirdTabSpec = tabHost.newTabSpec("tid1"); /* TabSpec setIndicator() is used to set name for the tab. */ /* TabSpec setContent() is used to set content for a particular tab. */ firstTabSpec.setIndicator("General", getResources().getDrawable(R.drawable.tab_moneybag)) .setContent(new Intent(this, OppTabGeneral.class)); secondTabSpec.setIndicator("Details", getResources().getDrawable(R.drawable.tab_papers)).setContent( new Intent(this, OppTabDetails.class)); thirdTabSpec.setIndicator("Contact", getResources().getDrawable(R.drawable.tab_contact)).setContent( new Intent(this, OppTabContact.class)); /* Add tabSpec to the TabHost to display. */ tabHost.addTab(firstTabSpec); tabHost.addTab(secondTabSpec); tabHost.addTab(thirdTabSpec); } private void do_update() { if (save) { SaveOpp(); } else { LoadOpp(); } } Handler handler = new Handler() { public void handleMessage(Message msg) { LoadLayout(); } }; private class DoInBackground extends AsyncTask<Void, Void, Void> implements DialogInterface.OnCancelListener { protected void onPreExecute() { String verb = "Connecting"; if (save) { verb = "Saving"; } dialog = ProgressDialog.show(OppTabsView.this, "", verb + ". Please Wait...", true, true, this); } protected Void doInBackground(Void... v) { do_update(); return null; } protected void onPostExecute(Void v) { dialog.dismiss(); } public void onCancel(DialogInterface dialog) { cancel(true); dialog.dismiss(); finish(); } } } Here is the stack trace from the error: java.lang.NullPointerException at android.widget.TabWidget.dispatchDraw(TabWidget.java:206) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.View.draw(View.java:6538) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1531) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.ViewGroup.drawChild(ViewGroup.java:1529) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) at android.view.View.draw(View.java:6538) at android.widget.FrameLayout.draw(FrameLayout.java:352) at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) at android.view.ViewRoot.draw(ViewRoot.java:1349) at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:4363) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:521) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) at dalvik.system.NativeStart.main(Native Method) I have tried stepping through it but the error seems to come out of no where, not at a specific line. Any help is greatly appreciated.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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