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  • Drawing text from update method in XNA

    - by Sigh-AniDe
    I am having a problem drawing the "Game Over!" text once the user is on the last tile. This is what I have: The Update and drawText methods are in a class named turtle: public void Update(float scalingFactor, int[,] map, SpriteBatch batch, SpriteFont font) { if (isMovable(mapX, mapY - 1, map)) { position.Y = position.Y - (int)scalingFactor; angle = 0.0f; Program.form.direction = ""; if (mapX == 17 && mapY == 1)// This is the last tile(Tested) { Program.form.BackColor = System.Drawing.Color.Red; drawText(batch, font); } } } public void drawText(SpriteBatch spritebatch, SpriteFont spriteFont) { textPosition.X = 200; // a vector2 textPosition.Y = 200; spritebatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spritebatch.DrawString(spriteFont, "Game Over!!!", textPosition, Color.Red); spritebatch.End(); } This update is in the Game1 class: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); turtle.Update(scalingFactor, map, spriteBatch, font); base.Update(gameTime); } I have also added the font content to LoadContent: font = Content.Load<SpriteFont>("fontType"); What am I doing wrong? Why does the text not want to show on game completion? If I call the turtle.draw() in the main Draw method. The "Game Over" text stays on screen from the beggining. What am I missing? Thanks

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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • PostgreSQL, Ubuntu, NetBeans IDE (Part 3)

    - by Geertjan
    To complete the picture, let's use the traditional (that is, old) Hibernate mechanism, i.e., via XML files, rather than via the annotations shown yesterday. It's definitely trickier, with many more places where typos can occur, but that's why it's the old mechanism. I do not recommend this approach. I recommend the approach shown yesterday. The other players in this scenario include PostgreSQL, as outlined in the previous blog entries in this series. Here's the structure of the module, replacing the code shown yesterday: Here's the Employee class, notice that it has no annotations: import java.io.Serializable; import java.util.Date; public class Employees implements Serializable {         private int employeeId;     private String firstName;     private String lastName;     private Date dateOfBirth;     private String phoneNumber;     private String junk;     public int getEmployeeId() {         return employeeId;     }     public void setEmployeeId(int employeeId) {         this.employeeId = employeeId;     }     public String getFirstName() {         return firstName;     }     public void setFirstName(String firstName) {         this.firstName = firstName;     }     public String getLastName() {         return lastName;     }     public void setLastName(String lastName) {         this.lastName = lastName;     }     public Date getDateOfBirth() {         return dateOfBirth;     }     public void setDateOfBirth(Date dateOfBirth) {         this.dateOfBirth = dateOfBirth;     }     public String getPhoneNumber() {         return phoneNumber;     }     public void setPhoneNumber(String phoneNumber) {         this.phoneNumber = phoneNumber;     }     public String getJunk() {         return junk;     }     public void setJunk(String junk) {         this.junk = junk;     } } And here's the Hibernate configuration file: <?xml version="1.0"?> <!DOCTYPE hibernate-configuration PUBLIC       "-//Hibernate/Hibernate Configuration DTD 3.0//EN"     "http://hibernate.sourceforge.net/hibernate-configuration-3.0.dtd"> <hibernate-configuration>     <session-factory>         <property name="hibernate.connection.driver_class">org.postgresql.Driver</property>         <property name="hibernate.connection.url">jdbc:postgresql://localhost:5432/smithdb</property>         <property name="hibernate.connection.username">smith</property>         <property name="hibernate.connection.password">smith</property>         <property name="hibernate.connection.pool_size">1</property>         <property name="hibernate.default_schema">public"</property>         <property name="hibernate.transaction.factory_class">org.hibernate.transaction.JDBCTransactionFactory</property>         <property name="hibernate.current_session_context_class">thread</property>         <property name="hibernate.dialect">org.hibernate.dialect.PostgreSQLDialect</property>         <property name="hibernate.show_sql">true</property>         <mapping resource="org/db/viewer/employees.hbm.xml"/>     </session-factory> </hibernate-configuration> Next, the Hibernate mapping file: <?xml version="1.0"?> <!DOCTYPE hibernate-mapping PUBLIC       "-//Hibernate/Hibernate Mapping DTD 3.0//EN"       "http://hibernate.sourceforge.net/hibernate-mapping-3.0.dtd"> <hibernate-mapping>     <class name="org.db.viewer.Employees"            table="employees"            schema="public"            catalog="smithdb">         <id name="employeeId" column="employee_id" type="int">             <generator class="increment"/>         </id>         <property name="firstName" column="first_name" type="string" />         <property name="lastName" column="last_name" type="string" />         <property name="dateOfBirth" column="date_of_birth" type="date" />         <property name="phoneNumber" column="phone_number" type="string" />         <property name="junk" column="junk" type="string" />             </class>     </hibernate-mapping> Then, the HibernateUtil file, for providing access to the Hibernate SessionFactory: import java.net.URL; import org.hibernate.cfg.AnnotationConfiguration; import org.hibernate.SessionFactory; public class HibernateUtil {     private static final SessionFactory sessionFactory;         static {         try {             // Create the SessionFactory from standard (hibernate.cfg.xml)             // config file.             String res = "org/db/viewer/employees.cfg.xml";             URL myURL = Thread.currentThread().getContextClassLoader().getResource(res);             sessionFactory = new AnnotationConfiguration().configure(myURL).buildSessionFactory();         } catch (Throwable ex) {             // Log the exception.             System.err.println("Initial SessionFactory creation failed." + ex);             throw new ExceptionInInitializerError(ex);         }     }         public static SessionFactory getSessionFactory() {         return sessionFactory;     }     } Finally, the "createKeys" in the ChildFactory: @Override protected boolean createKeys(List list) {     Session session = HibernateUtil.getSessionFactory().getCurrentSession();     Transaction transac = null;     try {         transac = session.beginTransaction();         Query query = session.createQuery("from Employees");         list.addAll(query.list());     } catch (HibernateException he) {         Exceptions.printStackTrace(he);         if (transac != null){             transac.rollback();         }     } finally {         session.close();     }     return true; } Note that Constantine Drabo has a similar article here. Run the application and the result should be the same as yesterday.

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  • Is my Cisco switch port bad?

    - by ewwhite
    I've been chasing a packet-loss and network stability issue for a handful of end-users on an internal network for the past few days... These issues surfaced last week, however the location was struck by lightning six weeks ago. I was seeing 5-10% packet loss between a stack of four Cisco 2960's and several PC's and phones on the other side of a 77-meter run. The PC's were run inline with the phones over a trunked link (switchport configuration pastebin). We were seeing dropped calls and interruptions in client-server applications and Microsoft Exchange connectivity. I tried the usual troubleshooting steps remotely, having a local technician do the following during breaks in user and production activity: change cables between the wall jack and device. change patch cables between the patch panel and switch port(s). try different switch ports within the 2960 stack. change end-user devices with known-good equipment (new phones, different PC's). clear switch port interface counters and monitor incrementing errors closely. (Pastebin output of sh int) Pored over the device logs and Observium RRD graphs. No link up/down issues from the switch side. change power strips on the end-user side. test cable runs from the Cisco 2960 using test cable-diagnostics tdr int Gi4/0/9 (clean)* test cable runs with a Tripp-Lite cable tester. (clean) run diagnostics on the switch stack members. (clean) In the end, it took three changes of switch ports to find a stable solution. The only logical conclusion is that a few Cisco 2960 switch ports are bad or flaky... Not dead, but not consistent in behavior either. I'm not used to seeing individual ports die in this manner. What else can I test or check to determine if these devices are bad? Is it common for single ports to have problems, rather than a contiguous bank of ports? BTW - show cable-diagnostics tdr int Gi4/0/14 is very cool... Interface Speed Local pair Pair length Remote pair Pair status --------- ----- ---------- ------------------ ----------- -------------------- Gi4/0/14 1000M Pair A 79 +/- 0 meters Pair B Normal Pair B 75 +/- 0 meters Pair A Normal Pair C 77 +/- 0 meters Pair D Normal Pair D 79 +/- 0 meters Pair C Normal

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  • GSL Uniform Random Number Generator

    - by Jamaia
    I want to use GSL's uniform random number generator. On their website, they include this sample code: #include <stdio.h> #include <gsl/gsl_rng.h> int main (void) { const gsl_rng_type * T; gsl_rng * r; int i, n = 10; gsl_rng_env_setup(); T = gsl_rng_default; r = gsl_rng_alloc (T); for (i = 0; i < n; i++) { double u = gsl_rng_uniform (r); printf ("%.5f\n", u); } gsl_rng_free (r); return 0; } However, this does not rely on any seed and so, the same random numbers will be produced each time. They also specify the following: The generator itself can be changed using the environment variable GSL_RNG_TYPE. Here is the output of the program using a seed value of 123 and the multiple-recursive generator mrg, $ GSL_RNG_SEED=123 GSL_RNG_TYPE=mrg ./a.out But I don't understand how to implement this. Any ideas as to what modifications I can make to the above code to incorporate the seed?

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  • Validating data to nest if or not within try and catch

    - by Skippy
    I am validating data, in this case I want one of three ints. I am asking this question, as it is the fundamental principle I'm interested in. This is a basic example, but I am developing best practices now, so when things become more complicated later, I am better equipped to manage them. Is it preferable to have the try and catch followed by the condition: public static int getProcType() { try { procType = getIntInput("Enter procedure type -\n" + " 1 for Exploratory,\n" + " 2 for Reconstructive, \n" + "3 for Follow up: \n"); } catch (NumberFormatException ex) { System.out.println("Error! Enter a valid option!"); getProcType(); } if (procType == 1 || procType == 2 || procType == 3) { hrlyRate = hrlyRate(procType); procedure = procedure(procType); } else { System.out.println("Error! Enter a valid option!"); getProcType(); } return procType; } Or is it better to put the if within the try and catch? public static int getProcType() { try { procType = getIntInput("Enter procedure type -\n" + " 1 for Exploratory,\n" + " 2 for Reconstructive, \n" + "3 for Follow up: \n"); if (procType == 1 || procType == 2 || procType == 3) { hrlyRate = hrlyRate(procType); procedure = procedure(procType); } else { System.out.println("Error! Enter a valid option!"); getProcType(); } } catch (NumberFormatException ex) { System.out.println("Error! Enter a valid option!"); getProcType(); } return procType; } I am thinking the if within the try, may be quicker, but also may be clumsy. Which would be better, as my programming becomes more advanced?

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  • /etc/resolv.conf nameserver fd00::1

    - by user88631
    My /etc/resolv.conf constantly get a mysterious entry, i run a home network with ipv6 provided by ravd, the interface is auto-configured by Network manager (all name server lookups are lost when this line is first in my /etc/resolv.conf) . Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) **# DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN** nameserver fd00::1 nameserver 192.168.1.1 search home.int When ping is working cat /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 192.168.1.1 search home.int So something is putting fd00::1 at start of file, not if I ping6 fd00::1 I get Destination unreachable: Administratively prohibited To diagnose this I ran the router with single cable to connected to ubuntu machine. Ran tcpdump + restarted network on ubuntu. "tcpdump ip6 -e -i eth0 | grep fd00" finds nothing, it's not being advertised via the network.. The only hit I got was when an upstream router refused a connection attempt from the ubuntu machine to fd00::1. I have also switched on debug for network manager & it appears to set the mystery line.. 15:22:14 storage-pc NetworkManager[349]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. 15:22:14 storage-pc NetworkManager[349]: <warn> dnsmasq exited with error: Other problem (5) 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281528] [nm-dns-manager.c:598] update_dns(): updating resolv.conf 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281875] [nm-dns-manager.c:719] update_dns(): DNS: plugin dnsmasq ignored (caching disabled) 15:22:14 storage-pc NetworkManager[349]: <info> ((null)): writing resolv.conf to /sbin/resolvconf 15:22:14 storage-pc dbus[2184]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' 15:22:14 storage-pc dnsmasq[2875]: reading /etc/resolv.conf 15:22:14 storage-pc dnsmasq[2875]: using nameserver 192.168.1.1#53 15:22:14 storage-pc dnsmasq[2875]: using nameserver fd00::1#53 Any suggestions on how to find out where this comes from?

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  • C++11 Tidbits: access control under SFINAE conditions

    - by Paolo Carlini
    Lately I have been spending quite a bit of time on the SFINAE ("Substitution failure is not an error") features of C++, fixing and tweaking various bits of the GCC implementation. An important missing piece was the implementation of the resolution of DR 1170 which, in a nutshell, mandates that access checking is done as part of the substitution process. Consider: class C { typedef int type; }; template <class T, class = typename T::type> auto f(int) - char; template <class> auto f(...) -> char (&)[2]; static_assert (sizeof(f<C>(0)) == 2, "Ouch"); According to the resolution, the static_assert should not fire, and the snippet should compile successfully. The reason being that the first f overload must be removed from the candidate set because C::type is private to C. On the other hand, before the resolution of DR 1170, the expected behavior was for the first overload to remain in the candidate set, win over the second one, to eventually lead to an access control error (*). GCC mainline (would be 4.8) finally implements the DR, thus benefiting the many modern programming techniques heavily exploiting SFINAE, among which certainly the GNU C++ runtime library itself, which relies on it for the internals of <type_traits> and in several other places. Note that the resolution of the DR is active even in C++98 mode, not just in C++11 mode, because it turned out that the traditional behavior, as implemented in GCC, wasn't fully consistent in all the possible circumstances. (*) In practice, GCC didn't really implement this, the static_assert triggered instead.

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • Avoiding the Anaemic Domain - How to decide what single responsibility a class has

    - by thecapsaicinkid
    Even after reading a bunch I'm still falling into the same trap. I have a class, usually an enity. I need to implement more than one, similar operations on this type. It feels wrong to (seemingly arbitrarily) choose one of these operations to belong inside the entity and push the others out to a separate class; I end up pushing all operations to service classes and am left with an anaemic domain. As a crude example, imagine the typical Employee class with numeric properties to hold how many paid days the employee is entitled to for both sickness and holiday and a collection of days taken for each. public class Employee { public int PaidHolidayAllowance { get; set; } public int PaidSicknessAllowance { get; set; } public IEnumerable<Holiday> Holidays { get; set; } public IEnumerable<SickDays> SickDays { get; set; } } I want two operations, one to calculate remaining holiday, another for remaining paid sick days. It seems strange to include say, CalculateRemaingHoliday() in the Employee class and bump CalculateRemainingPaidSick() to some PaidSicknessCalculator class. I would end up with a PaidSicknessCalculator and a RemainingHolidayCalculator and the anaemic Employee entity as seen above. The other alternative would be to put both operations in the Employee class and kick Single Responsibility to the curb. That doesn't make for particularly maintainable code. I suppose the Employee class should have some initialisation/validation logic (not accepting negative alowances etc.) So maybe I just stick to basic initialisation and validation in the entities themselves and be happy with my separate calculator classes. Or maybe I should be asking myself if Anaemic Domain is actually causing me some tangible problems with my code.

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • What is the difference between Callback<T> and Java 8's Supplier<T>?

    - by Dan Pantry
    I've been switching over to Java from C# after some recommendations from some over at CodeReview. So, when I was looking into LWJGL, one thing I remembered was that every call to Display must be executed on the same thread that the Display.create() method was invoked on. Remembering this, I whipped up a class that looks a bit like this. public class LwjglDisplayWindow implements DisplayWindow { private final static int TargetFramesPerSecond = 60; private final Scheduler _scheduler; public LwjglDisplayWindow(Scheduler displayScheduler, DisplayMode displayMode) throws LWJGLException { _scheduler = displayScheduler; Display.setDisplayMode(displayMode); Display.create(); } public void dispose() { Display.destroy(); } @Override public int getTargetFramesPerSecond() { return TargetFramesPerSecond; } @Override public Future<Boolean> isClosed() { return _scheduler.schedule(() -> Display.isCloseRequested()); } } While writing this class you'll notice that I created a method called isClosed() that returns a Future<Boolean>. This dispatches a function to my Scheduler interface (which is nothing more than a wrapper around an ScheduledExecutorService. While writing the schedule method on the Scheduler I noticed that I could either use a Supplier<T> argument or a Callable<T> argument to represent the function that is passed in. ScheduledExecutorService didn't contain an override for Supplier<T> but I noticed that the lambda expression () -> Display.isCloseRequested() is actually type compatible with both Callable<bool> and Supplier<bool>. My question is, is there a difference between those two, semantically or otherwise - and if so, what is it, so I can adhere to it?

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Code contracts and inheritance

    - by DigiMortal
    In my last posting about code contracts I introduced you how to force code contracts to classes through interfaces. In this posting I will go step further and I will show you how code contracts work in the case of inherited classes. As a first thing let’s take a look at my interface and code contracts. [ContractClass(typeof(ProductContracts))] public interface IProduct {     int Id { get; set; }     string Name { get; set; }     decimal Weight { get; set; }     decimal Price { get; set; } }   [ContractClassFor(typeof(IProduct))] internal sealed class ProductContracts : IProduct {     private ProductContracts() { }       int IProduct.Id     {         get         {             return default(int);         }         set         {             Contract.Requires(value > 0);         }     }       string IProduct.Name     {         get         {             return default(string);         }         set         {             Contract.Requires(!string.IsNullOrWhiteSpace(value));             Contract.Requires(value.Length <= 25);         }     }       decimal IProduct.Weight     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 3);             Contract.Requires(value < 100);         }     }       decimal IProduct.Price     {         get         {             return default(decimal);         }         set         {             Contract.Requires(value > 0);             Contract.Requires(value < 100);         }     } } And here is the product class that inherits IProduct interface. public class Product : IProduct {     public int Id { get; set; }     public string Name { get; set; }     public virtual decimal Weight { get; set; }     public decimal Price { get; set; } } if we run this code and violate the code contract set to Id we will get ContractException. public class Program {     static void Main(string[] args)     {         var product = new Product();         product.Id = -100;     } }   Now let’s make Product to be abstract class and let’s define new class called Food that adds one more contract to Weight property. public class Food : Product {     public override decimal Weight     {         get         {             return base.Weight;         }         set         {             Contract.Requires(value > 1);             Contract.Requires(value < 10);               base.Weight = value;         }     } } Now we should have the following rules at place for Food: weight must be greater than 1, weight must be greater than 3, weight must be less than 100, weight must be less than 10. Interesting part is what happens when we try to violate the lower and upper limits of Food weight. To see what happens let’s try to violate rules #2 and #4. Just comment one of the last lines out in the following method to test another assignment. public class Program {     static void Main(string[] args)     {         var food = new Food();         food.Weight = 12;         food.Weight = 2;     } } And here are the results as pictures to see where exceptions are thrown. Click on images to see them at original size. Violation of lower limit. Violation of upper limit. As you can see for both violations we get ContractException like expected. Code contracts inheritance is powerful and at same time dangerous feature. Although you can always narrow down the conditions that come from more general classes it is possible to define impossible or conflicting contracts at different points in inheritance hierarchy.

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  • Foreach loop with 2d array of objects

    - by Jacob Millward
    I'm using a 2D array of objects to store data about tiles, or "blocks" in my gameworld. I initialise the array, fill it with data and then attempt to invoke the draw method of each object. foreach (Block block in blockList) { block.Draw(spriteBatch); } I end up with an exception being thrown "Object reference is not set to an instance of an object". What have I done wrong? EDIT: This is the code used to define the array Block[,] blockList; Then blockList = new Block[screenRectangle.Width, screenRectangle.Height]; // Fill with dummy data for (int x = 0; x <= screenRectangle.Width / texture.Width; x++) { for (int y = 0; y <= screenRectangle.Height / texture.Width; y++) { if (y >= screenRectangle.Height / (texture.Width*2)) { blockList[x, y] = new Block(1, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } else { blockList[x, y] = new Block(0, new Rectangle(x * 16, y * 16, texture.Width, texture.Height), texture); } } }

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • how to stop the array of sprite in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to stop the sprite movement at the center of the game scene in my game bec i want to shoot the bubble after stopping the movenent at certain position here is my code -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png", @"6.png", @"7.png",@"8.png" ,nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*target = [CCSprite spriteWithFile:image]; // generate random number based on size of array (array size is larger than 10) float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(350*offsetFraction, 100)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } here bubbles are moving from top to bottom but after 5 rows my bubble movement should be stop so please help me to get that logic

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • An alternative to multiple inheritance when creating an abstraction layer?

    - by sebf
    In my project I am creating an abstraction layer for some APIs. The purpose of the layer is to make multi-platform easier, and also to simplify the APIs to the feature set that I need while also providing some functionality, the implementation of which will be unique to each platform. At the moment, I have implemented it by defining and abstract class, which has methods which creates objects that implement interfaces. The abstract class and these interfaces define the capabilities of my abstraction layer. The implementation of these in my layer should of course be arbitrary from the POV view of my application, but I have done it, for my first API, by creating chains of subclasses which add more specific functionality as the features of the APIs they expose become less generic. An example would probably demonstrate this better: //The interface as seen by the application interface IGenericResource { byte[] GetSomeData(); } interface ISpecificResourceOne : IGenericResource { int SomePropertyOfResourceOne {get;} } interface ISpecificResourceTwo : IGenericResource { string SomePropertyOfResourceTwo {get;} } public abstract class MyLayer { ISpecificResourceOne CreateResourceOne(); ISpecificResourceTwo CreateResourceTwo(); void UseResourceOne(ISpecificResourceOne one); void UseResourceTwo(ISpecificResourceTwo two); } //The layer as created in my library public class LowLevelResource : IGenericResource { byte[] GetSomeData() {} } public class ResourceOne : LowLevelResource, ISpecificResourceOne { int SomePropertyOfResourceOne {get{}} } public class ResourceTwo : ResourceOne, ISpecificResourceTwo { string SomePropertyOfResourceTwo {get {}} } public partial class Implementation : MyLayer { override UseResourceOne(ISpecificResourceOne one) { DoStuff((ResourceOne)one); } } As can be seen, I am essentially trying to have two inheritance chains on the same object, but of course I can't do this so I simulate the second version with interfaces. The thing is though, I don't like using interfaces for this; it seems wrong, in my mind an interface defines a contract, any class that implements that interface should be able to be used where that interface is used but here that is clearly not the case because the interfaces are being used to allow an object from the layer to masquerade as something else, without the application needing to have access to its definition. What technique would allow me to define a comprehensive, intuitive collection of objects for an abstraction layer, while their implementation remains independent? (Language is C#)

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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