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  • Crosshairs in Java

    - by typoknig
    I am making a game that needs a crosshair. I have been playing with the java.awt.cursor class and that is easy enough, but the problem is that I do not want the crosshairs to be able to leave the window I create for my game, so I tried this instead: private void drawCrossHair(Graphics g){ Ellipse2D ellipse = new Ellipse2D.Float(); ellipse.setFrame(crossHair.x, crossHair.y, 36, 36); Color yellow = new Color (0xEDFF62); g.setColor(yellow); g.fillOval(crossHair.x, crossHair.y, 40, 40); g.setClip(ellipse); g.clip(ellipse); Basically I am trying to remove the "ellipse" from "g" leaving only a small ring behind. The problem here is that "g.clip(ellipse);" gives me an error. My objective with this code is to create a circle with a transparent center, like a donut. Once the donut is created I will add some small points on the inside of it so it looks more like crosshairs. One thing that may or may not be an issue is that I plan on moving the crosshairs with a joystick, not a mouse... I do not know if that will limit my options for what kind of object my crosshairs can be.

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  • C#- move a shape to a point which is half way from the top of the form

    - by hello-all
    Hello all, Here I have to create a diamond using drawlines method and make it move horizontally along a path that is half way from the top of the form. I created a diamond and it is moving horizontally, but i want it to start moving from a position which is half way from the top of the form. This is the code to create a diamond, private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Point p1 = new Point(5+x, 0); Point p2 = new Point(10+x, 5); Point p3 = new Point(5+x, 10); Point p4 = new Point(0+x, 5); Point[] ps = { p1, p2, p3, p4, p1 }; Pen p_yellow = new Pen(Color.Yellow, 5); g.DrawLines(p_yellow, ps); this.BackColor = System.Drawing.Color.DarkBlue; } I can make it move using the timer and following is the code, private void timer1_Tick(object sender, EventArgs e) { if (x < 500) x += 2; else timer1.Enabled = false; this.Invalidate(); } please tell me how to bring the diamond to a point which is half way from the top of the form?

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  • Java2D: Fill a convex rounded polygon (QuadCurves)

    - by Martijn Courteaux
    Hi, If I have a QuadCurve like this (+ = node): + + \ ./ +--?? And I fill it in Java 2D the result is something like this: (x = colored) +xxxxxxxxx+ \xxxxxx./ +--?? But I want to color the other side: + + x\ ./x xxx +--??xx xxxxxxxxxxx This succeeds by drawing a rectangle around the curve in the color I want to color the other side and then fill the curve with the background color. But this isn't good enough to fill a convex rounded (based on QuadCurves) polygon. In case of some coordinates for the rectangles (as explained in the trick I used) overlap other pieces of the polygon. Here are two images (the green area is my polygon): So, the question is simple: "How can I color a shape build of curves?" But to the answer will not be simple I think... Any advice would be VERY VERY appreciated. Thanks in advance. Maybe I'm going to make a bounty for this question if I don't get an answer

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  • How do I draw an ellipse with arbitrary orientation pixel by pixel?

    - by amc
    Hi, I have to draw an ellipse of arbitrary size and orientation pixel by pixel. It seems pretty easy to draw an ellipse whose major and minor axes align with the x and y axes, but rotating the ellipse by an arbitrary angle seems trickier. Initially I though it might work to draw the unrotated ellipse and apply a rotation matrix to each point, but it seems as though that could cause errors do to rounding, and I need rather high precision. Is my suspicion about this method correct? How could I accomplish this task more precisely? I'm programming in C++ (although that shouldn't really matter since this is a more algorithm-oriented question).

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  • PHP Get Shape Coordinates From Points

    - by Ozzy
    Im sure if the title is exactly what I am trying to describe so sorry if it isnt. Ok here is what i am trying to do: What i want to do is create a function that you can enter unlimited ammount of coordinates ( the blue dots) and then it will create a shape like so and then return all coordinates the shape covers. Because this is for working with pixels, there will be no decimal coordinates. Something that can be used like so: print_r(get_coords(12,6, 23,13, 30,9, 37,24, 24,34, 25,24, 7,30, 6,15)); // ^ Will output an array of all x and y coordinates that the shape covers How would i go about doing something like this?

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  • CSS Square Div with an Inward Oval Shape

    - by user2813099
    I am trying to create a div in css with an inward oval shape to it like this. At the moment, I have a shape that is outward instead of inward (JS Fiddle Link). .shape { float: left; width: 100px; height: 50px; border: none; background: #CC0000; border-radius: 0 90px 0 0; -moz-border-radius: 0 90px 0 0; -webkit-border-radius: 0 90px 0 0; background-image: -webkit-gradient( linear, left top, right bottom, color-stop(0, #520C0C), color-stop(1, #CC0000) ); background-image: -o-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -moz-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -webkit-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -ms-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: linear-gradient(to right bottom, #520C0C 0%, #CC0000 100%); } Any ideas on how to go about this?

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  • How do I break an image into 6 or 8 pieces of different shapes?

    - by Anil gupta
    I am working on puzzle game, where the player can select an image from iPhone photo gallery. The selected image will save in puzzle page and after 3 second wait the selected image will be broken into 6 or 8 parts of different shapes. Then player will arrange these broken parts of images to make the original image. I am not getting idea how to break the image and merged so that player arrange the broken part. I want to break image like this below frame. I am developing this game in cocos2d.

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • C#/.NET Little Wonders: Use Cast() and TypeOf() to Change Sequence Type

    - by James Michael Hare
    Once again, in this series of posts I look at the parts of the .NET Framework that may seem trivial, but can help improve your code by making it easier to write and maintain. The index of all my past little wonders posts can be found here. We’ve seen how the Select() extension method lets you project a sequence from one type to a new type which is handy for getting just parts of items, or building new items.  But what happens when the items in the sequence are already the type you want, but the sequence itself is typed to an interface or super-type instead of the sub-type you need? For example, you may have a sequence of Rectangle stored in an IEnumerable<Shape> and want to consider it an IEnumerable<Rectangle> sequence instead.  Today we’ll look at two handy extension methods, Cast<TResult>() and OfType<TResult>() which help you with this task. Cast<TResult>() – Attempt to cast all items to type TResult So, the first thing we can do would be to attempt to create a sequence of TResult from every item in the source sequence.  Typically we’d do this if we had an IEnumerable<T> where we knew that every item was actually a TResult where TResult inherits/implements T. For example, assume the typical Shape example classes: 1: // abstract base class 2: public abstract class Shape { } 3:  4: // a basic rectangle 5: public class Rectangle : Shape 6: { 7: public int Widtgh { get; set; } 8: public int Height { get; set; } 9: } And let’s assume we have a sequence of Shape where every Shape is a Rectangle… 1: var shapes = new List<Shape> 2: { 3: new Rectangle { Width = 3, Height = 5 }, 4: new Rectangle { Width = 10, Height = 13 }, 5: // ... 6: }; To get the sequence of Shape as a sequence of Rectangle, of course, we could use a Select() clause, such as: 1: // select each Shape, cast it to Rectangle 2: var rectangles = shapes 3: .Select(s => (Rectangle)s) 4: .ToList(); But that’s a bit verbose, and fortunately there is already a facility built in and ready to use in the form of the Cast<TResult>() extension method: 1: // cast each item to Rectangle and store in a List<Rectangle> 2: var rectangles = shapes 3: .Cast<Rectangle>() 4: .ToList(); However, we should note that if anything in the list cannot be cast to a Rectangle, you will get an InvalidCastException thrown at runtime.  Thus, if our Shape sequence had a Circle in it, the call to Cast<Rectangle>() would have failed.  As such, you should only do this when you are reasonably sure of what the sequence actually contains (or are willing to handle an exception if you’re wrong). Another handy use of Cast<TResult>() is using it to convert an IEnumerable to an IEnumerable<T>.  If you look at the signature, you’ll see that the Cast<TResult>() extension method actually extends the older, object-based IEnumerable interface instead of the newer, generic IEnumerable<T>.  This is your gateway method for being able to use LINQ on older, non-generic sequences.  For example, consider the following: 1: // the older, non-generic collections are sequence of object 2: var shapes = new ArrayList 3: { 4: new Rectangle { Width = 3, Height = 13 }, 5: new Rectangle { Width = 10, Height = 20 }, 6: // ... 7: }; Since this is an older, object based collection, we cannot use the LINQ extension methods on it directly.  For example, if I wanted to query the Shape sequence for only those Rectangles whose Width is > 5, I can’t do this: 1: // compiler error, Where() operates on IEnumerable<T>, not IEnumerable 2: var bigRectangles = shapes.Where(r => r.Width > 5); However, I can use Cast<Rectangle>() to treat my ArrayList as an IEnumerable<Rectangle> and then do the query! 1: // ah, that’s better! 2: var bigRectangles = shapes.Cast<Rectangle>().Where(r => r.Width > 5); Or, if you prefer, in LINQ query expression syntax: 1: var bigRectangles = from s in shapes.Cast<Rectangle>() 2: where s.Width > 5 3: select s; One quick warning: Cast<TResult>() only attempts to cast, it won’t perform a cast conversion.  That is, consider this: 1: var intList = new List<int> { 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89 }; 2:  3: // casting ints to longs, this should work, right? 4: var asLong = intList.Cast<long>().ToList(); Will the code above work?  No, you’ll get a InvalidCastException. Remember that Cast<TResult>() is an extension of IEnumerable, thus it is a sequence of object, which means that it will box every int as an object as it enumerates over it, and there is no cast conversion from object to long, and thus the cast fails.  In other words, a cast from int to long will succeed because there is a conversion from int to long.  But a cast from int to object to long will not, because you can only unbox an item by casting it to its exact type. For more information on why cast-converting boxed values doesn’t work, see this post on The Dangers of Casting Boxed Values (here). OfType<TResult>() – Filter sequence to only items of type TResult So, we’ve seen how we can use Cast<TResult>() to change the type of our sequence, when we expect all the items of the sequence to be of a specific type.  But what do we do when a sequence contains many different types, and we are only concerned with a subset of a given type? For example, what if a sequence of Shape contains Rectangle and Circle instances, and we just want to select all of the Rectangle instances?  Well, let’s say we had this sequence of Shape: 1: var shapes = new List<Shape> 2: { 3: new Rectangle { Width = 3, Height = 5 }, 4: new Rectangle { Width = 10, Height = 13 }, 5: new Circle { Radius = 10 }, 6: new Square { Side = 13 }, 7: // ... 8: }; Well, we could get the rectangles using Select(), like: 1: var onlyRectangles = shapes.Where(s => s is Rectangle).ToList(); But fortunately, an easier way has already been written for us in the form of the OfType<T>() extension method: 1: // returns only a sequence of the shapes that are Rectangles 2: var onlyRectangles = shapes.OfType<Rectangle>().ToList(); Now we have a sequence of only the Rectangles in the original sequence, we can also use this to chain other queries that depend on Rectangles, such as: 1: // select only Rectangles, then filter to only those more than 2: // 5 units wide... 3: var onlyBigRectangles = shapes.OfType<Rectangle>() 4: .Where(r => r.Width > 5) 5: .ToList(); The OfType<Rectangle>() will filter the sequence to only the items that are of type Rectangle (or a subclass of it), and that results in an IEnumerable<Rectangle>, we can then apply the other LINQ extension methods to query that list further. Just as Cast<TResult>() is an extension method on IEnumerable (and not IEnumerable<T>), the same is true for OfType<T>().  This means that you can use OfType<TResult>() on object-based collections as well. For example, given an ArrayList containing Shapes, as below: 1: // object-based collections are a sequence of object 2: var shapes = new ArrayList 3: { 4: new Rectangle { Width = 3, Height = 5 }, 5: new Rectangle { Width = 10, Height = 13 }, 6: new Circle { Radius = 10 }, 7: new Square { Side = 13 }, 8: // ... 9: }; We can use OfType<Rectangle> to filter the sequence to only Rectangle items (and subclasses), and then chain other LINQ expressions, since we will then be of type IEnumerable<Rectangle>: 1: // OfType() converts the sequence of object to a new sequence 2: // containing only Rectangle or sub-types of Rectangle. 3: var onlyBigRectangles = shapes.OfType<Rectangle>() 4: .Where(r => r.Width > 5) 5: .ToList(); Summary So now we’ve seen two different ways to get a sequence of a superclass or interface down to a more specific sequence of a subclass or implementation.  The Cast<TResult>() method casts every item in the source sequence to type TResult, and the OfType<TResult>() method selects only those items in the source sequence that are of type TResult. You can use these to downcast sequences, or adapt older types and sequences that only implement IEnumerable (such as DataTable, ArrayList, etc.). Technorati Tags: C#,CSharp,.NET,LINQ,Little Wonders,TypeOf,Cast,IEnumerable<T>

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  • What is the C# equivalent of this Excel VBA code for Shapes?

    - by code4life
    This is the VBA code for an Excel template, which I'm trying to convert to C# in a VSTO project I'm working on. By the way, it's a VSTO add-in: Dim addedShapes() As Variant ReDim addedShapes(1) addedShapes(1) = aBracket.Name ReDim Preserve addedShapes(UBound(addedShapes) + 1) addedShapes(UBound(addedShapes)) = "unique2" Set tmpShape = Me.Shapes.Range(addedShapes).Group At this point, I'm stumped by the addedShapes(), not sure what this is all about. Update: Matti mentioned that addedShapes() represents a variant array in VBA. So now I'm wondering what the contents of addedShapes() should be. Would this be the correct way to call the Shapes.Range() call in C#? List<string> addedShapes = new List<string>(); ... Shape tmpShape = worksheet.Shapes.get_Range (addedShapes.Cast<object>().ToArray()).Group(); I'd appreciate anyone who's worked with VBA and C# willing to make a comment on my question & problem!

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  • How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

    - by Deukalion
    I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact same texture? ...so if I have over a hundred boxes with each different textures, I need at least as many BasicEffects? Will that not be "too much" for the CPU/GPU in the end or result in lagging? Is there any good way to render multiple objects (cubes or other shapes) at the same time? I've tried changing the BasicEffect.Texture with each cube drawn, but it resulting in changing the first Cube's texture too. Any suggestions would be really appreciated, I'm really new to 3D in XNA so I'm trying to wrap my head around the best methods for example render a Map with objects (of shapes).

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • What algorithm can I use to detect simple shapes in a 4x4 matrix?

    - by ion
    I'm working on a simple multiplayer game that receives a random 4x4 matrix from a server and extracts a shape from it. For example: XXOO OXOO XXOX XXOO XOOX and XOOO XXXX OXXX So in the first matrix the shape I want to parse is: oo o oo and the 2nd: oo oo ooo I know there must be an algorithm for this because I saw this kind of behavior on some puzzle games but I have no idea how to go about to detecting them or even where to start. So my question is: How do I detect what shape is in the matrix and how do I differentiate between multiple colors? (it doesn't come only in X and O, it comes in a maximum of 4). Additionally, the shape must be a minimum of 4 blocks.

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • How can I scroll my custom view? I want to see the shapes drawn over the bounds of the screen

    - by antonio Musella
    I have a Custom view ... package nan.salsa.goal.customview; import android.R; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.ShapeDrawable; import android.graphics.drawable.shapes.RectShape; import android.util.AttributeSet; import android.util.Log; import android.view.View; public class DayView extends View { private static String TAG="DayView"; private ShapeDrawable mDrawable; public DayView(Context context) { super(context); } public DayView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public DayView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } public void init() { int x = 10; int y = 10; mDrawable = new ShapeDrawable(new RectShape()); mDrawable.getPaint().setColor(Color.GREEN); mDrawable.setBounds(x, y, x + (width - (x * 2)), y + (height - (y*2))); mDrawable.draw(canvas); for (int i = 1; i < 30; i++) { boxDrawable = new ShapeDrawable(new RectShape()); boxDrawable.setBounds(x + x , y + (100 * i) , x + (width - ((x + x) * 2)), y + (100 * i) + 50); boxDrawable.getPaint().setColor(Color.RED); boxDrawable.draw(canvas); } } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); setBackgroundColor(R.color.black); mDrawable.draw(canvas); } } with this simple configuration file : <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#E06F00"> <nan.salsa.goal.customview.DayView android:id="@+id/dayView" android:layout_height="match_parent" android:layout_width="fill_parent" /> </LinearLayout> In my view I want to scroll to see the shapes drawn over the bounds of the screen .. How I can do it? Regards, Antonio Musella

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  • Expand / Collapse Swimlane (Domain Specific Language) C#

    - by Tejas
    I have multiple swimlanes on the surface, Is it possible to have expand / collapse functionality to these swimlanes?. My swimlanes are going to contain different shapes (Image Shapes), Geometry shape etc. I have tried the nesting of a geometry shpes but it only contains the geometry shapes not image shapes i.e. I have already created a Geometry shape with it's type as a RectangleD and by writing its partial class I have overridden the Expand() and Collapse() methods but to no avail because this particular Shape (Container) going to contain only Geometry shapes and not the Image shapes. Now I am trying to expand / collapse the swimlanes itself. Please let me know if anyone has done this before.

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  • Splitting Graph into distinct polygons in O(E) complexity

    - by Arthur Wulf White
    If you have seen my last question: trapped inside a Graph : Find paths along edges that do not cross any edges How do you split an entire graph into distinct shapes 'trapped' inside the graph(like the ones described in my last question) with good complexity? What I am doing now is iterating over all edges and then starting to traverse while always taking the rightmost turn. This does split the graph into distinct shapes. Then I eliminate all the excess shapes (that are repeats of previous shapes) and return the result. The complexity of this algorithm is O(E^2). I am wondering if I could do it in O(E) by removing edges I already traversed previously. My current implementation of that returns unexpected results.

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  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

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  • Java MS Word-like Application

    - by Halo
    You know in MS Word, you can write text and draw&put shapes anywhere you want.. in the text when you hit enter and get to a new line, the shapes below your cursor also moves down one line? I want to implement that property in Java on a pane, using components as the shapes and text. How can I provide absolute positioning for shapes but at the same time preserve the space between them? I'll appreciate any idea, cause I'm almost out of ideas.

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  • Special parameters for texture binding?

    - by user146780
    Do I have to set up my gl context in a certain way to bind textures. I'm following a tutorial. I start by doing: #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } void initt(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeCheckImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); engineGL.current.tex = texName; } In my rendering I do: PolygonTesselator.Begin_Contour(); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, current.tex); if(layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size() > 0) { glColor4f( layer[currentlayer].Shapes[i].Color.r, layer[currentlayer].Shapes[i].Color.g, layer[currentlayer].Shapes[i].Color.b, layer[currentlayer].Shapes[i].Color.a); } for(unsigned int j = 0; j < layer[currentlayer].Shapes[i].Contour[c].DrawingPoints.size(); ++j) { gluTessVertex(PolygonTesselator.tobj,&layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0], &layer[currentlayer].Shapes[i].Contour[c].DrawingPoints[j][0]); } PolygonTesselator.End_Contour(); } glDisable(GL_TEXTURE_2D); } However it still renders the color and not the texture at all. I'd atleast expect to see black or something but its as if the bind fails. Am I missing something? Thanks

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  • Does Java not support multiple inheritance?

    - by user1720616
    Lets us take instances of two classes public abstract class Shapes { public abstract void draw(Graphics g); } public class Rectangle extends Shapes { public void draw(Graphics g) { //implementation of the method } } here the class Rectangle has extended class Shapes and implicitly it extends class Object.I know no other extension is possible but cant we call inheriting classes Shapes and Object multiple inheritance?(Since inheriting two classes is multiple inheritance from one perspective)

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